Character Statistics
Understanding the forces that shape your heroes.
Core Attributes
Might
Increases raw physical power, health, and defense.
Finesse
Sharpens speed, accuracy, evasion, and critical rating.
Mind
Governs magical power, arcane resistance, and status resistance.
Fortune
Increases crit rating, crit damage, and item find quality.
Combat Stats
- ATK: Physical damage output.
ATK = (Might * 1.2) + (Finesse * 0.3) - Magic Attack: Magical damage and healing scaling.
Magic Attack = (Mind * 1.0) + (Fortune * 0.2) - Accuracy: Raw rating used to determine base hit chance.
Accuracy = 85 + (Finesse * 0.6) - Hit Chance: Actual base probability to land an attack.
Hit % = 70% + (28% * divisionCurve(Accuracy, 30)) - Crit Chance: Chance to multiply damage.
Crit Chance = 5% + divisionCurve(CritRating, 200) - Crit Damage: Critical hit multiplier (Caps at 4.0x).
Crit Damage = 2.0x + (2.0x * divisionCurve(Fortune, 200))
Survivability
- HP (Health Points): Total life force.
HP = (Might * 15) + (Mind * 3) - DEF (Defense): Reduces incoming physical damage.
DEF = (Might * 1.0) + (Finesse * 0.2) - Mag Res: Reduces incoming magical damage.
Mag Res = (Mind * 0.9) + (Might * 0.15) - Evasion: Raw rating used to determine dodge chance.
Evasion = 5 + (Finesse * 0.5) + (Fortune * 0.3) - Evasion %: Final chance for an enemy attack to miss.
Evasion % = divisionCurve(Evasion, 120) - Status Resist: Resistance against Stun, Burn, Poison, etc.
Resist = divisionCurve(Mind, 80) - Block Rating: Power behind your shield (determines Block Chance).
Block Rating = (Might * 1.0) + (Finesse * 0.5) + (Fortune * 0.2)
Sustain & Utility
- HP/MP Regen: Health/Mana recovered at turn start.
HP Regen = (Might * 0.6) + (Mind * 0.1) - Item Find: Multiplies the drop rates of all loot.
Drop Rate = Base Chance * (1 + Item Find) - Threat: Higher threat makes enemies more likely to target you.
Threat = Base + Growth + Traits + Position
Advanced Combat Modifiers
- Lifesteal: Heals the attacker for a % of physical damage dealt.
Heal = Physical Damage * Lifesteal% - Spell Vamp: Heals the attacker for a % of magical damage dealt.
Heal = Magical Damage * Spell Vamp% - Armor Penetration: Ignores a portion of enemy DEF. Applied as % first, then Flat.
- Magic Penetration: Ignores a portion of enemy Mag Res. Applied as % first, then Flat.
- Stun Chance: Flat bonus added to the chance to apply the 'Stunned' status effect.
- MP on Hit: Restores a flat amount of MP when performing basic attacks.
- Healing Power: Multiplier for outgoing healing.
Final Heal = Base Heal * (1 + Healing Power) - Healing Received: Multiplier for incoming healing.
Final Heal = Base Heal * (1 + Healing Received)
The Will of the Dungeon (K-Curves)
No armor is impenetrable, and no rogue is entirely untouchable. The dungeon has a will of its own, imposing diminishing returns (K-Curves) upon those who seek absolute perfection. As your defensive stats climb ever higher, the effort required to increase them further grows exponentially. The forces of darkness guarantee that a 100% resistance or a perfect evasion is but a fool's dream.
Effective Stat = Raw Value / (Raw Value + K-Constant)