Stats
Fourteen numbers describe a build. Long-press your portrait in a fight to see yours.
| Stat | What the game says | Fine print |
|---|---|---|
| Your life. Reaching 0 ends the run. | Your maximum. Full again at the start of every fight. | |
| Soaks physical damage before health. Refills each battle. | Soaks physical blows before health. Full again every fight; GUARD restores 40% of it. | |
| Physical damage per strike. Enemy armor soaks it. | Dealt by every strike. An enemy's armor soaks it. | |
| Arcane damage per strike. Ignores armor. | Dealt by every strike on top of power. Nothing soaks it. | |
| Extra strikes per attack. | ATTACK strikes once, plus this. Each strike applies every on-hit effect again. | |
| Chance for a strike to crit. | Counted per strike, 100% at most. | |
| Extra damage a crit deals. | Every hero starts with +50%. | |
| Share of power that skips enemy armor. | A share of each strike's power goes round armor, 100% at most. | |
| Share of damage dealt that heals you. | Heals on every strike that deals damage. | |
| Damage dealt back to each attacker. | Dealt to an enemy each time one of its blows lands on you. Ignores its armor. | |
| Health restored at the start of your turn. | A flat amount each turn. | |
| Maximum mana for skills. | You start each fight full and gain 1 a turn. | |
| More gold from every kill, up to +300%. | Multiplies the gold of every kill and every cleared floor. It stops at +300%. | |
| Chance to avoid an enemy strike. | Counted per enemy blow, 60% at most. |
Flat stats and percentages
Health, armor, power and arcana each come in two kinds: a flat number, and a percentage that multiplies it. The game adds up every flat number first, then multiplies by one plus all the percentages:
final = (sum of flat) x (1 + sum of % / 100)
So percentages add to each other, never multiply: +30% and +20% power are +50%, not +56%. A percentage is only as good as the flat number it multiplies, which is why a caster stacking arcana % still needs a staff.
Where the numbers come from
- your hero's base stats;
- every piece of gear you wear, with its set stat multiplied by the pieces of that set you wear;
- set bonuses and synergies;
- etchings on your gear;
- a shrine's blessing and whatever you unmade, for the rest of the run;
- for one battle: a Gilt Brew, an absorbed piece, a Mawborn kill.
Changing gear in the middle of a fight changes your maximums at once. Damage you have taken carries over, but re-dressing can never take you to zero.
Reading a piece
An item's card leads with "IF EQUIPPED": every number of yours that would move, up in green and down in red, worked out for the slot the game would put it in. That is the line to read. A piece with smaller stats can still be the upgrade if it switches a set bonus on.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.