⚒ Forge Master Data Wiki

Base Stats & Stat Rules

Starting damage and health, crit baseline, Power weighting, a hit calculator and how bonuses stack.

10
base damage
+ 80 base health
×1.2
crit hit, before bonuses
1 + 20% base
8×
Power weighs damage vs health
substats don't count

#Starting stats

×1.6 Melee weapon 1s Health Regen tick

Start at 0%: Health Regen Lifesteal Critical Chance Block Chance Double Chance

Interpretation Base damage and health appear to add on top of gear.Interpretation Melee ×1.6 appears to apply to the weapon's listed damage.Interpretation Regen appears to heal its % of max health every 1s (max roll 4%).Interpretation Power = 8 × damage + health, not counting substats. It doesn't predict fights.

#How bonuses stack

weapon damage × 1.6 Melee only × 1 + sum General % × 1 + sum General Compounding % × 1.2 + bonus on crit

  1. Same layer: add
    Critical Chance, Critical Damage, Block Chance +7 more (General).
  2. Different layers: multiply
    Melee Damage, Ranged Damage, Skill Damage (General Compounding).
  3. Compounding isn't watered down
    A big Damage % doesn't shrink it. Try the calculator.

#Calculator

How hard do I hit?
Totals from your stats screen. Shows the multiplier, not raw damage.
%
%
%
%
Interpretation Layer order is inferred, not confirmed in-game.Estimate Average = hit × (1 + crit chance × (crit multiplier − 1)). Leaves out Double Chance, skills and enemy defence.

#Player profile

127 profile icons 200 gems per name change

Every substat's range and layer: Substats.

Show all data base player stats 6 rows
Damage10
Health80
Critical Damage (base bonus)+20%
Melee weapon damage multiplier×1.6
Power: damage weight vs health×8
Health Regen period1s
Show all data stat natures and defaults 22 rows
Stat natures: how bonuses combine
NatureFormulaMeaning
Percentdefault + a + b + …Percent bonus. Bonuses in the same layer add up, starting from the default value.
Flat+ flat amountFlat amount added to the stat.
Speedtimer ÷ (1 + bonus)Speed bonus: the timer is divided by (1 + total bonus).
Reductionvalue × (1 − bonus)Reduction (costs, cooldowns): the value is multiplied by one minus the bonus.
Interpretation Defaults are starting values, not caps. In-game limits (e.g. fairy bonuses) appear to come from events.Note Default 1 on a % stat = you start at 100%. Default 0 = none until a bonus adds some.
StatNatureDefault
DamageFlat0
HealthFlat0
Max CountFlat0
Max LevelFlat0
Move SpeedFlat0
Timer SpeedSpeed1
Attack SpeedPercent1
Block ChancePercent0
BonusPercent1
Critical ChancePercent0
Critical DamagePercent1
DamagePercent1
Double ChancePercent0
xpPercent1
ChancePercent0
HealthPercent1
Health RegenPercent0
LifestealPercent0
Reflect ChancePercent0
Sell PricePercent1
CostReduction0
Timer SpeedReduction0