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Up to date as of January 31, 2010
(Redirected to Characteristic article)

From Dofus

A character's characteristics and professions screen. Parenthetical values are bonuses.

Characteristics, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or characteristic scrolls. Some characteristics can be altered via the change your constitution quest.

Contents

Basic Characteristics

The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using characteristic scrolls, and by eating certain special food. They can also be increased (and decreased) temporarily with equipment and, during battle, buffs.

Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.

How to calculate basics characteristics of a mob

Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity :

  • intelligence = fire_reduction/3 - spell_reduction/3
  • X = X_reduction - spell_reduction - 2 x intelligence

4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.

Vitality (Vit)

  • Increases life by 1 (2 in the case of sacriers) per point.
For the Iop spell with the same name, see Vitality (spell).

Vitality is mostly appreciated because of its use in making fights last longer.

Equipment boosts in Vitality are different from boosts in Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in Life increases maximum health, but does not conserve the total amount.

Wisdom (Wis)

How to calculate wisdom of a monster

Spells which reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random.

  • min_wisdom = round_down (reflection_mesured /reflection_unmodified x 100 )- 100
  • max_wisdom = round_up ((reflection_mesured + 1) /reflection_unmodified x 100 )- 101

It is possible to have a more precise result using the % AP and MP loss resistance but one have to remember many foes have % AP or MP loss resistance bonus. So these values can only be used if they give lower results than the max value.

  • max_wisdom <= min (% AP loss resistance x 4 ; % MP loss resistance x 4 )


For example

Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116.

  • min_wisdom = round_down (12 /6 x 100 )- 100 = 100. (99 wisdom means(100+99)/100 x 6 = 11,94 = 11 reflection )
  • max_wisdom = round_up(13 /6 x 100 )- 101 = 116. (117 wisdom means (100+117)/100 x 6 = 13,02 = 13 reflection)


If the monster has 55% AP loss resistance and 27% Mp loss resistance, then wisdom is lower or equal to min (55 x 4; 27 x 4) which mean lower or equal to 108.

In conclusion, it has between 100 and 108 wisdom.

Strength (Str)

Intelligence (Int)

Chance (Cha)

Agility (Agi)

Other characteristics

The other characteristics are listed below. These are not considered basic only because the points that a player gains at each level cannot be used to increase these characteristics.

Energy

Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you become a ghost.

The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. (Neutral characters who are defeated by an aggressive player, will lose 100 energy.) When defeated in a fight against a Perceptor, you lose 3000 additional energy.

The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they disconnected in taverns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.

Health points (HP/Life)

Health points keep your character alive in combat. If you reach 0 life (HP), your character is removed from the battle. If everyone on your side is defeated, your character may die; see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle).

Each player character starts with 50 HP and gets 5 extra HP per level. HP is affected by Vitality.

Life can be restored by using certain items, the Emote /sit, Emote /rest, and certain spells. Leveling up (either your character or profession) will restore your life to maximum.

Note: Life earned from equipment will let you increase your overall HP but you have to remember to heal when you use +life equipment, as your beginning HP (before the equip) is of course lower than the post-equip total.

Action points (AP)

Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 permanently increases the base value to 7.

Image:Actionpoints.jpg

Movement points (MP)

Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 has no effect on the base value of MP.

Initiative (Init)

Initiative determines who moves first in combat. The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on second team, etc. The base value is equal to your characteristic points in the elemental stats (Strength, Intelligence, Agility, Chance) and initiative/elemental stat bonuses from equipment.

How to calculate initiative

Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)

Prospecting (PP)

Prospecting affects the character's chance of getting drops from monsters. For details, see the drops page. The base value is 120 for followers of Enutrof, 100 for other classes. Every 10 Chance points yields 1 prospecting point. Prospecting equipment is another way to boost your PP.

Pods (Carrying Capacity)

Note : In French, "poids" means weight.

This statistic determines the number of items you can carry. The base value is 1000. Each profession level of the character gives +5 pods, and each level 100 profession gives an additional +1000 pods. Strength also affects carrying capacity, at the rate of 5 pods per strength point.

A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).

Quasi-characteristics

These are attributes that could be considered characteristics, but are usually treated separately.


This article uses material from the "Characteristic" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010
(Redirected to Character Attributes article)

From EQ2i, the EverQuest II wiki


There are five Character Attributes which are fundamental to the capabilities of any character: Strength (STR), Stamina (STA), Agility (AGI), Intelligence (INT) and Wisdom (WIS).

Scope

Strength
Strength represents your character's physical strength. It affects your character's ability to deliver physical damage, and his/her carrying capacity. Strength also affects the maximum Power pool for fighters.
Agility
Agility is a measure of your character's nimbleness and dexterity. It can improve your character's ability to physically hit targets, and make your character harder to hit (avoidance). Agility also affects the maximum Power pool for Scouts.
Stamina
Stamina is your character's fortitude. It affects your maximum Health pool and how long you can hold your breath. Basically the more Stamina the more Health the more hits you can take. Stamina is very important to fighters.
Intelligence
Intelligence represents your character's powers of reasoning and overall intellect. As Intelligence increases, the damage for spells (min - max) increases as well. Intelligence also affects the maximum power pool for Mages, Bards and Shadowknights.
Wisdom
Wisdom is a measure of your character's spiritual strength and willpower. It affects your ability to avoid magical attacks (base resistances). Wisdom also affects the maximum power pool for Priest and Paladins.

Character Attributes by Race

Race Strength Stamina Agility Intelligence Wisdom
Arasai 10 10 30 25 25
Barbarian 25 25 20 12 18
Dark Elf 13 15 23 26 23
Dwarf 22 25 16 12 25
Erudite 12 15 18 30 25
Fae 10 10 30 25 25
Froglok 16 20 24 20 20
Gnome 12 16 25 27 20
Half Elf 17 18 25 21 19
Halfling 15 17 30 16 22
High Elf 10 15 22 23 30
Human 20 20 20 20 20
Iksar 18 18 22 20 22
Kerra 22 20 23 15 20
Ogre 30 25 15 15 15
Ratonga 10 15 30 25 20
Sarnak 21 23 17 15 24
Troll 25 30 18 10 17
Wood Elf 14 16 30 17 23

This article uses material from the "Character Attributes" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Wisdom is a title that you can display for prestige.

It is awarded per account for identifying rare items.

Benefit

For each rank of the Wisdom as well as the Treasure Hunter title track earned, the chance of an item not being destroyed when salvaging a magical upgrade component is increased by 3 percent from a base of 50 percent. The bonuses from both titles do stack.

Wisdom title track

These titles are granted to an account for identifying rare items:

Rank Title Rare items identified Salvage bonus
1 Seeker of Wisdom 100 3%
2 Collector of Wisdom 250 6%
3 Devotee of Wisdom 550 9%
4 Devourer of Wisdom 1,200 12%
5 Font of Wisdom 2,500 15%
6 Oracle of Wisdom 5,000 18%
7 Source of Wisdom 10,000 21%

Notes

  • As of the June 11th 2009 update the Wisdom title track now contributes to gaining The Favor of the Gods.
  • Do not attempt to salvage runes from gold armors before identifying to get two IDs from one item. The August 23rd 2007 update has made all unidentified armors break after salvaging regardless of your rank in Wisdom or Treasure Hunter.
  • See the Drop rate article for information on which chests provide the best possibility of yielding gold items. Another way to obtain this title is to buy unidentified gold items from other players.
Titles
Asura AllegianceCartographerChampionCommanderCodexDefender of AscalonDeldrimor AllegianceDrunkardEbon Vanguard AllegianceFaction AllegianceGamerGladiatorGuardianHeroKind Of A Big DealLegendary CartographerLegendary GuardianLegendary Skill HunterLegendary VanquisherLightbringerLucky/UnluckyMaster of the NorthNorn AllegianceParty AnimalProtectorSkill HunterSunspearSurvivorSweet ToothTreasure HunterVanquisherWisdomZaishen
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This article uses material from the "Wisdom" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010
(Redirected to Comics:Wisdom Vol 1 article)

From Marvel Database

This page contains a list of all the comics included in this volume of the series.
If you have found something that is not seen on this page, please add it to this list.
(This template will categorize articles that include it into Category:Comic Lists.)
· Images from Wisdom Vol 1
Usage Help

Back to title selection : Comics W : Wisdom Vol 1





See Also:


Back to title selection : Comics W : Wisdom Vol 1



This article uses material from the "Comics:Wisdom Vol 1" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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