LineageDB.com
     Home       Items/Magic       Monsters       Locations       NPCs       Quests       Characters           Item Creation       Morph Guide   
Lineage 1 Guide
· Characters
· Items/Magic
· Armor Sets
· Item Creation
· Monsters
· Location/Maps
· NPCs
· Quests
· Morph Guide
· Submit Feedback
· Links

Character Guides
· Experience Guide
· Character Stat Guide
· Morph Guide

Stat Guide
Wisdom (WIS)
  • Determines the amount of MP your character starts with.
  • Determines the how much your MP improves each time you advance a level. (Calculated using your base Wis)
  • Determines the speed that your MP regenerates.
  • Determines your base Magic Resistance.
  • Determines the amount of MP your character starts with.
    Based on your class and WIS, your initial MP is determined:

    Starting MP
    WIS 9 10 11 12 13 14 15 16 17 18
    Prince   2 3 4
    Knight 1 2  
    Elf   4 6
    DarkElf   3 4 6
    Mage 4 6 8

  • Determines how much your MP improves each time you advance a level. (Calculated using your base Wis)
    Based on the results that we have seen, the mean MP change per level is influenced by your WIS. The MP you get on a level up *or* level down is calculated by the same formula, which depends on your WIS.

    The table below reflects data that Lineage Compendium collected on average MP gain values for all classes and all WIS as well as research done by Lineage3D on MP gains.

    MP Increase Per Level
    WIS 9 10 11 12 13 14 15 16 17 18
    Prince   2.5 3 4 4.5
    Knight 1 1.5 1.67  
    Elf   4.33 5.67 6.50
    DarkElf   3.5 4.33 5.67 6.50
    Mage   6 8 9

    The table below shows the potential range of MP increase/decrease per level up or down as found by Lineage3D on MP gains.

    Potential MP Change Per Level
    WIS 9 10 11 12 13 14 15 16 17 18
    Prince   2-3 2-4 3-5 3-6
    Knight 0-2 1-2  
    Elf   3-6 4-7 4-9
    DarkElf   3-4 3-6 4-7 4-9
    Mage   4-8 6-10 6-12

    Two important notes: Elves and DarkElves never get 5 or 8 MP level ups. Mages never get odd numbered level ups.

  • Determines the speed that your MP regenerates.
    Your MP regeneration increases based on your base WIS.

    Till WIS 14 you get 1 MP per tick.
    At Wis 15 and 16 you get 2 MP per tick.
    At Wis 17 and 18 you get 3 MP per tick.
    This initiated mana regain stacks with any other ingame effect, be it item, blue or zoneeffect.

    For each WIS-point beyond 18 you will get an improvement of +1MP pr regen tick provided you are on a blue (Mana potion).

  • Determines your base Magic Resistance, Presented by VirgilAnte (Dep)


    How to Determine Your Potential Magical Resistance

    by VirgilAnte (Dep)


    1. Class Bonus

    Your choice of character class makes a difference to your Base MR:
    • Knights get 0%.
    • Royals and Dark Elves get 10%
    • Magi get 15%
    • Elves get 25%
    Note: Knights make up for this with hard-AC and the best natural Evasion Rating (ER).



    2. Wisdom Bonus
    Your WIS stat adds to your GMR. In the last three columns, the WIS-bonus is added to Class bonuses, to make figuring out your base MR easier.


    WIS
    Change
    WIS-bonus
    Royals / DEs
    Magicians
    Elves
    25
    +4
    54%
    64%
    69%
    79%
    24
    +3
    50%
    60%
    65%
    75%
    23
    +9
    47%
    57%
    62%
    72%
    22
    +8
    36%
    46%
    51%
    61%
    21
    +7
    28%
    38%
    43%
    53%
    20
    +6
    21%
    31%
    36%
    46%
    19
    +5
    15%
    25%
    30%
    40%
    18
    +4
    10%
    20%
    25%
    35%
    17
    +3
    6%
    16%
    21%
    31%
    16
    0
    3%
    13%
    18%
    28%
    15
    +3
    3%
    13%
    18%
    28%
    14
    0
    0%
    10%
    15%
    25%
    13
    0
    0%
    10%
    15%
    25%
    12
    0
    0%
    10%
    15%
    25%


    Note that knights start out with a WIS score of 9, and can raise it to a maximum of 13 when starting out, but this imparts no bonus at all. If they had enough wisdom to make a difference, then the standard "WIS-bonus" score would apply to them. There also appears to be an odd reset to increases in MR at a wisdom score of 24.



    3. Level Bonus
    You get one extra GMR point for every two levels. Good news, Knights: this bonus does apply to you! To calculate from your current character, take your character level, divide by two, and always round down. So, if your character is level 47, then 47 / 2 = 23.5. Round down and your Level Bonus is 23.


    (Add your Class, Wisdom and Level bonuses together, and you have your Base MR%.)




    4. Add items BCOMR, HOMR, CMOMR, Cotton Robe, Ring of Immunity to Magic (ROIM), Ring of Magic Resistance (ROMR), etc. To see LineageDB's definitive list, go here.



    5. Add spells A few spells can impart an improvement to your GMR:
    • Glowing Aura (Royal party magic) -- It boost a party's MR by 20% for 10 minutes at a time. This is a very good reason to get your prince or princess to level 40!
    • Resist Magic (Elven spirit magic) -- Elves can gain 10% to their MR for an hour at a time.
    • Clear Mind (Elven spirit magic) -- only works on the caster, and it acts by temporarily adding 3 points to your WIS score. This boosts both mana regeneration and your MR for 10 minutes. Because of this, the "WIS-Elf" is an intriguing possibility.



    General Magical Resistance (GMR) vs. Elemental Resistance (EMR)
    Several (not all) spells and monsters are also linked to one of the four given elements: Fire, Earth, Water and Air.  The most important thing to remember is that EMR and  GMR (usually just called "MR") represent the two halves to your total Magical Resistance. According to theory, even if you have 100% general magical resistance, you are only blocking 50% of the damage. Therefore, it is important to pay attention to both.



    Some important points on Magical Resistance
    • GMR still protects you against all spells. Even if some PKs are dumb enough to only use Cone of Cold or Sunburst, you can't rely upon all of them to do so. Therefore, you want to either keep your GMR high, or be able to raise it quickly. (Have the spells hotkeyed)
    • The spell, Reveal Weakness, allows you to determine which elemental line an enemy is most vulnerable to. I'm not yet certain whether this is very useful in PvP, but if it worked on players then it could be hugely useful in sieges.
    • The spell, Resist Elemental, gives Elves a 10% bonus against all elements.
    • You only have two ring slots at any given time, and so it is you want to think carefully about what you're most trying to protect yourself against.
    • It's useful to know what elements certain spells belong to. For instance, Paralyze is an Earth spell. If PKs are later able to make better use of it, and of Erupt, then items with Earth MR will significantly gain in value.
    • It's currently debatable whether GMR can technically go above 100%. It used to, in the game, but this was changed by NCsoft. However, some believe that it is still a false cap. The rumor is that it may limit magical damage only up to that point, but that a cumulative GMR of greater than 100% may completely block the effects of some spells. Some people assert that greater than 140% GMR will prevent others from using Cancel on you. I plan to follow-up on these issues soon.



    Special thanks go to Ved (Dep), Zarovich (LOA) and Zeyah (Dep) for their help!


    (last revision: August 18th, 2005)
  • Note: Lineage 1 Guide data/guides have been transferred from Lineage Guide.

        
     
    Lineage is a registered trademark of NCSoft.
    Lineage: The Cross Rancor, Lineage: Dark Conquest are copyrights of NCSoft Corporation.
    All others: copyright (c) 2004 by LineageDB.com.
    Contact info: webmaster AT lineagedb.com