Damage[]
Some calculations in this section might be incorrect! This section will be updated with (probably) correct calculations in the near future.
Damage range calculation[]
Base Damage
(Weapon minimum Damage + Weapon maximum Damage) / 2
Damage range of a normal hit
(Base Damage + Bonus Damage * Weapon Bonus Damage%) * (70%-130%)
Damage range of a critical hit
((Base Damage + Bonus Damage * Weapon Bonus Damage%) * (70%-130%)) * (100% + Bonus Critical Damage%)
Example:
Damage of a weapon 100-200 Bonus damage: 200 Bonus critical damage: 50% Base damage: (100 + 200) / 2 = 150 Normal hit: (150 + 200 * 100%) * (70%-130%) = 350 * (0.7-1.3) = 245-455 damage Critical hit: (245-455) * (100% + 50%) = (245-455) * 1.5 = 367-683 damage
Average Damage calculation[]
Average Damage
Average damage is harder to calculate, as you need to know the probability of a critical hit.
((Base Damage + Bonus Damage * Weapon Bonus Damage%) * (100% + Bonus Critical Damage%) * Critical Damage Chance%) + ((Base Damage + Bonus Damage * Weapon Bonus Damage%) * (100% - Critical Damage Chance%))
Example:
Damage of a weapon 100-200 Bonus damage: 200 Bonus critical damage: 50% Critical Chance = 10% Base damage: (100 + 200) / 2 = 150 Average damage: ((150 + 200 * 100%) * (100% + 50%) * 10%) + ((150 + 200 * 100%) * (100% - 10%)) = = (350 * 150% * 10%) + (350 * 90%) = = 52,5 + 315 = = 367,5 damage
Average Damage per Mana usage
Average Damage / Mana usage
Average Damage per Second
Average Damage / (Weapon Cooldown * (100% - Cooldown Reduction%))
Mana Regeneration
It is simply
Mana Regeneration from Armor + Mana Regeneration from Weapon
When player is constantly using Mana Potions, it works similarly to Bonus Mana Regeneration. Mana can be replaced with energy for physical fighters. This is the calculations for Mana Potion Regeneration.
Potion Restored Mana/Mana Potion Cooldown
Note: If the player doesn't instantly switch weapon after activating a potion, the calculations for Mana Potion Regeneration is:
Potion Restored Mana/Potion Cooldown
A players "Mana Regeneration" is:
Mana Regen from Armor + Mana Regen from Weapon + Mana Potion Regen
Note, if the player doesn't use potions, "Mana Potion Regen" can be deleted.
Average Continuous Damage per Second
Average Damage per Mana usage * Mana Regeneration
Average Burst Time
Burst Time using a single weapon
All calculations are made with the assumption that the player has instant switching time between Mana potions and weapons. If a player casts a weapon with low Mana Regeneration and instanly switches to a weapon with higher Mana Regeneration, it would be as if the player was always holding the weapon with the higher Mana Regeneration.
Mana regeneration - (Mana of weapon used / Weapon Cooldown) = Mana Gained or Lost per Second
If Mana gained is above or equal to 0 per second then the player can use that weapon indefinitely. If Mana is lost then the player cannot burst that weapon indefinitely.
Total Mana pool / Mana Gained or Lost per Second = Average Burst Time in seconds
Note: In the calculation above, change the negative value of "Mana lost per Second" to be positive.
Burst Time using multiple Weapons
Mana Regeneration - Mana Usage per second for multiple weapons = Mana gained or lost per second
How to calculate the the Mana usage per second for multiple weapons:
Weapon1 Cooldown + Weapon1 Casttime + ... + WeaponX Cooldown + WeaponX Casttime = Cycle time (Weapon1 Mana Usage + Weapon2 Mana Usage + Weapon3 Mana Usage…) / Cycle time
Note: "Cycle time" is around the same value as the longest Cooldown of your weapons.
Then you can take the mana Lost or Gained per second to calculate the time for how long you can burst multiple weapons.
Critical Chance[]
Critical chance from armor and weapons aren't added together but rather they are part of an equation:
Crit Chance = 1 - (1 - Crit from item1) * (1 - Crit from item2) * (1 - Crit from item3) * ... * (1 - 0.01)
Combat[]
In combat triggers on:
- dealing damage to an enemy
- moving or changing the direction a player is facing while being in enemy's aggression range
- the beginning of a wave in wave dungeons
- healing a player who is in combat
- being in a raid dungeon in a party when another party member enters combat with a boss
While In combat a player:
- cannot move items in the quickbar
- cannot equip or unequip items
- cannot use collectible items
- cannot access the bank
- cannot start to learn a new skill
- cannot open crates
After getting in combat, Left combat triggers on:
- getting 16 blocks away from the enemy's spawn point (excluding dungeons)
- defeating all enemies that the player is In Combat with
- player's death
Threat[]
Threat is an invisible statistic that only has an effect when multiple players are involved in a fight. The player with the highest Threat is the one that gets targeted by Enemies. Each enemy has their own Threat statistic for each player in combat, so one collective group of enemies might target different players based on how much Threat has been generated for each specific enemy.
Threat is generated by dealing damage and healing. Tank players are also able to use items that generate extra Threat when used to attack an enemy.
Enemies initially target the first person to enter their aggro range. This aggression can then be passed to another player if they generate more Threat than the first player.
Weapons without Threat
Example Weapon: Base Damage: 100-200 Average Damage = (Min Damage + Max Damage) / 2 Ex.: (100 + 200) / 2 = 150 Average Damage = Threat generation Ex.: 150 = 150
Weapons with Threat
Example Weapon: Base damage: 80-160; Threat bonus: +150% -> Average Damage = 120 Average Threat generation per hit = (1 + Threat bonus / 100) * Average Damage Ex.: Average Threat generation per hit = (1 + 150 / 100) * 120 = 2.5 * 120 = 300
Casttime[]
There are two different types of casting a weapon.
Instant Casting[]
Example:
The Weapon is casted instantly and every other usable item in the Quickbar can't be used for the casttime duration (in this case Casttime: 0.60 seconds, so there is a 0.60 second delay until the next cast of another item is possible).
Items that are casted this way are:
- All Fighter Weapons
- All Warrior Weapons
- All Shaman Weapons (excluding "Ice Totem" and "Frost Totem")
- "Sunfire" Mage Weapons
- "Eviction" Priest (Healer) Weapons
- (No idea about Hunter Weapons)
Focused Casting[]
Example:
The Player has to stand still for given amount of time to cast the weapon. In this case the player has to stand still for 1.20 seconds after starting the cast.
Items that are casted this way are:
- All Mage Weapons (excluding "Sunfire")
- All Priest (Healer) Weapons (excluding "Blessing" and "Eviction"
- All Warlock Weapons (excluding "Life Burn" and "Sacrifice" (damage-dealing)
- "Ice Totem" and "Frost Totem" Shaman Weapons
- Some Hunter Weapons (no idea)
Channeled Casting[]
Example:
The weapon activates instantly on the start of the cast, but the player has to stand still to get the most out of the cast, since it will cancel on player movement. In this case the player will be casting the weapon for 4 seconds, while shooting one projectile every second.
Items that are casted this way are:
- "Blessing" Priest (Healer) Weapons
- "Life Burn" and "Sacrifice" (damage-dealing Warlock Weapons
Aggression[]
When the player is:
- 8 and more levels above enemy's level
- 4 to 7 levels above enemy's level,
- 3 levels above enemy's level to 2 levels below enemy's level,
- 3 to 5 levels below enemy's level,
- 6 and more levels below enemy's level,
- 8 and more levels above the level of the boss,
- 4 to 7 levels above the level of the boss,
- 3 levels above enemy's level to 2 levels below the level of the boss,
- 3 to 5 levels below the level of the boss,
- 6 and more levels below the level of the boss,
aggressive Enemies will automatically enter combat with the player if the player makes any movement (including walking and turning) in that enemy's aggression range.
The range from which enemies can aggro the players depends on the difference of the player's and the enemy's level.
The image above shows the maximum aggression range of an enemy standing in the center, depending on how much higher or lower the player's level is from the enemy's level.
Enemies in wave dungeons are an exception, because they will automatically aggro all players inside regardless of the distance or level difference.
Status effects (Only for Legacy Items)[]
Icon | Description | Appearances |
---|---|---|
Self / Positive
Grants extra Armor. |
Using weapons:
| |
Self / Positive
Grants extra Death Damage. |
Using weapons:
| |
Self / Positive
Grants extra Fire Damage. |
Casting from weapons:
| |
Self / Positive
Grants extra Heal Bonus. |
Using weapons:
| |
Self / Positive
Grants extra Enery Regeneration. |
Using weapons:
| |
Self / Positive
Grants extra Mana Regeneration. |
Using weapons:
| |
Cast / Negative
Affected take Fire Damage over time. |
Casting from weapons:
| |
Cast / Positive
Affected have their Life healed over time. |
Casting from weapons:
| |
Cast / Negative
Affected take Water Damage over time. |
Casting from weapons:
| |
Cast / Negative
Affected cannot move |
An unavoidable cast from ranged enemies and bosses. Triggers:
| |
Cast / Negative
Affected cannot move nor use any Items. |
An unavoidable cast from melee enemies and bosses. Triggers:
| |
Self / Positive
Unstoppable charge at high speed. |
Used by melee enemies and bosses. Triggers:
| |
Self / Positive
Grants massive boost to damage, attack speed and movement speed. |
Certain enemies after a certain time in combat has passed: | |
Cast / Negative
Affected take Physical Damage over time. |
Attacks from Wasp Fighters. |
Status Effects (Updated[not complete])[]
Snare |
Cast / Negative
Affected are unable to move |
First hit of cast of "Tear" Fighter Weapons Casted by meele enemies and bosses after a certain amount of time has passed without hitting a player in combat. |
Bleed |
Cast / Negative
Affected take damage over time and are more vulnerable to "Breaker" Fighter Weapons |
Cast of "Reckless Slam" Fighter Weapons |
Burning Wounds |
Cast / Negative
Affected have their Movement Speed reduced by 71% and are more vulnerable to "Firebomb" Mage Weapons |
First hit of cast of "Sunfire" Mage Weapons |
Void Hex |
Cast / Negative
Affected take Damage over time |
Cast of "Void Hex" Warlock Weapons |
Vision of Darkness |
Self / Positive
Player gains Soul Damage bonus |
Cast of "Vision of Darkness" Warlock Weapons |
Ice Totem |
Cast / Negative
Affected take Damage over time and have their Movement Speed reduced by 56% |
Cast of "Ice Totem" Shaman Weapons |
Frost Totem |
Cast / Negative
Affected take Damage over time |
Cast of "Frost Totem" Shaman Weapons |
Life Burst |
Cast / Positive
Affected Players gain Health over time |
Cast of "Life Burst" Healer Weapons |
Eviction |
Cast / Positive
Affected Players gain a shield, which nullifies incoming damage |
Cast of "Eviction" Healer Weapons |
Roar |
Self / Positive
Gain additional armor for a short amount of time |
Cast of "Roar" Warrior Weapons |
Warstrike |
Cast / Negative
Affected take damage over time and have their movement speed reduced by 71% |
Cast of "Warstrike" Warrior Weapons |
Enrage |
Self / Positive
Grants massive boost to damage, attack speed and movement speed. |
Certain enemies after an assigned time in combat has passed: |
Need, Greed, Pass[]
tl;dr
Need - I need the item.
Greed - I want the item, but I don't need it.
Pass - I don't want the Item.
The Need, Greed, Pass system is a loot sharing system that works only when players are in a party.
After an enemy is defeated and drops an Item (only Uncommon or higher tiers of items are shared), every player in the group gets a loot window with the dropped Item's information, a timer (all players in the group have 90 seconds to make a choice before the timer runs out. In the case that the timer does run out the player will have voted Pass), and three buttons labeled "Need", "Greed", and X (Pass). Players need to be in the general area where the Item was dropped in order to have access to the loot.
After all players have made a choice (or when the timer has run out), the results are shown. If a player has selected the Need or Greed options, then a random number between 1 and 100 is chosen for each player. The player who chooses the highest-priority option (Need > Greed > Pass) and rolls the highest number out of all players in that tier wins the item - for example, a player who chose Need and rolled a 40 (N:40) would win the item over two other players who chose G:60 and P.
If the winner selected X or doesn't have enough inventory space, the Item drops on the ground near their character.
Soulbinding and Item Rarity[]
If you use an Item that Binds on use, the Item will become Soulbound.
If you pick up an Item that Binds on pickup, the Item will become Soulbound.
Soulbound Items can't be traded with other players.
If the Item is | then it | except for | which always |
---|---|---|---|
Common | does not bind |
|
|
Uncommon | binds on use |
|
|
Rare | binds on pickup |
|
|
Epic | binds on pickup |
| |
Legendary | binds on pickup |
|
Inventory[]
Equipment
This is a part of inventory where you can equip yourself with an armor. It is divided into 6 categories. To equip something you have to drag and drop an Item into correct slot or to click on the Item once and choose Equip. Item moved to an Equipment slot no longer takes up inventory space. The slot with a Trashcan icon is used to get rid of items from your Inventory. To trash something you have to drag and drop an item into the correct slot or click on the item once and choose Trash. This operation is permanent and you cannot get back items you've trashed. The Inventory also shows your current Gems, Gold, and account status.
Quickbar
This is a part of Inventory where you can use Items categorized as Tools and Consumables. To use an Item, select the slot that contains it and press a Tile on which you want to use it. Items moved to Quickbar slots also no longer take your Backpacks space.
Backpacks
The Inventory is where you can store Items. The base amount of free slots is 20 (10 quickbar slots + 10 backpack slots). This space can be increased by using consumable Backpack Items, which are obtained from Quests, bought using Gems or traded from other players.
Quests awarding a Small Pocket:
Parties[]
As a MMORPG, Stein allows you to play with other people and form parties.
If you want to form a party, select the "Create Party" button which is located just below your health/energy/mana bar, fill in the name of the player that you want to form a party with and select create. The create party button will be replaced with the two new buttons "Invite Member" and "Leave Party". Both buttons are rather self explanatory; the process of inviting a new member into the party does not differ much from creating a new party. Alternatively to using the "Invite Member" Button to invite a new player to the party, you can also just click on their name in the chat window and select the correct dialog choice. Once the invited player accepts the invite and joins the party, their HP bar will appear underneath yours. A party can have a maximum of five players.
Being in a party brings certain benefits, such as shared EXP/coins, the ability to enter Dungeons in groups, and access to the Need or Greed system (which determines the distributions of monster drops).
Points[]
In order to use a weapon that needs two "Holy Points", you have to equip Armor so that you have at least two of those Points equipped.
Weapon that needs two holy points () | Two pieces of armor, each with one holy point () |
---|---|
Note v0.3.22e: There are a total of seven Character classes.
Bank[]
"In Waldenbach the first bank opened its doors for business.
- Provides initially 10 slots of storage.
- Storage can be extended by 10 slots up to 3 times for gold (for 100.000 Gold, 1.000.000 Gold, 10.000.000 Gold).
- Storage can be extended by 10 slots unlimited for 100 gems.
- Bank storage will be shared between all (future) banks."
― Freeky
Mailbox[]
There are many mailboxes scattered across the map. They are located in the cities Fashore, Sneersook, Geledur, Rustshore, Fisherman's Prayer, Vigtrim, Waldenbach and Lucabal. Through the use of a mailbox, you can send messages, items, and/or gold to other players.
The subject of a message must contain 3-128 characters and the message itself must contain 10-8192 characters.
Trade restricted players cannot send nor receive Items nor Gold.
You cannot send mail to yourself, attach Soulbound Items or Quest Items, send Items that are on Cooldown, or send negative amounts of Gold.
Thing | Payment |
---|---|
Base cost to send mail | 200
|
Seding with Gold attached | 10% of the attached
|
Sending with Items attached | Selling value of an attached Item x3
|
Cost is nullified if the sending player has a Stein.Account active |
Login Rewards[]
Login rewards can be accessed through the Player Hub. Complete Quest: Membership Program to unlock the collection of rewards. Stein.Account users get regular rewards as well as additional Stein.Account rewards.
After you pick up your reward(s), the next one(s) will be available on midnight (Central European Time). Use the /servertime command in game to see the current time in UTC, which is the time zone used for login rewards and quest resets.
Some rewards are based on a player's level - players within the 1-10, 11-20, and 21-30 level ranges will receive different items that relate to their level.
Day | Normal | Stein.Account |
---|---|---|
1 | ||
2 |
| |
3 | ||
4 | ||
5 | ||
6 | ||
7 | ||
8 |
| |
9 | ||
10 | ||
11 | ||
12 | ||
13 | ||
14 | ||
15 |
| |
16 | ||
17 | ||
18 | ||
19 | ||
20 | ||
21 | ||
22 |
| |
23 | ||
24 | ||
25 | ||
26 | ||
27 | ||
28 |
Hotkeys[]
You can change keybinds in the Options menu.
- 1 - Quickbar slot #1
- 2 - Quickbar slot #2
- 3 - Quickbar slot #3
- 4 - Quickbar slot #4
- 5 - Quickbar slot #5
- 6 - Quickbar slot #6
- 7 - Quickbar slot #7
- 8 - Quickbar slot #8
- 9 - Quickbar slot #9
- 0 - Quickbar slot #10
- Esc - Closes all open windows
- G - Guild Page
- I - Inventory
- L - Quest Log
- M - World Map
- O - Options
- H - Player Hub
- P - Player Stats
- K - Professions
- Enter - Open Chat
- R- Reply Whisper
- Tab - Switch between chats (While chat is open)
- Clicking on a player's name in front of their chat message opens following options:
- Report
- Invite to Party
- Whisper to (direct messaging)
- Add as Friend
- Block Player (unfriend blocked player and prevent yourself from seeing any messages from blocked player)
Commands[]
- /help - Shows available Commands.
- /z or /zone - Changes to zone chat.
- /p or /party - Changes to party chat.
- /g or /guild - Changes to guild chat.
- /w <name> or /whisper <name> - Whisper to a player.
- /friend <name> - Add player to your friends list.
- /unfriend <name> - Remove player from your friends list.
- /block <name> - Block player.
- /invite <name> - Invite player to a party.
- /leave - Leave party.
- /guildinvite <name> - Invite player to a guild.
- /guildkick <name> - Remove player from the guild.
- /guildleave - Leave guild.
- /bug - Report a bug.
- /feedback - Give your opinion.
- /ping - Show your current latency.
- /roll or /roll <max> or /roll <min> <max> - Roll a random number.
- /played - Show your total playing time on your account.
- /servertime - Show current server time.
- /logout - Close game session.
External links[]
- https://stein.world/ - The game itself.
- https://test.stein.world/ - Test server.
- https://stein.world/watch - Spectate page.
- https://twitter.com/pg5_studio - official pg5-studio Twitter.
- https://www.facebook.com/steingame/ - official stein.world Facebook page.
- https://www.reddit.com/r/stein_world/ - official stein.world Subreddit.
- https://discord.com/invite/K2xA8Vg - official stein.world Discord server.
- https://www.twitch.tv/pg5_studio - official pg5-studio Twitch channel.
- https://steindamagemeter.netlify.app/releases/steindamagemeter.user.js - Unofficial extension userscript (made by frydrom).
- https://www.youtube.com/watch?v=LyTnIhfqARA - Instructions on how to install the damage meter (tutorial made by Patticatti).
|}