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Character Statistics

Reference guide for Character Statistics.

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)