Wolcen Lords of Mayhem Stats & Attributes Guide

Stats & Attributes for Wolcen: Lords of Mayhem covers the various attributes of the playable character. In this page, you can find all the information related to Attributes, Stats, Status Ailments, Character Stats, etc.

Other Wolcen Lords of Mayhem Guides:

Attributes

Ferocity

Your total Ferocity. Affects your Attack Critical Chance Score and Spell Critical Chance Score.

Attack Critical Chance Score: Modifier applied to your Attack Critical Chance value.

Spell Critical Chance Score: Modifier applied to your Spell Critical Chance value.

Toughness

Your total Toughness. Affects your Maximum Health and Maximum Force Shield.

Health: Your current Health Points. You lose them when enemies hit you, and die if they reach 0

Force Shield: Your total Force Shield, it protects your health from most damage until it’s empty. When the Force Shield Regeneration Delay is over, it will be recovered at the rate of the Force Shield Regeneration.

Agility

Your total Agility. Affects your Attack Speed Score and Spell Casting Score.

Attack Speed Score: Speed modifier applied to your attacks.

Spell Casting Score: Modifier applied to your Spell Casting Speed.

Wisdom

Your total Wisdom. Affects your Attack Status Chance Score and your Spell Status Chance Score.

Attack Status Ailment Chance Score: Modifier applied to your Status Ailment Chance with all attacks.

Spell Status Ailment Chance Score: Modifier applied to your Status Ailment Chance with all spells.

Attribute Points

Your remaining Attribute Points. You earn them when gaining levels and spend them between Ferocity, Toughness, Agility and Wisdom.

Attribute Amount

Your current Attribute amount. The gauge represents your investment into that attribute compared to the expected value at your level. It also indicates if the attribute is Primary, Secondary, Tertiary or Quaternary depending on the gauge.

Bonus Damage from Attributes

Bonus Damage gained from the Attribute points assigned. The Primary Attribute gives more bonus damage than the Secondary and so on.

Reset Attributes

The amount of gold required to reset your Attribute Points. This will allow you to re-assign them.

Reset Passives

The amount required to reset all Passive Skills. This will allow you to re-assign them.

Primary Stats

Health

Your current Health Points. You lose them when enemies hit you, and die if they reach 0

Force Shield

Your total Force Shield, it protects your health from most damage until it’s empty. When the Force Shield Regeneration Delay is over, it will be recovered at the rate of the Force Shield Regeneration.

Experience

Your current experience at this level. You can gain experience by killing monsters and achieving Quests. Reaching the experience cap will increase your Character Level.

Level

Your current level. Acquiring enough experience will reward you with more levels. Increasing levels provide you with additional Attribute Points.

Combat Stats

Average Damage: Your average Damage Rate with equipped weapons, given their Damage and Attack Speed.

Your average Damage Rate with equipped weapons, given their Damage and Attack Speed. Attack Speed Bonus: The Attack Speed added to your Base Attack Speed. Your Base Attack Speed depends on your Weapon.

The Attack Speed added to your Base Attack Speed. Your Base Attack Speed depends on your Weapon. Critical Chance (Weapons): Your Critical Chance with Weapons. Critical Hits deal extra damage.

Your Critical Chance with Weapons. Critical Hits deal extra damage. Critical Damage (Weapons): Your Critical Damage multiplier with Weapons. Represents the extra amount of Damage dealt by Critical Hits.

Your Critical Damage multiplier with Weapons. Represents the extra amount of Damage dealt by Critical Hits. Weapon Damage: The average Damage you deal in one strike with your equipped Weapon.

The average Damage you deal in one strike with your equipped Weapon. Physical: Physical Damage is the default Damage type for Weapons

Physical Damage is the default Damage type for Weapons Frost: Frost Damage has a natural chance to Freeze their target.

Frost Damage has a natural chance to Freeze their target. Lightning: Lightning Damage has a natural chance to Shock their target.

Lightning Damage has a natural chance to Shock their target. Ailment Chance: Your chance to inflict Ailments with equipped Weapon (s)

Your chance to inflict Ailments with equipped Weapon (s) Freeze Chance: Your total Chance to Freeze with Forst Damage

Your total Chance to Freeze with Forst Damage Rage on Hit: The amount of Rage Points generated each time you hit an enemy with a Weapon (except Staves)

Survivability

Health: Your current Health Points. You lose them when enemies hit you, and die if they reach 0.

Your current Health Points. You lose them when enemies hit you, and die if they reach 0. Health Regeneration: The amount of Health Points you restore each Tick.

The amount of Health Points you restore each Tick. Health Regeneration Rate: The time between each healing tick from your Health Regeneration and your Life Leech

The time between each healing tick from your Health Regeneration and your Life Leech Attack Life Leech: The Percentage of Damage from Attacks which fill your Life Leech Pool. The Life Leech Pool is consumed to heal you when your Health Regeneration ticks

The Percentage of Damage from Attacks which fill your Life Leech Pool. The Life Leech Pool is consumed to heal you when your Health Regeneration ticks Spell Life Leech: The Percentage of Damage from Spells which fill your Life Leech Pool. The Life Leech Pool is consumed to heal you when your Health Regeneration ticks

The Percentage of Damage from Spells which fill your Life Leech Pool. The Life Leech Pool is consumed to heal you when your Health Regeneration ticks Force Shield: Your total Force Shield, it protects your health from most damage until it’s empty. When the Force Shield Regeneration Delay is over, it will be recovered at the rate of the Force Shield Regeneration.

Your total Force Shield, it protects your health from most damage until it’s empty. When the Force Shield Regeneration Delay is over, it will be recovered at the rate of the Force Shield Regeneration. Force Shield Regeneration: The amount of Force Shield you restore per second when your Force Shield Regeneration Delay is over

The amount of Force Shield you restore per second when your Force Shield Regeneration Delay is over Force Shield Regeneration Delay: The amount of time without taking damage until your Force Shield Regeneration starts.

The amount of time without taking damage until your Force Shield Regeneration starts. Block Chance: Your total Block Chance. Blocking an attack will reduce its effects based on your Block Efficiency. Block Chance is usually gained by equipping a Shield

Your total Block Chance. Blocking an attack will reduce its effects based on your Block Efficiency. Block Chance is usually gained by equipping a Shield Block Efficiency: Your total Block Efficiency. It represents the percentage of damage negated from a blocked attack.

Your total Block Efficiency. It represents the percentage of damage negated from a blocked attack. Presence: Your current Presence level. Affects how enemies spot and target you in combat. A normal value for Presence is 100%: below, you become harder to target and see. At 0% you are invisible. At values higher tan 100%, you are easier to spot and track.

Your current Presence level. Affects how enemies spot and target you in combat. A normal value for Presence is 100%: below, you become harder to target and see. At 0% you are invisible. At values higher tan 100%, you are easier to spot and track. Dodge Chance: Your total Dodge Chance against all incoming attacks. Dodging attacks will completely ignore their effects, regardless of their type.

Your total Dodge Chance against all incoming attacks. Dodging attacks will completely ignore their effects, regardless of their type. Movement Speed: Your total Movement Speed.

Resistance Types

Material: The Material resistance type affects Physical, Toxic and Rend Resistances.

Physical: Physical Damage is the default damage type for Weapons

Toxic: Toxic damage has a natural chance to inflict Poison which deals Toxic Damage over time to its target.

Rend: Rend damage. It has a natural chance to apply Bleed on their target.

Elemental: The Elemental resistance type affects Fire, Frost and Lightning Resistance

Fire: Fire Damage, it has a natural chance to apply Burn on their target

Frost: Frost Damage has a natural chance to Freeze their target.

Lightning: Lightning Damage has a natural chance to Shock their target

Occult: The Occult resistance type affects Aether, Sacred and Shadow Resistance

Aether: Aether Damage has a natural chance to inflict Stasis on its target

Sacred: Sacred Damage has a natural chance to inflict Weakness on its target

Shadow: Shadow Damage has a natural chance to apply Cursed to its target

Status Ailments

Max Ailment stacks: The maximum number of stacks you can pile up on a unique target for each distinct Status Ailment. Most Status Ailments increase in power the more stacks you put on the same target, and they all have their independent stack counter.

Stun: Your ability to use the Stun Ailment effectively. Stunning interrupts and prevents targets from acting or moving for a short period of time.

Stun Chance Score: The Stun Chance Score is the main modifier to your Stun Chance.

Stun Duration: The default duration of the Stun.

Poison: Your ability to use the Poison Ailment effectively. Poisoning deals Toxic Damage over time and can be stacked up to your maximum Ailments stack number.

Poison Chance Score: The Poison Chance Score is the main modifier to your Poison Chance.

Poison Damage: The Toxic Damage per Stack inflicted each time the Poison Ailment ticks. The first displayed value corresponds to one Poison stack whereas the second one represents the Damage for the maximum number of stacks you can put on one target.

Poison Rate: The delay between each damage tick from a Poison Stack.

Poison Duration: The default duration of the Poison.

Bleed: Your ability to use the Bleed Ailment effectively. Bleeding deals Rend Damage over time and can be stacked up to your maximum Ailments stacks number.

Bleed Chance Score: The Bleed Chance Score is the main modifier to your Bleed Chance.

Bleed Damage: The Rend Damage per Stack inflicted each time the Bleed Ailment ticks. The first displayed value corresponds to one Bleed stack whereas the second one represents the Damage for the maximum number of stacks you can put on one target.

Bleed Rate: The delay between each damage tick from a Bleed Stack.

Bleed Duration: The default duration of the Bleed stacks.

Burn: Your ability to use the Burn Ailment effectively. Burn deals Fire Damage over time and can be stacked up to your maximum Ailments stacks number.

Burn Chance Score: The Burn Chance Score is the main modifier to your Burn Chance.

Burn Damage: The Fire Damage per Stack inflicted each time the Burn Ailment ticks. The first displayed value corresponds to one Burn stack whereas the second one represents the Damage for the maximum number of stacks you can put on one target.

Burn Rate: The delay between each damage tick from a Burn Stack.

Burn Duration: The default duration of the Burn.

Freeze: Your ability to use the Freeze Ailment effectively. Freezing prevents targets from acting or moving.

Freeze Chance Score: The Freeze Chance Score is the main modifier to your Freeze Chance.

Freeze Duration: The default Freeze duration.

Shock: Your ability to use the Shock Ailment effectively. Shocking inflicts Lightning Damage to shocked enemies in a small area around your target. It can be stacked up to your maximum Ailments stacks number.

Shock Chance Score: The Shock Chance Score is the main modifier to your Shock Chance.

Shock Damage: Lightning Damage per Stack inflicted each time the Shock Ailment ticks. The first displayed value corresponds to one Shock stack whereas the second one represents the Damage for the maximum number of stacks you can put on one target.

Shock Tick: The delay between each damage tick from a Shock stack.

Shock Duration: The default duration of the Shock.

Stasis: Your ability to use the Stasis Ailment effectively. Stasis slows the movement and attacks of the target and can be stacked up to your maximum Ailments stacks number.

Stasis Chance Score: The Stasis Chance Score is the main modifier to your Stasis Chance.

Efficiency: The global duration modifier applied to Stasis.

Duration: The default duration of Stasis.

Weakness: Your ability to use the Weakness Ailment effectively. Weakness reduces all the Resistances and Damages of the target. Weakness can be stacked up to your maximum Ailments stacks number.

Chance Score: The Weakness Chance Score is the main modifier to your Weakness Chance.

Efficiency: The global Efficiency of the Weakness you inflict, scaling up its different effects. The first displayed value corresponds to one Weakness stack whereas the second one represents the Efficiency for the maximum number of stacks you can put on one target.

Duration: The default duration of Weakness.

Cursed: Your ability to use the Cursed Ailment effectively. Cursed may spread the target’s Status Ailments to its nearby allies (excepted the Cursed itself). Cursed can be stacked up to your maximum Ailments stacks number.

Chance Score: The Cursed Chance Score is the main modifier to your Cursed Chance.

Efficiency: The Chance per Stack to spread a Status Ailment stack each time the Cursed Ailment Tick. The first displayed value corresponds to one Cursed stack whereas the second one represents the Efficiency for the maximum number of stacks you can put on one target.

Duration: The default duration of Cursed.

Resources

Resource Pool: Your maximum available resources, in both Willpower and Rage.

Willpower on Hit: The amount of Willpower Points generated each time you hir an enemy with a Staf..

Rage Conservation: The delay before Willpower Regeneration restarts after gaining Rage. Rage Conservation is not triggered by spending Willpower or Rage

Stamina: The maximum amount of Stamina points available. Stamina Points allow you to Dodge Roll.

Stamina Regeneration: The delay to restore a Stamina point that has been spent.

Miscallaneous

Experience: Your current experience at this level. You can gain experience by killing monsters and achieving Quests. Reaching the experience cap will increase your Character Level.

Health Globes Pickup Radius: The total radius for automatically picking Globes around you

Gold Pickup Radius: The total radius for automatically picking Gold around you.

Magic Find: The Magic Find modifier. Increases the probability of looting Uncommon items.

It’s end. I hope “Wolcen Lords of Mayhem Stats & Attributes Guide” helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.

More of this sort of thing: