Basics/Menus/Character

The character screen is where you can view your character's statistics. By default, it can be viewed by pressing "C". It is divided into two tabs: Core Stats, and Adventure.
The Core Stats tab displays your character's statistics.
The Adventure tab displays meta statistics about your journey as well as your feats and pets.

## Core Stats Tab

*Vital Statistics* are resources that can fluctuate based on ability use or taking damage.

* Health — The amount of HP your character has. When this number reaches 0 in Heroic or Hardcore mode your adventure will come to an end.
* Stamina — The amount of Stamina your character has. Stamina is used by some abilities and can be refilled by picking up Stamina Powerups.
* Energy — The amount of Energy your character has. Energy is used by some abilities and can be refilled by picking up Energy Powerups.

*Attributes* are physical and mental values that marginally increase other statistics such as Health, Parry Chance, or CT Gain. Each of these attributes increases by 1.5 points every time you level up. Three additional points may be assigned to a single attribute every level. Each point put into an attribute has an effect displayed below:

* Strength — Your physical power, hardiness, and constitution.

Base Melee Power (10 Strength = 10% Power)
Base Dagger Damage (10 Strength = 5% Damage)
Physical Defense (10 Strength = 2.4% Defense)
* Swiftness — Your dexterity, reflexes, and overall speed.

Base Ranged Power (10 Swiftness = 10% Power)
Crit Damage (10 Swiftness = 10% Damage)
CT Gain (10 Swiftness = 1 CT)
* Spirit — Your attunement to Flow and your own inner Qi.

Spirit Power (10 Spirit = 13% Power)
Staff Damage (10 Spirit = 5% Damage)
Powerup Healing (10 Spirit = 10% Healing)
* Discipline — Your mental fortitude, willpower, and focus.

Spirit Power (10 Discipline = 6.6% Power)
Elemental Resists (10 Discipline = 3.3% Resists)
Buff Duration (10 Discipline = 3.3% Duration)
Staff Damage (10 Discipline = 5% Damage)
Pet Health (10 Discipline = 5% Health)
* Guile — Your ability to spot opportunities and act unpredictably.

Critical Chance (10 Guile = 1.4% Chance)
Dagger Damage (10 Guile = 5% Damage)
Parry Chance (10 Guile = 2.5% Parry)
Powerup Drop (10 Guile = 2.5% Drop Rate)

*Damage Statistics* are the raw values that are used to calculate damage. These statistics factor in bonuses from attributes and gear, and represent the final value:

* Weapon Power — Base damage dealt with attacks, as well as many abilities.
* Spirit Power — Base damage dealt by many abilities and status effects.
* Critical Chance — Chance to deal bonus damage with regular physical attacks. Depending on your weapon, crits may have a bonus effect.
* Crit Damage — Additional damage dealt when you score a critical hit.

Weapon Power and Spirit Power calculation :

Attribute Bonus (ATB) - based on Spirit and Discipline for the Spirit Power and varies for the Weapon Power.

Basic Level (LVL) = MIN(Level,15) + MAX(0,Level - 15) \* 0.5

Basic Weapon Power (BWP) = Equipment Power / 10

Weapon Power = (BWP \* (1 + ATB) + LVL \* 2) \* (1 + 0.05 \* LVL)

Basic Spirit Power (BSP) = (LVL \* 3 + 10) + (LVL if using Staff)

Spirit Power = (BSP \* (1 + ATB) + 11) \* Spirit Bonus Miltipliers

Spirit Bonus Miltipliers stack multiplicatively and include:

Book Bonus - 1.05 to 1.3 depending on the book.

Song Bonus - 1.2 from the Edge Thane Spirit Song.

Battlemage Bonus - 1.15 from the Battlemage Affix.

Kinetic Magic Bonus - 1.25 from the Spellshaper passive if stamina < 50%.

*Charge Time (CT)* is generated with every action and turn. When you hit 100 CT, you get a free turn where monsters don't move. It can be modified by gear and attributes.

*Elemental Attunements* represent a character's ability to mitigate incoming damage or amplify offensive strikes. Mitigation is separated into percentage and flat amounts, and amplification is taken into account for abilities or enchanted weapons using the relevant elements.

* Physical — Physical damage is mostly dealt by weapons and a monster's claws or teeth, usually meaning basic attacks.
* Fire — Fire damage is usually delivered via abilities, for example  attacks.
* Poison — Poison damage is usually delivered via abilities, such as  attacks.
* Water — Water damage is usually delivered via abilities like champion monster's Ice Daggers attack.
* Lightning — Lightning damage is usually delivered via abilities. Many Lightning-based damage sources are present on the upper floors in the form of the Phasma weaponry.
* Shadow — Shadow damage is usually delivered via abilities, primarily by  abilities and champion monster's Shadowgrasp, that creates a large checkerboard pattern of shadow tiles.

It is worth noting that resistances displayed may reach any number of percentage, however in reality no more than 75% of incoming damage may be mitigated. This means that going above 75% is only effective when facing monsters that use *resistance lowering* effects: if you have 100% Fire resistance and an enemy ignores 50% of it, you'll receive 100 / 2 = 50% resistance, instead of 75 / 2 = 37.5% resistance.

The formula for calculating your elemental resistance is a bit complicated, but a simplified version can be explained using a few simple terms:

* Incoming Damage — Damage taken with 0% resistance.
* Base Resists — Elemental resistance based on Discipline ALONE. That means 3.3% base resists for every 10 points in Discipline.
* Resist Modifier — Elemental resistance provided by any equipment, item, or *All Defense Mod* (description below).

Example of how the formula executes:

* Incoming Damage is 200 Water damage
* 99 points in Discipline, meaning Base Resists are exactly 33%
* Have  equipped: Resist Modifier #1 is 19% Water resist
* Have HuSyn's  active, granting 15% All Defense Mod
* Have  equipped: Resist Modifier #2 is 19% Water resist

Calculation is:

1. 33% from Base Resists turns into 0.67 (1.0 - 0.33)
2. 19% from Resist Modifier #1 turns into 0.81
3. 15% from All Defense Mod turns into 0.85
4. 19% from Resist Modifier #2 turns into 0.81
5. Multiply all results: 0.67 x 0.81 x 0.85 x 0.81 = 0.3736
final damage received will be 200 *Incoming Damage* x 0.3736= 75 *Water damage* (rounded up).

*Defensive / Miscellaneous Statistics*

* Parry Chance — Chance to deflect a melee attack with your weapon, avoiding all damage (only 66% in the Savage World mode). This chance is halved against ranged attacks.
* Block Chance — Chance to block an incoming attack, usually by using a shield.
* Dodge Chance — Chance to dodge an incoming attack, avoiding all damage.
* All Damage Mod — Increased damage dealt by ALL attacks, effects, and abilities. This stacks with individual element damage bonuses.
* All Defense Mod — Your resistance to ALL damage, no matter the type or source. This stacks with individual element resists.
* Powerup Drop — Base chance for monsters to drop a Powerup. Decreases at range, but increases with missing Energy and Stamina. Powerups instantly restore Energy or Stamina.

*Active Status Effects* fill the rightmost part of the screen, listing effects such as  guaranteed critical strike.

## Adventure Tab

The Adventure Tab records various statistics about your current character's journey, as well as some across all characters you've played:

* Highest Floor — The deepest floor that your current character has explored in the Tangledeep.
* Highest Floor Ever — The deepest floor ever explored by adventurers in your current campaign.
* Days Passed — The number of in-game days that have passed since the start of the campaign. Most shops and the grove in Riverstone will update as the days pass.
* Monsters Defeated — The number of monsters that your current character has defeated in battle.
* Champions Bested — The number of champion monsters that your current character has defeated in battle.
* Steps Taken — The number of steps that your current character has taken on her adventures.
* Favorite Job — The job that your current character favors most based on your choice.
* Total Characters — The total number of adventurers you have created in this campaign.
* Playtime — Total time played on this campaign.
* Pandora Boxes — The number of the Pandora's Boxes that your current character has opened. Each opened box increases the difficulty of monsters in Tangledeep.
* Feats — The two feats you selected at character creation.

The right-most part of this tab details your current pet's stats, if you have one.

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