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	<title>Special stats - Revision history</title>
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	<updated>2026-04-23T06:23:10Z</updated>
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		<id>https://icesus.org/wiki/index.php?title=Special_stats&amp;diff=3958&amp;oldid=prev</id>
		<title>imported&gt;Cyto: Created page with &quot;&lt;pre&gt; These are specials stats that can be in the equipment and certain special abilities can grant them. All of these stats, except infusions cap at 50.  Celerity: Whenever y...&quot;</title>
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		<updated>2019-06-08T21:40:55Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; These are specials stats that can be in the equipment and certain special abilities can grant them. All of these stats, except infusions cap at 50.  Celerity: Whenever y...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
These are specials stats that can be in the equipment and certain special&lt;br /&gt;
abilities can grant them. All of these stats, except infusions cap at 50.&lt;br /&gt;
&lt;br /&gt;
Celerity:&lt;br /&gt;
Whenever you attack with a weapon you have a chance of gaining an&lt;br /&gt;
additional attack with skills such as continuous assault. Celerity gives&lt;br /&gt;
you an additional chance of doing a bonus attack on top of this chance.&lt;br /&gt;
&lt;br /&gt;
Alacrity:&lt;br /&gt;
This stat helps with your defensive abilities. It increases your defensive&lt;br /&gt;
pool in combat, from which all your parry/block/dodge abilities check if&lt;br /&gt;
it is possible to do those things. Normally skills and your assigns affect&lt;br /&gt;
the size of this pool. It also increases your chance of performing these&lt;br /&gt;
in combat.&lt;br /&gt;
&lt;br /&gt;
Thaumaturgy:&lt;br /&gt;
This stat helps while casting. It randomly gives you bonus casting assigns&lt;br /&gt;
when casting a spell. Each &amp;#039;tick&amp;#039; of the spell gains random amount of bonus&lt;br /&gt;
assigns based on your thaumaturgy stat. It also helps water priests with&lt;br /&gt;
channeling spellbindings.&lt;br /&gt;
&lt;br /&gt;
Prowess:&lt;br /&gt;
This stat increases chance of infusions happening. All melee attacks have&lt;br /&gt;
a chance of doing special hit, such as weapon&amp;#039;s special hits and many&lt;br /&gt;
abilities in guilds. With prowess you gain an additional chance of&lt;br /&gt;
performing these special hits when you attack in melee in addition to the&lt;br /&gt;
normal chance.&lt;br /&gt;
&lt;br /&gt;
Defiance:&lt;br /&gt;
This stat reduces damage done by powerful prestigious and eq monsters.&lt;br /&gt;
This includes all regular damage and also affects some special attacks&lt;br /&gt;
specifically, reducing their efficiency.&lt;br /&gt;
&lt;br /&gt;
Spell damage:&lt;br /&gt;
Like the name suggests this stat makes spells more effective. Each spell has&lt;br /&gt;
some damage type it deals and generally same spell damage affects it. Certain&lt;br /&gt;
guilds have a single damage type that helps them. These guilds and spell&lt;br /&gt;
damages are:&lt;br /&gt;
&lt;br /&gt;
Covens - Poison spell damage affects all crit damage.&lt;br /&gt;
Earth priests - Nether spell damage affects all spells.&lt;br /&gt;
Sorcerers - Magic spell damage affects all spells.&lt;br /&gt;
Scions - Nether and magic spell damages affect all spells and effects.&lt;br /&gt;
&lt;br /&gt;
Spell damage affects each spell differently.&lt;br /&gt;
&lt;br /&gt;
Infusions:&lt;br /&gt;
This stat gives you a special attack whenever you attack in melee or use&lt;br /&gt;
shoot/throw/some other things that work with it. It also gives you half of&lt;br /&gt;
the amount as spell damage, rounded down. 10 cold infusion would give you&lt;br /&gt;
5 cold spell damage.&lt;br /&gt;
&lt;br /&gt;
Infusions are checked every time you hit a monster in melee or use&lt;br /&gt;
shoot/throw/some other things. Next your infusions are tallied up and&lt;br /&gt;
scion infusion stuff and iceron bonus (and other possible bonuses) are added&lt;br /&gt;
to the list. Then your prowess stat and other bonuses, such as ranged weapon&lt;br /&gt;
bonus, are added up to bonus chance.&lt;br /&gt;
&lt;br /&gt;
Next step is to check if the infusion actually happens. Each different&lt;br /&gt;
infusion type gives you +1% chance for it to happen.&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s take a look at an example case:&lt;br /&gt;
&lt;br /&gt;
Your elemental infusions:&lt;br /&gt;
Infusion with acid: 7.&lt;br /&gt;
Infusion with lightning: 2.&lt;br /&gt;
Infusion with magic: 15.&lt;br /&gt;
Infusion with poison: 11.&lt;br /&gt;
Infusion with fire: 2.&lt;br /&gt;
Infusion with cold: 9.&lt;br /&gt;
&lt;br /&gt;
For example in your case you&amp;#039;d have 6% for the infusion to happen (+if you&lt;br /&gt;
have some other things to add chance such as the above mentioned things).&lt;br /&gt;
&lt;br /&gt;
Then the code decides your damage type. Normally it&amp;#039;s randomly taken from&lt;br /&gt;
the infusion damage types you have. If you have vicarious agony and more&lt;br /&gt;
than one type then there is a chance for vicarious agony to happen. This&lt;br /&gt;
effect will target the lowest resistance in the damage types you have.&lt;br /&gt;
&lt;br /&gt;
After the type has been decided it is time to calculate damage. Here is an&lt;br /&gt;
example using some bogus numbers and example stats:&lt;br /&gt;
&lt;br /&gt;
Case 1 - Magic gets chosen:&lt;br /&gt;
Your magic infusion (15) gets multiplied by 4. Then total of your infusions&lt;br /&gt;
gets added to it so +46. In this case your infusions would do 106 damage.&lt;br /&gt;
&lt;br /&gt;
Case 2 - Fire gets chosen:&lt;br /&gt;
Your fire infusion (2) gets multiplied by 4. Then total of your infusions&lt;br /&gt;
gets added to it so +46. In this case your infusions would do 50 damage.&lt;br /&gt;
&lt;br /&gt;
While the second case seems to do only half damage compared to your main&lt;br /&gt;
type in case 1 you need to remember that each type gives you +1% chance for&lt;br /&gt;
infusions to happen. So in effect if you only focused on magic you would&lt;br /&gt;
only have 1% chance for your infusions to happen instead of 6%. With your&lt;br /&gt;
set you basically get 1% to get the magic effect and then IN ADDITION you&lt;br /&gt;
get 5% chance for all the other types to happen.&lt;br /&gt;
&lt;br /&gt;
So for example in 10000 hits you would get 100 magic hits = 10600 damage.&lt;br /&gt;
With the other stuff added you will also get ~500 hits from other types&lt;br /&gt;
ranging from ~50 to ~100 damage per hit so about 37500 additional damage.&lt;br /&gt;
When taking in account vicarious agony hits that target lowest resistance&lt;br /&gt;
~600 hits instead of single type 100 hits is &amp;quot;somewhat&amp;quot; better. So focusing&lt;br /&gt;
on single type or having variety both can be good options, although more&lt;br /&gt;
varied set with 2-3 focused infusion stats is possibly the best option.&lt;br /&gt;
&lt;br /&gt;
If you have a charm that adds infusion damage it is added to the randomly&lt;br /&gt;
chosen/vicarious chosen damage type. So for example if you have fire&lt;br /&gt;
infusion charm you need to have fire infusion stat to get any use out of it.&lt;br /&gt;
&lt;br /&gt;
After all damage calculation &amp;quot;shock trooper&amp;quot; racial ability bonus multiplies&lt;br /&gt;
the damage by 1.5.&lt;br /&gt;
&lt;br /&gt;
For regular stats see &amp;#039;help stats&amp;#039;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Player&amp;#039;s_Handbook]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Cyto</name></author>
	</entry>
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