Stats

*This article is a stub. You can help Wizard of Legend Wiki by expanding it.*

Your wizard has various **stats** that can be modified by Relics, Outfits, and some Arcana. There is no way to see your stats in game.

## List of stats

### Armor

Armor reduces all incoming damage from an attack by a percentage multiplier. Incoming damage is always rounded up so if the reduction is less than 1, this will have no effect.

All sources of armor stack additively.

#### Effective health

Effective health refers to the amount of damage the player can take factoring in damage reduction. Effective health can be calculated with

Effective health =

H
e
a
l
t
h

100

{\displaystyle \frac{Health}{100%-Armor}}

Examples

500
100

=

500
90

=

500
0.9

=

5
¯

{\displaystyle \frac {500}{100%-10%}=\frac {500}{90%}=\frac {500}{0.9}=555.\bar{5}}

 effective health.
50% armor results in

500
100

=

500
50

=

500
0.5

=
1000

{\displaystyle \frac {500}{100%-50%}=\frac {500}{50%}=\frac {500}{0.5}=1000}

 effective health.
90% armor results in

500
100

=

500
10

=

500
0.1

=
5000

{\displaystyle \frac {500}{100%-90%}=\frac {500}{10%}=\frac {500}{0.1}=5000}

 effective health
Due to the way armor scales it becomes more effective the more the player already has.
Going from 0 armor to 10 armor increases effective health by **Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "http://mathoid-facade/v1/":): {\displaystyle 1-(\frac {\frac {500}{100-10}}{\frac {500}{100-0}}) = 11. \bar{1}%}**
 compared to 0% armor.
Going from 80 to 90 armor increases effective health by **Failed to parse (SVG (MathML can be enabled via browser plugin): Invalid response ("Math extension cannot connect to Restbase.") from server "http://mathoid-facade/v1/":): {\displaystyle 1-(\frac {\frac {500}{100-90}}{\frac {500}{100-80}}) = 100%}**
 compared to 80% armor.
The effective health increase from armor curve looks like this:

### Elemental Resistance

Elemental resistance reduces incoming damage from elemental attacks of a specific element by a percentage multiplier. Stacks multiplicatively with armor, and different sources of elemental resistance stack multiplicative with each other.

### Cooldown Reduction

Cooldown Reduction reduces the base time between consecutive casts of an arcana by a percentage.

All percentage-based sources of cooldown reduction stack multiplicatively.

Flat sources of cooldown reduction (e.g.  Scales of Babylon) apply after multiplicative cooldown reduction.

### Crit chance

Critical hit chance is the likelihood that an attack will hit critically, having its damage multiplied by 150% (+bonus crit damage).

Base critical hit chance is 5%.

All sources of crit chance apply additively, except for  Dark Katana and  Tipsy Gladius. These two sources of crit chance apply multiplicatively, and are applied after all additive sources of crit chance.

 Vampire's Eyeglasses will cause every critical hit landed to restore 1 hp.

### Crit damage

Critical damage multiplier increases the damage of an attack by a percentage when the attack critically hits. Crit damage modifiers apply after base damage modifiers.

~~All sources of crit damage stack additively with the base 150% crit damage modifier.~~ Requires testing.

 Dice of the Nemesis adds a 2% chance to deal +300 damage with critical hits

Sources
  Assassin's Blade | 50%
  Jeremiah's Needle | 100%
  Oversized Needle | 800%

### Damage

Damage is the amount of health removed from an entity when struck by a spell or hazard.

Percentage-based sources of damage stack additively except for bonuses from outfits,  Double Trouble,  Hunter's Stiletto, and elemental resistance/weakness. These three sources apply multiplicatively, and are calculated last.

Damage is rounded up to the nearest whole number.

### Evade

Evasion adds a chance that an attack will miss completely, triggering no damage, knockback, or status effect. Also grants brief immunity to attacks of the same type.

Most percentage-based sources of evasion stack additively.

* It is possible to gain 100% evade chance, preventing all damage.
* However, it will not prevent damage from falling into a pit.

### Max Health

Health is the amount of damage an entity can take before being defeated.

Most percentage-based sources of Max Health stack multiplicatively. Flat HP increases (e.g. from  Tea of Mercy) apply after all percentage-based modifiers.

### Run speed

Run speed affects how quickly an entity can move around without the use of any arcana.

### Activation speed

Activation speed affects how fast you cast arcana.
As basic arcana have no cooldown, the rate at which is can be used is purely dependent on activation speed.

Sources
  Magician's Wand | -30%

## Trivia

* Prior to V1.2 there was an additional stat, Defense, which reduced incoming damage by a flat amount. It was removed due to frequent confusion with Armor.