| Stat
|
Explanation
|
| Armour (Enemy) |
- Enemy armour provides a direct subtraction from any damage dealt, leaving a minimum of 1 damage (i.e. it can never be reduced to zero).
- If the enemy's armour exceeds the damage that would be dealt by a player's Light Attack, such that 1 damage would be dealt, their healthbar greys out.
|
| Armour (Player) |
- The defenses of the Envoy are split between three stats: Physical Defense, Magick Defense, and Stability.
- For example, wearing Armour with higher Physical Defense will cause physical attacks to deal less Damage.
- See Armour for further detail.
|
| Attack |
|
| Attack Speed |
- The rate at which a Weapon may perform subsequent attacks.
|
| Attunement |
- The stat that determines how strongly a piece of equipment will scale with its associated Virtue(s).
|
| Attune Cap |
- The cap beyond which a piece of equipment will no longer scale with its associated Virtue(s).
|
| Charged Attack |
|
| Courage |
|
| Damage |
- The raw numerical decrease dealt to a character's Life by an attack or ability.
- Damage comes in different Damage Types such as Blunt, Voltaic, Sharp, Flame, etc. These are explained on the Damage page.
|
| Defense |
- A general term referring to one of the Envoy's three Armour stats: Physical Defense, Magick Defense, and Stability. May also refer to Enemy Armour.
|
| Falloff |
- A mechanic whereby a Weapon, attack or ability will deal maximum damage within its optimal Range, but decrease as the distance to the target increases until hitting a minimum threshold beyond which there is no effect.
|
| Grace |
|
| Life |
- Life, often referred to as Health or HP, is the measure of how much Damage an Envoy, ally, or Enemy can take until dying.
- See Life for more information and ways to heal or increase maximum Life.
|
| Lifesteal |
- A mechanic allowing the player to recover some of their own Life by stealing it directly from an Enemy.
- See Lifesteal for more information and sources of this stat.
|
| Range |
- The effective distance covered by a Weapon, attack, or ability.
- Certain effects do not immediately cease beyond a certain Range, but instead experience Falloff.
|
| Smite Chance |
- Sometimes referred to simply as Smite. The chance, per hit, of a Weapon inflicting the Smite status on an Enemy.
- Smite Chance varies per Weapon, and may be increased by a variety of means such as Combat Arts or Totems.
- Trivia: Smite is considered the 'Critical Hit' of Soulframe, and Smite Chance is thus somewhat akin to a 'Critical Chance' stat.
|
| Smite Cooldown Restore |
- Upon performing a Pull Smite on a Smited Enemy, the Arcanic associated with the colour of the pulled soul will have its cooldown restored by an amount determined by this stat.
|
| Smite Damage |
- The amount of Damage inflicted upon performing a Pull Smite on a Smited Enemy.
- Deals
4
×
(
Weapon Base Damage
+
Weapon Level Damage Bonus
+
Voided Damage Bonus
)
+
Rat Totem Damage Bonus
{\displaystyle {\displaystyle {\begin{aligned}4\times ({\text{Weapon Base Damage}}+{\text{Weapon Level Damage Bonus}}+{\text{Voided Damage Bonus}})+{\text{Rat Totem Damage Bonus}}\end{aligned}}}}
damage.
- Smite Damage may be increased by a variety of means such as the Voided Pact Art.
- Trivia: Smite is considered the 'Critical Hit' of Soulframe, and Smite Damage is thus somewhat akin to a 'Critical Damage' stat.
|
| Smite Duration |
- Determines how long an Enemy's soul will remain Smited (i.e. visibly glowing and vulnerable) after proccing Smite upon them.
|
| Smite Heal |
|
| Spirit |
|
| Stagger |
|