Stats

==Armor ==
It is used as protection for the health of the player. A character's Armor depletes when hurt by enemies or traps. If the player doesn't have the Strong Shield Buff and takes excessive damage, that excess damage will affect their health (for example, if the player has 5 armor but they take 6 damage, the Armor is depleted and the 1 extra damage will affect the health).
When the player doesn't take damage within 4 seconds, it will start regenerating by 1 every second. 
*Armor Boost or can help speed up the recharging process.
*The condition slows down the regeneration speed while the condition will completely neutralize it.
With the additional help of Armor Buff, Gold Armor Buff, Fu-Xi Shield and Coconut Water, the armor capacity can be slightly extended.
Armor can also be regenerated instantly by 50% (rounded down) when depleted with the Instant Armor Buff.
The armor value affects Serenity: current armor equals energy cost, and current armor times 10 equals damage. If armor is full, the weapon will have a guaranteed crit.
The following NPCs also have Armor:
*Mercenaries in Little Commander
*Grave Guard Scarab Archon
==Cooldown Reduction ==
Cooldown reduction (CDR) is a hidden stat that determines how much cooldown time for Skills and Statues will be reduced.
*The reduction time is calculated by the formula: CDR / (CDR + 100) * 100%
**For example, with no interferences, the Cooldown Buff reduces CD by: 25 / (25 + 100) * 100% = 20%
**CDR stacks additively from all sources. However, statues are only affected by Cooldown Buff and the Cooldown conditions.
***: 25 CDR
***: 25 CDR (each)
***: 100 CDR
***: -100 CDR
Level Mode Cooldown reduction table
Sum CDR 	25	50	75	100	125 	150	175	200
Reduction (%)	20	33	42	50 	55Since Statues are only affected by the Cooldown Buff and Cooldown conditions, this is the maximum reduction time they can achieve.	60 	63 	66
*Does not affect skill or statue duration.
* also reduces the cooldown of some weapons (like Bayonet in a Gourd and Trumpet) by 3 seconds.
==Critical Chance ==
It shows the probability of scoring a critical with any particular shot in percentage points (i. e. a stat of 5 means a 5% chance per attack). Each attack is triggered individually. For example, if the Crystal Crab's Katana triggers its critical hit effect on 4 enemies, the amount of spikes spawned will be four times the usual quantity. It is also possible for the effect to trigger on only 1 of the four too.
Each hero has a native critical chance stat which is added to the critical chance stat of whatever weapon is equipped, then added to any active Buffs regarding the stat, as well as the Book Pile, which gives the player the total chance of an attack being critical. For example, if the player has 10 base critical hit chance and the Book Pile is fully upgraded, under normal circumstances the Staff of Wizard will have a total of 95% critical hit chance. 
Carrying Flying Dagger Miss No Doubter can passively boost critical hit chance by 10% for each copy the player currently holds, while the Five-Color Pen decreases chances by 30%.
When an attack is critical, it displays the word "critical" (replaced with slap in the case of Queen's Stroke) above the target, the screen shakes slightly, a sound effect plays, the damage number's size is also larger, and the color of said number becomes yellow (except when cumulative damage setting is active).
Usually, if a weapon does single-target damage, the critical hit causes twice of that amount to be dealt to an enemy. If it is an elemental attack, it will trigger the elemental effect but the damage remains the same, unless the Elemental Staff Buff is present. Attacks that do area damage (this does not include melee weapons) or can't damage enemies via solid projectiles (Super Buddy, Rocket Gun, Molotov Cocktail, Alchemist's skills) will be unable to deal critical hits, or do not trigger any additional effects. Same goes for any from continuously-firing laser guns, as well as the secondary effect of certain damaging weapons (spikes from Crystal Crab's Katana). Some weapons are never intended to deal critical hits, and usually have a negative critical hit chance to indicate that.
Critical damage scales with the weapon's current base damage. If a Willowblade has an attachment that increases the damage per hit by 2, it will do 10 damage, or 20 on critical hits. Likewise, as the Laser Buff increases the damage of laser swords, the critical hit damage is boosted by 4.
*The condition will cause the weapon to deal 300% of their normal damage on critical hits. Elemental weapons still require the Elemental Staffs Buff for this to happen. The condition will cause the weapon to deal 50% of their critical hit damage, unless it's an elemental weapon in which case the damage is not reduced, though the Elemental Staffs Buff won't boost their damage. If both stack, the value is at 150% of the original damage.
Similarly, additional damage points gained from the Kinetic Buff also take part in the weapon's critical boost, such that if an attack uses all 100 stacks, the weapon's base damage will benefit from the 3 extra damage and double it too, resulting in a critical hit with +6 damage.
Pets and Followers cannot cause critical chance indications unless they are given a better weapon with a critical chance greater than 0. In the case of pets, critical hits do 160% of their original damage. They are not affected by condition.
==Damage ==
It is important since it tells how much hitpoints a certain item, like weapons, will deal to the target. Upon critical hits, the damage of the projectiles shot out will double if they don't cause status effects. Explosive Weapons do not deal critical hits, and most elemental weapons will simply apply a status effect on critical hit, without double damage.
Some types of weapons can increase the damage output as they are charged, like bows. The game will show the damage value between an uncharged shot and a fully charged shot.
If a weapon has different modes, such as the Dragon Bros' Sniper Rifle, the value will only show the damage of its base mode. A few weapons come with multiple different types of bullets, like the Cluster Missile, only the damage of the main projectile will be shown.
Characters can also deal damage by using melee on a non-melee weapon. It is a hidden stat for characters.
To deal melee damage, a character has to go in close range of an enemy and tap the attack button. When a player is out of energy or does not hold a weapon, you can only melee enemies. This also applies if the weapon held cannot melee an enemy. Note that the melee is semi-auto, which means the dps is dependent on how fast you tap the attack button.
Different characters deal different amounts of melee damage.
*This affects the actual damage of Iron Claw, which is 1 more than basic value.
Melee Damage	Characters
5 	
4 	
3 	
==Energy ==
It is a resource that is needed for the player to use most weapons. When the player runs out of energy, energy-consuming weapons will usually become useless. Some weapons do not require energy to fire.
A character's energy can be restored or increased by:
*Energy or Restoration Potions found in shops, chests, Wishing Wells, Vending Machines and Deelili Claw Fun
*Gaining energy orbs from Crystal Mines, enemies, bosses, White Chests and Jade Ring.
*Energy Buff and Energy Orb Buff
*Mentor upgrade in The Origin
*Elf's Guardian Elf skill (blue elf) and Focus Fire skill
*Paladin's Energy Shield skill (upgraded) and Splash Ɛ Bash skill (upgraded)
*Alchemist's Concoction skill (Mushroom)
*Werewolf's Devour skill
*Any of the 3 Vampire's skills
*Any of the 3 Knight skills with Mentor upgrade
*Meeting and interacting with Witch at the start of a level
*Consuming Orange Juice and Snow Lotus
*Using weapons such as Strength Potion, Reusable Energy Pot, Reusable Restoration Potion, Nirvana Cross and Jade Vase
*Carrying Nebula-Cannon or Butterfly Dance
*Firing weapons with the Energy Stone
*Using Statue of the Priest
*Certain challenge conditions like and 
*Reviving
==Health ==
Every enemy, character or Follower has a different health value and will die once their health is depleted.
Pets also have health, but they will not be killed. Instead, pets will stop attacking and remain passive for 30 seconds before their health is restored to full.
A character's health points can be restored or increased by:
*Health Orb Buff and Health Buff
*Health or Restoration Potions found in shops, chests, Wishing Wells, Vending Machines, Deelili Claw Fun or from the Crate Buff
*Health orbs dropped by Jade Ring.
*Mentor upgrade in The Origin (Legacy)
*Any of the 3 Werewolf's Skills
*Any of the 3 Vampire's Skills
*Any of the 3 Priestess' Skills
*The Alchemist's Concoction skill (root)
*The Elf's Guardian Elf skill (blue elf)
*Killing enemies with the Berserker's Free Style skill after upgraded by the Mentor NPC outside The Origin
*Meeting and interacting with NPC Alchemist or Priestess at the start of a level
*Using weapons such as Strength Potion, Ring green, Hope, Reusable Health Pot, Reusable Restoration Potion, Grilled Fish, Grilled Laser Fish, Grilled Green Onion, Grilled Meat, Grilled Carrot, Pill, Crimson Wine Glass, Nirvana Cross and Jade Vase
*Carrying the Three Pointed Double-Edged Blade
*Interacting with the Water Dispenser or New Year Dinner
*Consuming Wine or Dumplings
*Certain challenge conditions like , or 
*Harvesting Snow Lotus
*Using Statue of the Werewolf
*Reviving
*Character level up in The Origin
A character's health can be lowered if the player is:
*Attacked by an enemy and the damage exceeds armor (extra damage is nullified by Strong Shield Buff)
*Poisoned or Burned
*Damaged from environmental objects (crate explosion, spike traps, etc.)
*Near a bomb dropped by the Gashapon Machine in the Living Room
*Using weapons such as Pill (chance) and Breath of Hades
*Buying from the Mysterious Trader.
*Under the condition of , or 
==Inaccuracy ==
It measures how likely it is for a weapon's bullet to miss its target. For example, a Sidewinder Red with 40 inaccuracy means that the bullets have a very wide fan of bullet tracks, while a Snow Fox XL with 5 inaccuracy has a small spread fan.
For weapons that fire solid projectiles, an inaccuracy of x means that each bullet of the weapon will randomly shoot out from the range of +0.5x degrees to -0.5x degrees of the player's aim. 
For example, if the player aims and fires an SMG M3 (20 inaccuracy) towards North (0°), each bullet may randomly shoot out from the range of 350° to 10°.
The stat can be decreased by having the Accuracy Buff. For most weapons, the inaccuracy will decrease by 10 or to 0, whichever is lower. If the latter happens, the buff will also add the remainder to critical chance. Inaccuracy can also be reduced with the Scope attachment, both of these can stack, though inaccuracy can't go under 0.
With Shotguns, though the value is not shown, having the buff does make weapons shoot out in smaller cones, making it less likely to miss.
For weapons with homing projectiles, the projectiles home with better accuracy.
==Movement Speed ==
Movement Speed is a hidden stat in-game that determines how many tiles a character can move in a second.
*Attacks that force movement, as in some weapons and skills, have a set value unrelated to Movement Speed.
===UI Movement Speed===
In Travelogue of Rosemary Island, there is a stats panel that shows, among others, Movement Speed. This displayed Stat is only affected by Base Movement Speed and Type A Acceleration.
====Base Movement Speed====
By default, character movement speed is 6.5 (except Trap Master at 6.0 speed and Costume Prince at 7.0).
*The Plant in the Living Room boosts speed by +0.2 per level, for a total of +1 at max level.
====Type A Acceleration====
The following effects stack additively with each other:
*+20% from Clam.
**Note regarding Travelogue of Rosemary Island: Clam +10%; Mango Sago Cream with Pomelo -15%; Huang-Zhong Plum +5%; selecting Miner with Underground Operations +10%.
*+25% from Green Candy, an exclusive consumable sold during the 2023 Halloween Event by the Duke of Pumpkin NPC.
===Type B Acceleration===
The following effects do not stack with each other, and if one is already active, new ones are immediately cancelled:
Exception: if triggered, the following effects will override Type Bs activated before them.
===Type C Acceleration===
The following effects stack additively with each other:
*+50% when out of combat.
**Does not exist in Travelogue of Rosemary Island.
*Weapons' Movement Speed modifiers when holding down the attack button.
===Calculation Formula===
*UI Movement Speed = Base Movement Speed * (1 + Cumulative Percentage of Type A Acceleration)
**Here, the result cannot go below 0.
**In Travelogue of Rosemary Island:
***When out of combat, Movement Speed is locked at 6.5
*Final Movement Speed = UI Movement Speed * (1 + Type B Acceleration Percentage + Cumulative Percentage of Type C Acceleration)
**Here, the result can go below 0, causing the character to move backwards.
***In Travelogue of Rosemary Island, this result cannot go below 0.
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Category:Gameplay