Skills

A view of all the stats with a full skill tree unlocked, while wearing a Seaking Helmet, Elder Armor, Leafy Pants and Cultist Sabatons and having the bone slingshot equipped.

## Stats

#### **Level**

The EXP () required for every level is:

[
(
l
v
l
−
2
)
(
l
v
l
−
2

)
2

]
∗
20
40

{\displaystyle [(lvl-2)+(lvl-2)^2]\*20+40}

, which equates to

(
l
v
l
−
2
)
∗
(
l
v
l
−
1
)
∗
20
40

{\displaystyle (lvl-2) \* (lvl-1) \* 20 + 40}

.
*For example, level 5 requires

(
l
v
l
−
2
)
∗
(
l
v
l
−
1
)
∗
20
# 40
3
∗
4
∗
20
# 40
280

{\displaystyle (lvl-2) \* (lvl-1) \* 20 + 40 = 3 \* 4 \* 20 + 40 = 280}

EXP to level 6.*

To calculate the EXP required to reach a certain level:

10

/

3
∗
[
2
∗
(
l
v
l
−
1

)
3

−
6
∗
(
l
v
l
−
1

)
2

16
∗
(
l
v
l
−
1
)
]

{\displaystyle 10/3 \* [ 2\*(lvl-1)^3 - 6\*(lvl-1)^2 + 16\*(lvl-1) ]}

   Every level rewards you with 1 skill point to spend in the Skill Tree, 5 max HP and 1 max MP. The levelling up process also fully heals you and restores 100% of your mana at the time of version 0.2.0.

At the time of version 0.2.0 the level cap is 3000 but to max skill tree you need 290 skill points.

#### **Block**

Starts at 0 and can be increased only by Shieds up to 8.
This system will be reworked in the future update of 0.2.1

#### **Power**

Let's make an example with a player having 20 Power and 40 Combat (since he use a melee weapon)
To know the damage output add Power to your Combat/Ranged stat.
20 + 40 = 60
Elevate it to 2,1 and divide the result by 100

60

2
,
1

⋍
5421
,
5
⟹
5421
,
5

/

100
⋍
54
,
2

{\displaystyle 60^{2,1} \backsimeq 5421,5 \Longrightarrow 5421,5/100 \backsimeq 54,2}

To this result add a flat bonus equal to your power
54,2 + 20 = 74,2
Now you have to consider a variance of ±10% for melee and ±30% for ranged.
74,2 \* 0,9 ≃ 66,8 minimum damage
74,2 \* 1,1 ≃ 81,6 maximum damage

#### **Attack Charge Time**

Attack Charge Time start at 3,5 seconds and can be reduced only in skill tree.
The skill "Falcon Agility" reduce your current Attack Charge time by 30% and it is applied AFTER all the flat reductions.
By having the skill "Onrush" you can start charging your attack during Enemy Search Time.
Currently the minimun value you can reach is: 0,03 seconds.

#### **Movement Speed**

The time varies based on Distance difference and Movement Speed ratio.
The movement speed starts at 1 and can be increased only in skill tree up to 3,57.
The "Dash" skill doubles your speed for the first 3 second of fight and stacks,so if you kill the enemy and the new one appear before the "Dash" buff expires you will end up with 2 "Dash" buffs for a brief time possibly reaching a total of 14,26.
Ex. You have 6 Distance and 2 Movement Speed and enemy have 1 Distance and 1 Movement Speed (Toad)
For an easy explanation take the Distance difference (6-1=5) and multiply it by the ratio of the Movement Speed (2/1=2) so the poor Toad will waste (5\*2=...) 10 seconds before he can start attacking you.

#### **Distance**

This value can also be modified by the type of arrow.

#### **Armor**

Starts at 0 and can be increased by items or in skill tree.
It is applied AFTER Defence.

#### **Defence**

Starts at 0 and can be increased by items or in skill tree.
It is applied BEFORE Armor.

#### **HP Regen**

Starts at 0,05 and can be increased up to 2,8 in skill tree.

#### **MP Regen**

Starts at 0,01 and can be increased up to 0,52 in skill tree.

#### **Critical Chance**

If you crit the game will show a pop-up for about 1 sec who need to be pressed to perform the crit otherwise the attack will deal normal damage.
If you pick the "Crit Master" skill the game will automatically crit without needing manual input but only if your total Combat/Ranged is at least 50.
Critical Chance starts at 0 and can be increased by weapons or in skill tree.

#### **Critical Multiplier**

It starts up at 1,4 and can be increased only in skill tree up to 2,7.

#### **Combat**

Combat can be increased like levels. You gain 1 Combat EXP point per attack (+1 if you have the lvl 2 Fairy) while using melee weapons or no weapons at all.
Each Combat level gained in the profile page requires 30 \* ( 1,1 ^ (level - 1 ) ) Combat EXP until the next level is reached.
The Attack Speed Time happens after you charge your attack in Attack Charge Time, starts at 1,5 seconds at 0 Combat and can go down infinitely (without ever reaching 0).

#### **Ranged**

Ranged can be increased like levels. You gain 1 Ranged EXP point per attack (+1 if you have the lvl 2 Fairy) while using ranged weapons.
Each Ranged level gained in the profile page requires 30 \* ( 1,1 ^ (level - 1 ) ) Ranged EXP until the next level is reached.
The Attack Speed Time happens after you charge your attack in Attack Charge Time, starts at 1,5 seconds at 0 Ranged and can go down infinitely (without ever reaching 0).

#### **Magic**

Main article: Magic

Magic can be increased like levels. You gain up to 5 Magic EXP point per heal.
Each Magic level gained in the profile page requires 30 \* ( 1,1 ^ (level - 1 ) ) Magic EXP until the next level is reached.

## Skills

#### **Dual Talent**

**How to balance Combat-Ranged to have the max out of Dual Talent**
basically, you want your secondary stat to be less then 20 of your primary, but since it is rounded to the closest integer you want to keep it at those sweet spots: 7, 19, 32, 44, 57, 69(nice), 82, 94, 107, 119...
This is how to see how much EXP is required at a determined level:
30 \* ( 1,1 ^ (level - 1 ) )
And this to know the total EXP required to reach a determined level:
( 30 \* ( 1 - 1,1 ^ level ) ) / ( 1 - 1,1 )