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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:

Fighter t 1-5 1

Holy Cleaver

Binds on pickup
Cleaving Strike

A heavy Strike that deals 9-16 damage (+80% Bonus)

9 Energy
Casttime: 0.60 sec

Cooldown: 3.00 sec

76 Currency gold
Level: 17

Holy Cleaver
Obtained from Quest: The lost Delivery

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:

Focused Casting[]

Example:

Mage t 1-5 3

Firefrenzy

Binds on use
Fire Bomb

A powerful firebomb that does [17-30]-[32-57] damage (+150% Bonus)
Enemies affected by Burning Wounds receive 14% more damage

[19-22] Mana
Casttime: 1.20 sec

Range 10
Cooldown: 10.00 sec

64 Currency gold
Level: 14

Firefrenzy
Obtained from Drops #3

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:

Channeled Casting[]

Example:

Priest t 1-5 2

Holy Cottonwood

Binds on pickup
Blessing

Channels 30-57 Heal (+33% Bonus) every second

121 Mana
Casttime: 4.00 sec

Range 10
Cooldown: 8.00 sec

96 Currency gold
Level: 22

Holy Cottonwood
Obtained from Quest: Bounty Hunter

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:

Aggression[]

Aggro range

Maximum aggression range of an enemy, depending on player's level

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
Armor Self / Positive

Grants extra Armor.

Using weapons:
  • Deluded Guardian
  • Crafted Deluded Guardian
  • Santiago
Death bonus Self / Positive

Grants extra Death Damage.

Using weapons:
  • Pendulum
  • Crafted Pendulum
  • Reos
Fire bonus Self / Positive

Grants extra Fire Damage.

Casting from weapons:
  • Execution
  • Crafted Execution
  • Quillan
Heal bonus Self / Positive

Grants extra Heal Bonus.

Using weapons:
  • Fiery Fetish
  • Crafted Fiery Fetish
  • Dommik
Energy reg Self / Positive

Grants extra Enery Regeneration.

Using weapons:
  • Dualblade
  • Soul Reaper
  • Crafted Dualblade
  • Crafted Soul Reaper
  • Vance
  • Nicu
Mana reg Self / Positive

Grants extra Mana Regeneration.

Using weapons:
  • Limbo
  • Solarsong
  • Crafted Limbo
  • Crafted Solarsong
  • Reyes
  • Colin
Fire Cast / Negative

Affected take Fire Damage over time.

Casting from weapons:
  • Limbo
  • Crafted Limbo
  • Reyes
Heal Cast / Positive

Affected have their Life healed over time.

Casting from weapons:
  • Delusion
  • Ebon Energy Staff
  • Edge of Insanity
  • Hubris
  • Meditation
  • Omen
  • Barbaric Cane
  • Desire's Branch
  • Twitch
  • Fortuity
  • Ritual Core
  • Fiery Fetish
  • Solarsong
  • Crafted Ritual Core
  • Crafted Fiery Fetish
  • Crafted Solarsong
  • Isaac
  • Dommik
  • Colin
Water Cast / Negative

Affected take Water Damage over time.

Casting from weapons:
  • The Taker
  • Dragon's Spire
  • Waterfall
Snare Cast / Negative

Affected cannot move

An unavoidable cast from ranged enemies and bosses. Triggers:
  • when player doesn't take damage from the enemy for 30 seconds after the start of the combat
  • when it has been 10 seconds since the last enemy's hit in combat
  • when it has been 3 seconds since the last enemy's hit in combat, only if the player is at least 4 levels lower than enemy's level.
Stun Cast / Negative

Affected cannot move nor use any Items.

An unavoidable cast from melee enemies and bosses. Triggers:
  • when player doesn't take damage from the enemy for 30 seconds after the start of the combat
  • when it has been 10 seconds since the last enemy's hit in combat
  • when it has been 3 seconds since the last enemy's hit in combat, only if the player is at least 4 levels lower than enemy's level.
Charge Self / Positive

Unstoppable charge at high speed.

Used by melee enemies and bosses. Triggers:
  • when player doesn't take damage from the enemy for 30 seconds after the start of the combat
  • when it has been 10 seconds since the last enemy's hit in combat
  • when it has been 3 seconds since the last enemy's hit in combat, only if the player is at least 4 levels lower than enemy's level.
Enrage Self / Positive

Grants massive boost to damage, attack speed and movement speed.

Certain enemies after a certain time in combat has passed:
Poison Cast / Negative

Affected take Physical Damage over time.

Attacks from Wasp Fighters.

Status Effects (Updated[not complete])[]

Tear
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-Warstrike
Bleed
Cast / Negative

Affected take damage over time and are more vulnerable to "Breaker" Fighter Weapons

Cast of "Reckless Slam" Fighter Weapons
Burning Wounds
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
Poison
Void Hex
Cast / Negative

Affected take Damage over time

Cast of "Void Hex" Warlock Weapons
Vision of Darkness
Vision of Darkness
Self / Positive

Player gains Soul Damage bonus

Cast of "Vision of Darkness" Warlock Weapons
Ice Totem
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
Frost Totem
Cast / Negative

Affected take Damage over time

Cast of "Frost Totem" Shaman Weapons
Life Burst
Life Burst
Cast / Positive

Affected Players gain Health over time

Cast of "Life Burst" Healer Weapons
Eviction
Eviction
Cast / Positive

Affected Players gain a shield, which nullifies incoming damage

Cast of "Eviction" Healer Weapons
Roar
Roar
Self / Positive

Gain additional armor for a short amount of time

Cast of "Roar" Warrior Weapons
Bleed-Warstrike
Warstrike
Cast / Negative

Affected take damage over time and have their movement speed reduced by 71%

Cast of "Warstrike" Warrior Weapons
Enrage
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.

NGP Diary

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
  • bind on use
  • bind on pickup
Uncommon binds on use
  • do not bind
  • bind on pickup
Rare binds on pickup
  • do not bind
  • bind on use
  • bind on use
Epic binds on pickup
  • do not bind
  • bind on use
Legendary binds on pickup
  • do not bind
  • bind on use

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:

# lvl Mision NPC
1 2 Gather more Aseona Berries Catherine Greenhill
2 2 More Aggressive Rats Janus Hammer
3 3 More Wasp Stings Rei Mullet
4 8 Cygluln Chamber 2 (Dungeon) Benjamin Matenda
5 9 Stolen Goods Merry Uren
6 12 More Bat Bones Brito Madruga
7 18 Abandoned Cemetery Raid (Dungeon) Officer Aaron Schefer
8 19 Mullong Troll Mage Spy Tim Lendi
9 22 Bug Plague Eddie Selander
10 29 Windsor Hold (Dungeon) Roland Nilsson
11 29 Destroy Evil Lapi Caves Annelies Nieland
12 29 Purge Samhain Ros Battur
13 2 Advents Calendar Day 24 Christmas Elf

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 ()
Priest t 1-5 1

Gratituity

Binds on use
Restoration

Heal [7-13]-[14-24] (+80% Bonus)

[6-7] Mana
Casttime: 1.00 sec

Range 10
Cooldown: 5.00 sec

40 Currency gold
Level: 8

Gratituity
Obtained from Drops #2, Cygluln Chamber
Mage hat leather

Token of the Moon

Binds on use
Head

+[1-2] Armor
+[1-2] Critical Chance Rating
+[13-18] Mana
+[0.3-0.4] Mana Regeneration

62 Currency gold
Level: 11

Token of the Moon
Obtained from Drops #3

Citizen shirt cloth green 2

Vest of Birth

Binds on pickup
Chest

+2 Armor
+4 Heal
+28 Life
+19 Mana

25 Currency gold
Level: 6

Vest of Birth
Obtained from Quest: Find Viliatus Carlsen

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.

Costs
Thing Payment
Base cost to send mail 200 Currency gold
  • This is the base cost to send an item.
  • Additional costs will be added onto the base price as required.
Seding with Gold attached 10% of the attached Currency gold
  • This may change with high amounts.
Sending with Items attached Selling value of an attached Item x3 Currency gold
  • Stacked items count as one item.
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:
  1. Report
  2. Invite to Party
  3. Whisper to (direct messaging)
  4. Add as Friend
  5. 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[]


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