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Stats

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[]

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