Game Mechanics

## 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**

```
(Lowest Damage on a Weapon + Highest Damage on a Weapon) / 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 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 Mana Usage+Weapon2 Mana Usage+Weapon3 Mana Usage…)/How long to repeat cycle

```

Note, the "How long to repeat cycle" is the time intervals the shots fired from a weapon in the cycle, it is often just the cooldown of the first weapon.

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) ... etc ... * (1 - 0.01)

```

## Combat

In combat triggers on:

* dealing damage to an enemy
* moving or changing the direction a player is facing in enemy's aggression range
* the beginning of a wave in wave dungeons
* healing a player who is In combat
* being in a dungeon in a party when another party member gets In 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**

```
Base damage 100-200 -> 150 average damage
Average Threat generation per hit: 150

```

**Weapons with Threat**

```
Base damage 80-160 -> 120 average damage
Threat bonus +150%
Average Threat generation per hit: 120 + 120 * 150% = 120 + 180 = 300

```

## 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.

## 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), and three buttons labeled "Need", "Greed", and X. 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.

* Items and rewards from Quests
 Uncommon | binds on use
* Items and rewards from Quests
 Rare | binds on pickup
* Collectibles from Deco-Crates
 Epic | binds on pickup
* Collectibles from Deco-Crates
 Legendary | binds on pickup
* Collectibles from Deco-Crates
* 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:

## 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 (outdated)

* Weapons above level 20 need "Points" to get activated.
* Armor can have "Points", which are required for those weapons.

For example, 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.

Note v0.3.15: Only four Character classes have been enabled.

## 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 in Farshore, Sneenersook, 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 can contain 3-128 characters and the message itself can 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
 Seding with Gold attached
 Sending with Items attached

## 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.

## 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, Add as Friend, and Block 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).