Alamayo World Wiki

What the stats mean

Gear carries five stats, and every stat gives a little less the more of it you wear. Here is each one's curve exactly as the game counts it, and a calculator to try your own numbers.

Power+1% damage and healing a point to 20then lessGrit+1% health a point to 20then lessArmour1% less damage taken for 2 points, to 20%then lessEdge+1% crit chance for 7 points, to 10%then lessTempo+1% haste for 3.4 points, to 10%then less

The curves

What a number of points of each stat gives, on top of your class's own. Talents and buffs count after the curve, whole: a talent's +2% crit is 2%, and haste from powers and brews multiplies. Well Fed's points are gear points: they go through the curve too.

Points1020406080100120140160200
Power damage and healing+10%+20%+36.5%+48.1%+56.8%+63.4%+68.7%+73%+76.6%+82.2%
Grit health+10%+20%+37%+49.5%+59.1%+66.7%+72.8%+77.9%+82.2%+89%
Armour damage taken−5%−10%−20%−28.6%−35.6%−41.4%−46.4%−51.4%−56.4%−66.4%
Edge crit chance+1.4%+2.9%+5.7%+8.6%+11.3%+13.9%+16.3%+18.6%+20.7%+24.7%
Tempo haste+2.9%+5.9%+11.6%+16.7%+21.2%+25.3%+28.8%+31.9%+34.9%+40.8%

Armour stops at 60%, your class's own included (Armour).

Power

Damage and healing, on everything you do: attacks, spells, bleeds and burns, heals, and the shields you put on friends (their size grows the same way). Up to 20 points, each point is +1%. Past 20, the points over it count less and less: x of them count as x ÷ (1 + x ÷ 95), with no wall, so more points always give more. 50 Power is +43%, 100 is +63%.

Grit

Max health. Up to 20 points, each point is +1%. Past 20, the points over it count less and less: x of them count as x ÷ (1 + x ÷ 112), with no wall, so more points always give more. 50 Grit on a level-10 Guardian is 522 health instead of 363. For a Guardian, its blows also grow 1% for every 1% of health its Grit gives.

ClassHealth at level 10With 50 Grit
Guardian363522
Rogue242348
Shaman260373
Cleric260373
Hunter242348
Firebrand225323

Health from gear

Past 60 gear points (all five stats together), every point adds 0.4% health on top of what Grit gives. A set of 200 points is ×1.56 health. A whole set of uncommon island gear at item level 10 is 54 points, so it gets nothing from it.

Heals that restore a share of your health

Anything that heals or shields a share of your health (heals, shields, food, bandages, regeneration) counts a smaller bar once your gear passes 60 points: your health divided by 1 + 0.195% for every gear point past 60, which leaves out part of the health gear gives (Grit's counts in full). With 200 gear points that gear makes your health ×1.56, and such a heal counts it ÷1.27. In a duel the gear's health is out of the bar altogether.

Armour

Less damage from every enemy blow, added to your class's own armour. Its first 20% of armour takes 2 points for each 1%, whatever your class has of its own. Past that each point counts for less: 90% as much up to 25%, 80% up to 30%, 70% up to 35%, 60% up to 40% and 50% past 40%. Armour never goes past 60%, your class's own included: a Guardian reaches it at 64 points of Armour, a Rogue or a Hunter at 135 and a Shaman, a Cleric or a Firebrand at 155. A blow of 100 does 100 × (1 − your armour). For a Guardian, its blows also grow 1% for every 1% of armour its Armour gives, past the cap too.

ClassIts own armourWith 40 Armour
Guardian30%50%
Rogue10%30%
Shaman5%25%
Cleric5%25%
Hunter10%30%
Firebrand5%25%

Edge

Your chance to crit, added to your class's own. Its first 10% of crit chance takes 7 points for each 1%, whatever your class has of its own. Past that each point counts for less: 90% as much up to 15%, 80% up to 20%, 70% up to 25%, 60% up to 30% and 50% past 30%. A critical hit does 2× the damage (some talents raise that). Only you and your crew crit; enemies never do.

Every 1% of crit chance past 30%: a Rogue's crits on bosses and elites hit 2% harder for each (Cold Blood). Past 35%, each 1% more also adds 1.6% to their Dagger Storm's cleave (35% of the blow, up to 139% at 100%). Every 1% past 20%: a Hunter's Heavy Shot, Quickdraw and Storm Net crits 4% harder (Steady Aim). In Bellows, one and a half times a Firebrand's chance to crit becomes extra damage.

ClassIts own critWith 40 Edge
Guardian10%16%
Rogue20%26%
Shaman12%18%
Cleric12%18%
Hunter15%21%
Firebrand18%24%

Tempo

Haste. Its first 10% of haste takes 3.4 points for each 1%. Past that each point counts for less: 90% as much up to 15%, 80% up to 20%, 70% up to 25%, 60% up to 30% and 50% past 30%. Haste makes you fight faster:

It does not shorten a power's own cooldown, and it doesn't make you run faster. Haste from powers and brews multiplies with it: the Shaman's Spring Tide (+30%), the Hunter's Dead Eye (+50%), the Firebrand's Bellows (+25%), a Storm Draught (+15%).

Your level counts too

Health, damage and healing are also multiplied by your level's base: 0.55 at level 1 up to 0.865 at level 10, and it stops there. The same gear on a level-5 character does 80% of what it does at 10. Past 10, levels bring skill points, not base.

Level12345678910
Level base0.550.5850.620.6550.690.7250.760.7950.830.865

How many points a piece carries

Points = round((item level + 2) × rarity × slot). The item level counts every forge star and temper rank as +3.

Rarity×
Common0.7
Uncommon1
Rare1.3
Epic1.55
Legendary1.8
Mythic2.05
Slot×Worn
Weapon0.9×1
Body0.675×1
Head0.525×1
Off-hand0.45×1
Back0.375×1
Trinket0.375×2
Neck0.26×1
Ring0.23×2

A whole set of 10 weighs 4.395.

The points split over the piece's stats in the order its card lists them: a common piece puts all of them in its first stat; an uncommon 60/40 over its first two; a rare 50/30/20 over three; an epic or legendary 40/30/20/10 over four (a piece with only three stats gives the fourth share to its first). So two pieces of the same slot and level can lean different ways.

Try your numbers

The total of your gear's points is capped by your progress in the Wreck and on the shared island; an honest set never reaches it (more).