Stats are the modifiers to classes that determine the efficiency of attacks, the ability to withstand damage, and other important factors. Each class has a special set of stats that augments the base stats (for the base stats, look at the Knight/Paladin classes, as they do not start with class specific stat changes). They are organized into three basic categories:
Armor[]
Armor dictates how much damage one can withstand. Each increase in Armor reduces the amount of damage that is received by the player.
Received Damage Modifier | 200 / (200+armor) |
Received Damage Formula | Received Damage = Enemy Base Damage * Received Damage Modifier |
As an example, let's assume the enemy you are fighting has a base damage of 50, and you have an armor rating of 20. When we plug in our values to the initial formula, we get:
Received Damage = Enemy Base Damage * Received Damage Modifier x = 50 * (200/(200+20)) x = 50 * (200/220) x = 50 * .9 x = 45
Your received damage (rounded by the game's rules) would be 45.
Strength/Damage[]
Strength, also known as Damage when speaking to the Blacksmith, dictates how much damage one deals against enemies. There are two strength/damage modifiers, the Base Damage Modifier and the Class Damage Modifier.
Base Damage Modifier[]
Base Strength Formula | Base Strength = 25 + (Attack Upgrade * 2) + Equipment |
As an example, let's take the Knight, who has a base strength of 1. Let's assume he has a weapon modifier of +1 strength, and an upgrade of +.50 strength. We would calculate strength as thus:
Base Strength = 25 + (Attack Upgrade * 2) + Equipment x = 25 + (.50 * 2) + 1 x = 25 + (1) + 1 x = 27
Your base damage inflicted would be 27.
Class Damage Modifier[]
This modifier alters the above equation with specific variables.
Class Strength Modifier | STR = Class STR Modifier * Base STR |
Given our above equation, the Knight modifier of "1" would give us the same result.
Class Modifier Values[]
Knight/Paladin |
1.00 |
Barbarian/Barbarian King |
0.75 |
Mage/Archmage |
0.50 |
Knave/Assassin |
0.75 |
Shinobi/Hokage |
3.75 |
Spellthief/Spellsword |
0.75 |
Lich/Lich King |
0.75 |
Miner/Spelunker |
0.75 |
Intelligence[]
Intelligence dictates the effectiveness of attacks that use mana. There are three calculations that must be done for this value.
Base Intelligence[]
Base Intelligence Formula |
Base Intelligence = 25 + (Magic Damage Upgrade * 2) + Equipment |
For example, if we had a mage that had a 3 magic upgrade and no equipment value, our base intelligence would be:
Base Intelligence = 25 + (Magic Damage Upgrade * 2) + Equipment x = 25 + ( 3 * 2 ) + 0 x = 25 + (6) + 0 x = 31
Meaning our base intelligence for other calculations would be 31.
Class Intelligence Modifier[]
Base Intelligence Formula |
Intelligence = Class Intelligence Modifier + Base Intelligence) |
This value determines the effect our class has on our base intelligence.
For example, if we have an archmage, the calculation would be thus (using our base calculation above):
Intelligence = Class Intelligence Modifier + Base Intelligence) x = 1.25 + 31 x = 32.25
Class Modifier Values[]
Knight/Paladin |
1.00 |
Barbarian/Barbarian King |
1.00 |
Mage/Archmage |
1.25 |
Knave/Assassin |
1.00 |
Shinobi/Hokage |
1.00 |
Spellthief/Spellsword |
1.00 |
Lich/Lich King |
1.50 |
Miner/Spelunker |
1.00 |
Spell Damage Modifier[]
The Spell Damage Modifier changes the damage dealt on a per-spell basis, making some spells more or less powerful dependent on their function (e.g. you wouldn't want a large area of effect spell to have massive damage per shot, and vice versa).
Spell Damage Modifier | Spell Damage = Spell Damage Modifier * Base Intelligence |
Assuming our values above, let's play as an Archmage casting Crow Storm.
Spell Damage = Spell Damage Modifier * Base Intelligence x = .75 * 32.25 x = 24.19
This means that, using the game's rounding, we will deal 24.19 damage for Crowstorm as an Archmage.
Spell Damage Modifier Values[]
Dagger | 1 |
Scythe | 1 |
Axe | 1 |
Flame Barrier | 1 |
Crow Storm | .75 |
Blade Wall | .50 |
Conflux | .40 |
References[]
Achievements • Chests • Death • Difficulty • Donation box • Game Portraits • Journals • Names • Save Games • Special Items • Spells • Stats • Update Log • Upgrades | |
Architect • Blacksmith • Booyan • Charon • Elf • Enchantress • Training Dummy | |
Castle Hamson • Rooms • Spiritual Shrine • Forest Abkhazia • Tower • The Land of Darkness | |
Barbarian • Dragon • Knave • Knight • Lich • Mage • Miner • Shinobi • Spellthief | |
Traits Breakdown • Alektorophobia • Ambilevous • Color Blind • Coprolalia • Dementia • Dextrocardia • Dwarfism • Earthsor • Ectomorph • Gay • Gigantism • Hypergonadism • P.A.D.
| |
Enemy Raw Data • Ball and Chain • Bosses • Chaintor • Corrupt Knight • Flameclock • Fury • Infernite • Mobs and Gold • Ninjo • Pupil • Pyrite • Rage • Skeleton • Skulls • Sollock • Spiked Ball • Terrasor • Visionary • Wrath
Skeleton • Mr Bones • McRib • Berith & Halphas |