Powerlust Mechanics
Attack
Weapon Dmg Bonus
A flat damage bonus that is added to the base damage dealt by physical weapons. This bonus is already visually included in the weapon's damage (weapon stats and character stats).
Physical damage formula
FINAL DAMAGE = (base weapon damage + Weapon Dmg Bonus) × (Weapon Mastery + Sharper blade Talent) × weapon type Mastery × Talents × Abilities × Abilities Mastery bonus × items perks × set bonus
Spellpower
Spellpower is a multiplier that affects all magic damage. 100% Spellpower = damage × 2, 200% = damage × 3...
Magic damage formula
FINAL DAMAGE = Ability × Ability mastery bonus × [Mastery OR Elemental dmg] × Talents × Spellpower × item perks × set bonus
Elemental dmg = Mastery + Bonus stat for Fire, Water, Arcane & Lightning.
The mastery bonus for these elements is included in the total bonus shown in the character's stats.
Crit Chance
Chance of performing a critical hit (damage multiplied). Can be increased up to 100% (no point in going higher). Base value is 5%.
Critical hits can be performed with all types of attacks except poison (physical, magical, abilities,
imbued attacks, Damage over Time like Bleed, etc.).
The probabilities are independent for each instance of damage dealt (a hit with an imbued weapon will deal
2 different types of damage, and each type will have its own probability). The same applies to each tick of a DoT, such as bleeding.
Crit Dmg
Damage multiplier when a critical hit is performed. Base value is 200% (damage × 2).
Defense
Life
When health drops to 0, the character dies. In Normal mode, this results in a loss of 10% of your gold. In Hardcore mode, the character and their inventory are permanently deleted.
Armor
Reduces physical damage taken.
% Reduction = 100 × [A / (A + 100)]
100 Armor => 50% Dmg Reduction, 200 => 66% ...
Armor can also be seen as increasing your effective Life by A%.
100 Armor => Virtual Life ×2, 200 => ×3 ...
Magic Res
Reduces magic damage taken.
% Reduction = 100 × [MR / (MR + 100)]
100 Magic Res => 50% Dmg Reduction, 200 => 66% ...
Magic Res can also be seen as increasing your effective Life by MR%.
100 Magic Res => Virtual Life ×2, 200 => ×3 ...
Block
Chance to block all types of damage (physical, magical, Damage over Time like Bleed, Poison...). Blue halo around the character.
Capped at 50% except for the Block ability.
Health orbs & Potions
These are red orbs dropped by enemies. Picking up an orb restores 25 HP and grants a potion. You can carry 2 potions by default, up to 5 (Vitality Mastery, Belt Talent), each restoring 45% HP by default, up to 65% (Vitality Mastery, Drink Up Talent).
Energy orbs
These are blue orbs dropped by enemies. Picking up an orb restores 1000 Energy.
Special Stats
Speed
Increases movement speed (walking, running, rolling, etc.). Does not affect attack speed. Useful for ranged classes.
Gold Find
Increases the amount of gold dropped by enemies and chests.
Magic Find
Increases the chance to find rare items from standard enemies. 100% Magic Find = ×2 chance. This multiplies with
the Powerlevel bonus (Power Level starts at 100% = ×1).
Example: 50% Magic Find + 200% Powerlevel = ×1.5 × ×2 = ×3 chance.
Summons
Health
Mastery × Spellpower - Mastery applies even to mirror images
Damage
Ability × Ability mastery bonus × Talent × Spellpower
Crit Chance / Dmg
Same as the caster.
Status
Bleed
6 ticks over 3 seconds, each dealing 60% of the Bleeding strike Ability physical damage. Does not stack with itself.
Damage is based on the Bleeding strike Ability level, even when using another melee or ranged Ability.
• The 20% Grandmaster bonus from Bleeding strike does not apply to Bleed damage.
• If Bleed is applied with a magic Ability (including summons), damage is 4.5 × Player Level + Legend Level per tick, and is not increased
by Spell Power or Weapon Damage Bonus.
Burn
4 ticks over 2 seconds, each dealing (Player level × 1.25) Fire damage. Does not stack with itself.
Cripple
Slow enemy movement for 2 seconds, then 2 seconds cooldown immunity on target.
Crits can crit
Critical hits can trigger a second critical hit. The damage of the second critical hit is multiplied by the damage of the first one.
Example: 50% Crit Chance and 300% Crit Dmg. When a critical hit occurs, there is a 50% chance to trigger a second one → 25% chance per attack to deal a double critical hit
(300% × 300% = 900% damage).
At 100% Crit Chance, the second critical hit is always triggered.
Freeze
Enemy can't move or attack for 2 seconds, then 2 seconds cooldown immunity on target.
Poison
2 ticks over 2 seconds, each dealing 2.25% max enemy HP magic damage, 0.225% for bosses. Does not stack with itself. Does not crit. No damage boost.
Stun
Enemy can't move or attack for 1 second, then 2 seconds cooldown immunity on target.
Bleed (self)
6 ticks over 3 seconds, each dealing (Player level / 10) × (Power Level damage boost) physical damage. Does not stack with itself. Reduced by Armor.Poison (self)
4 ticks over 4 seconds, each dealing 5% max HP magic damage. Does not stack with itself. Reduced by Magic Res. Healing is halved when poisoned.
Good to know
Perks
Special effects found on Unique and Legendary items. The same perk does not stack. If a perk copies an ability, it uses the same level as the ability, overload at 100%.
Abilities Overloading
An ability can be overloaded by paying 2 or 3 times its energy cost to deal 2 or 3 times the damage / effect duration.
Imbues
Elemental damage applied to melee weapons. They can crit and are increased by weapon Abilities (e.g. Power Strike → ×3) in addition to Spellpower and elemental damage bonuses.
Enemies Resistances
Enemies can have resistances shown under their Health bar.
• Resist → takes 60% of the damage
• High Resist → takes 30% of the damage
"When dealing damage"
Triggered by all damage sources (direct physical and magic hits, summons, Damage over Time such as Fiery Path, Bleed, Poison, etc.).
"When Hit"
Triggered by all incoming damage sources (direct physical and magic hits, Damage over Time such as Bleed, Poison, etc.).
"Low on Health / Energy"
Triggered when remaining Health or Energy is below 25%.