In Skyforge every character has a range of attributes and stats, which influence damage and maximum health reserves.

Damage

Character damage has four indicators:

  • Basic Damage — standard skill damage. The interface indicates the interval between minimum and maximum, within which the amount of basic damage is selected.
  • Critical Damage - bonus damage added when the character inflicts a critical hit.
  • Additional Damage — bonus damage, which is in proportion to the current health of the opponent. The more health remaining, the higher it is.
  • Impulse Damage - bonus damage inflicted by skills that use Impulse Charge. If all charges have been spent, it will be zero. When they are restored, you can inflict such damage again.

Basic, critical and additional damage are directly dependent on skill strength, in contrast to impulse damage, which does not depend on its value or efficiency.

Attributes

These indicators have an impact on damage and health.

  • Might increases basic damage.
  • Strength increases maximum basic damage mark.
  • Valor increases additional damage.
  • Luck increases critical damage.
  • Spirit increases impulse damage.
  • Stamina controls Maximum character health.

Stats

These help to configure damage more efficiently.

  • Proficiency. Enables use of equipment with higher characteristics.

Proficiency requirements can be found in the description of each equipment item.

There is no limit on the maximum available value, sources are the red and green nodes in the Ascension Atlases.

  • Greatness. Allows you to build magnificent temples in the provinces where your order’s influence is strong.

You can find the requirements for Greatness in the cult interface (L key, Provinces tab) when attempting to increase the rank of each province.

There is no limit on the maximum available value, sources are the corresponding nodes in the Ascension Atlases, unlocked for Sparks of Revelation (blue sparks).

  • Critical Hit Chance. Increases your critical hit chance.

Can be activated with each blow, including when inflicting damage over time. The higher the percentage, the more often critical hits occur. Works well with Luck, which increases the critical hit size.

Maximum available value — 50%, source — rings, chapels.

  • Charge Recovery. Increases the frequency of Impulse Charges and the amount of impulse damage.

Impulse damage can be inflicted more frequently. 1% of the stat increases impulse damage by 1%. Works well with Spirit, which determines the size of impulse damage. Works together with the Impulse Intensity icon and other similar talents (for example, Knight Rage Force) .

Maximum available value — 40% (impulse damage can be inflicted every 6 seconds), source — rings, chapels.

  • Accuracy. Brings the minimum basic damage closer to maximum and increases your Strength’s influence on the basic damage.

The higher the value, the smaller the range between minimum and maximum basic damage. 1% of the stat reduces the range by 1%. Works well with Strength, which influences the upper limit of basic damage. Accuracy increases your Strength’s influence on basic damage by 1%. Works together with the Ultimate Strength icon. Let’s not forget that Might influences basic damage.

Maximum available value — 100%, source — rings, chapels.

  • Temper. Increases bonus damage and the chance that the ability will inflict maximum bonus damage regardless of the target’s health.

Damage and chance of activation will be increased by a specified percentage. Thus, if bonus damage is 0-500, and the stat is equal to 5%, there is a 5% chance of inflicting 525 bonus damage regardless of the target’s health. This can significantly neutralize the weak side of the Valor parameter, which is not well suited to drawn out battles, because the less health a target has, the less bonus damage is inflicted on it. Temper resolves this problem.

Maximum available value — 50%, source — rings, chapels.

  • Crushing Blow. Provides the chance to double basic damage.

Acts on each individual blow, including each part of damage over time. Works well with the Might and Strength because they determine the size of basic damage.

Maximum available value — 25%, source — chapels.

  • Violence. Increases damage dealt by a specified percent when the character’s health drops below 50%.

Increases all types of damage. A good bonus if you control your health level.

Maximum available value — 50%, source — chapels.

  • Solidity. Increases Might by a specified percent of your Stamina when calculating basic damage.

With zero strength (as it also influences basic damage), basic damage will be calculated with the following formula: (might + solidity х stamina) х coefficient. Naturally, in the example Might Efficiency is 0.

Maximum available value — 50%, source — chapels, additional epic quality weapons.

  • Ranged Damage. Increases the damage inflicted to enemies at a distance of more than 20 yards. This stat is especially useful for long ranged attacks.

Maximum available value — 50%, source — chapels.

  • Vigor. Damage dealt is increased when you chase your enemy in a close combat.

This only works for close combat class combo attacks. If the enemy gets away, without using dashes, the combo distance is automatically reduced, and your character gets an effect increasing damage by a specified percentage. Does not work with Sledgehammer kinetics. Works in PvP and PvE, including against champions.

Maximum available value — 25%, source — chapels.

  • Health Bonus. Increases health reserve by a specified percentage of the basic amount, which in turn is provided by Stamina.

For example, if the stat is 0% and maximum health is 100000, then if the stat increases to 90%, health grows to 190000.

There is no limit on the maximum value available, source — boosting temples, rings.

  • Shield Power. Increases the efficiency of damage absorbing effects applied to you. The stat modifies the shields applied to you by yourself and by other characters.

Only works on shields that absorb damage (displayed as a yellow ruler with markings over the character health bar). Increases the amount of absorbed damage, but not the shield effect time. Does not work on skills providing complete invulnerability or reducing incoming damage.

Maximum available value — 25%, source — chapels.

  • Endurance. Reduces incoming damage if it exceeds 10% of your maximum health. Only the amount of damage that exceeds it is reduced.

Maximum available value — 50%, source — chapels.

  • Regeneration. Restores the following amount of health lost in combat if the character does not take any damage for 4 seconds. Once it gets activated, the counter of health lost is reset and starts again.

If damage is 100000, and the value of the characteristics is 20%, 20000 health is restored. After that, the percentage is calculated from the amount of damage a character has received since healing was last activated.

Maximum available value — 25%, source — chapels, notes in invasion atlases.

  • Blocking. Has a 20% chance of reducing damage by the amount equal to the following percent of your Stamina.

If a character has 40000 Stamina, and the blocking indicator is 5%, when damage of 100000 is received and blocking is activated the character receives 100000 – 0,05 х 40000 = 98000 damage.

Maximum available value — 25%, source — chapels.

  • Adaptation. Decreases incoming damage. The effect lasts 3 seconds and can stack up to 5 times. The stat displays the damage reduction when you gain maximum stacks.

If a character has adaptation of 5% and has received one blow, for 3 seconds it gets one effect level, reducing incoming damage by 1%. To collect all 5 levels and receive a 5% reduction in damage, another 4 blows need to be dealt within three seconds of the action. The counter is extended with each individual strike. Each part of the damage over time is considered a separate blow.

Maximum available value — 25%, source — chapels, notes in invasion atlases.

  • Dash Activation. Reduces Dash recovery time.

The usual dash activation time (8 seconds) drops to 6 seconds when the stat is at 25%. Three dashes will be restored in 18 seconds and not 24.

Maximum available value — 50%, source — rings, chapels.

  • Melee Defense. Reduces damage from immortals at a distance of up to 6 yards.

Only works in PvP. Calculates distance to enemy when damage is received (or sometimes - effect creation). Distance skill specified in the description does not have an impact.

Maximum available value — 50%, source — symbols in atlas, chapels.

  • Ranged Defense. Reduces damage from the immortals at a distance of more than 6 yards.

Only works in PvP. Calculates distance to enemy when damage is received (or sometimes - effect creation). Distance skill specified in the description does not have an impact.

Maximum available value — 50%, source — symbols in atlas, chapels.

  • Defense Penetration. Attacks against other immortals partially ignore their shields, damage reduction effects, as well as melee and ranged defense. The stat indicates the amount of damage that ignores this defense.

The stat works with all shields, both absorbing or reducing incoming damage. Does not inflict damage on shields providing complete invulnerability (for example, the paladin Intervention of the Heavens icon). If with 50% defense penetration, 100000 damage is inflicted on a character with a shield, absorbing 50% damage, they will receive 75000 damage.

Maximum available value — 50%, source — chapels.

  • Control Efficiency. Increases the duration of your control effects used against other immortals.

Does not increase the duration of control used against monsters.

Maximum available value — 50%, source — rings received in PvP-activities.

  • Control Suppression. Reduces the duration of control effects applied to you by other immortals.

It does not reduce the duration of control effects applied on a character by monsters.

Maximum available value — 50%, source — rings received in PvP-activities.

  • Tactical Sense. Increase the percentage of defense you ignore when fighting certain high-level monsters in Distortions, Hostile Territories and PvE Pantheon battle adventures.

Tactical Sense fragments can be obtained from champions in “Raid” type adventures.

  • Different types of resistance. Decreases environmental damage when you fight champions of certain invasions.

Resistance requirements can be found in the descriptions of each invasion adventure.

Source — exploring invasion talents.

  • Might Efficiency. Increases the effect of Strength on basic damage.

With zero strength (as it also influences basic damage), basic damage will be calculated with the following formula: might efficiency x might x coefficient. Naturally, in the example Solidity is 0.

Maximum available value is unlimited, source — main epic quality weapons, nodes in invasion atlases.

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