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
- Same layer: addCritical Chance, Critical Damage, Block Chance +7 more (General).
- Different layers: multiplyMelee Damage, Ranged Damage, Skill Damage (General Compounding).
- Compounding isn't watered downA 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
| Damage | 10 |
| Health | 80 |
| Critical Damage (base bonus) | +20% |
| Melee weapon damage multiplier | ×1.6 |
| Power: damage weight vs health | ×8 |
| Health Regen period | 1s |
Show all data stat natures and defaults 22 rows
| Nature | Formula | Meaning |
|---|---|---|
| Percent | default + a + b + … | Percent bonus. Bonuses in the same layer add up, starting from the default value. |
| Flat | + flat amount | Flat amount added to the stat. |
| Speed | timer ÷ (1 + bonus) | Speed bonus: the timer is divided by (1 + total bonus). |
| Reduction | value × (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.
| Stat | Nature | Default |
|---|---|---|
| Damage | Flat | 0 |
| Health | Flat | 0 |
| Max Count | Flat | 0 |
| Max Level | Flat | 0 |
| Move Speed | Flat | 0 |
| Timer Speed | Speed | 1 |
| Attack Speed | Percent | 1 |
| Block Chance | Percent | 0 |
| Bonus | Percent | 1 |
| Critical Chance | Percent | 0 |
| Critical Damage | Percent | 1 |
| Damage | Percent | 1 |
| Double Chance | Percent | 0 |
| xp | Percent | 1 |
| Chance | Percent | 0 |
| Health | Percent | 1 |
| Health Regen | Percent | 0 |
| Lifesteal | Percent | 0 |
| Reflect Chance | Percent | 0 |
| Sell Price | Percent | 1 |
| Cost | Reduction | 0 |
| Timer Speed | Reduction | 0 |