Attributes

The formula is:

base+sum[for each bonus](bonus)

So 2 instances of +20% ‘Stat’ result in 20%+20%=0.2+0.2= 0.4 of ‘Stat’

# Offensive Attributes

## Damage modifier

**Damage modifier** multiplies the base damage of all skills (including passive skills and damage over time).

The default modifier is +0%.

Total damage = Base damage \* (1 + damage modifier)

Skill-specific damage modifiers also benefit to on-hit passive skills (such as Spontaneous Combustion) apply by the skill.

## Critical damage chance

**Critical damage chance** or **crit chance** is the probability of each hit to be a critical strike (or crit).

The default crit chance is 5%.

Critical strike are rolled independently with each application and for each enemy hit.

Above 100% crit chance, you get to roll an additional crit for higher tiers of critical strike.

For example, with 250% crit chance, you have 50% chance for a crit tier 2, and 50% chance for a crit tier 3.

Damaging status effects, including  **Brittle** and  **Confused** can crit *on application*, not during ticks.

For example, if a stack of   **Burn** would cause 10 damage per tick without crit, it would deals (10\*Critical damage modifier) damage per tick when applied from a critical strike (tier 1).

Since the crit is calculated at the time of application, you will not see any DOT as critical strikes, but they would still deal the extra damage every tick.

Vicious Strikes adds 100% critical chance (+1 crit tier) on damaging full health targets.

Chance to crit can be increased by stacks of  **Dazed** or  **Disoriented** on the enemies. This has *no effect* on your own critical chance stat.

Non-damaging skills like Void and Piercing Shout *can* still crit, increasing the damage of the status they apply, and allowing them to proc Expose Weaknesses, Brutal Strikes, etc.

All healing from skills can also crit, multiplying the amount of health recovered or damage absorbed by the Critical damage modifier. Absorption shields cannot crit.

## Critical damage modifier

When landing a critical strike, the Damage is *multiplied* (not added) by the **Critical damage modifier** (or **crit damage**).

The default modifier is 200%.

Multi critical strikes are possible with over 100% **critical damage chance**.

Total crit damage = Damage \* (total crit damage \* crit tier)

It also multiplies the damage of statuses applied by the skill.

On-hit passive skills such as Fateful Strikes also benefit from critical strikes, but are only increased by character stat crit damage modifier, not skill-specific crit damage modifiers.

Skills such as Templar's Verdict and Sniper Shot multiply the total final damage on crit. They are also the only skills which can have skill-specific crit damage upgrades.

## Cast frequency modifier

**Cast frequency modifier** or **attack speed** reduces the cooldown of all active skills including buffs and summons.

The default modifier is +0%.

Skill cooldown = base skill cooldown/(1 + cast frequency modifier)

Cooldowns cannot be reduced under 0.2s.

The summoning skills benefit from the cast frequency modifier both for how frequent units are summoned, but also how often units attack.

For buff skills, if the cooldown is reduced to less than the duration, the skill is permanently active. If casting overlaps, two instances of the buff will not stack, the duration is refreshed.

Debuff skills will still benefit from added attack speed, as subsequent casts may be applied to new enemies.

## Area modifier

**Area modifier** (or **area** or **AOE**) increases the size of your skills area of effects and the size of their projectiles. The default modifier is +0%.

Total size = Base size \* (1 + area modifier)

For cone or circular skills, the Area modifier stat increases the radius; meaning that the area where enemies are hit is increased by the square of the area stat. For example, an Area modifier of +20% would increase the total Area by +44% (120%^2 = 144%).

All skills have an area of effect: even the skills that seem to be a single target projectile have a small area when they hit an enemy.

Area also increases the width of the projectiles.

## Multi cast chance

**Multi cast chance** or **multi cast** gives a chance to cast active skills multiple times. The default chance is 0%.

There is always at least 1 cast.
The chance to have 1 additional cast is equal to ‘Multi cast chance’ (up to 100%).

To have a 2nd additional cast, you need to have a 1st additional cast, then the chances are 0.4 \* ‘Multi cast chance’ (up to 100%).

To have a 3rd additional cast, you need to have a 2nd additional cast, then the chance are 0.4 \* 0.4 \* ‘Multi cast chance’ (up to 100%).

etc...

There is no maximum number of multi casts, but the probability of high number multi cast decrease exponentially.

For more details:
https://docs.google.com/spreadsheets/d/1c1WVjJeZxxJTp9acQur2LeIg115ASfCr8tmpUfs9vCI

Summoned units can multicast; and summon skills can be multicast to summon more units (until the unit cap is reached).

Buff skills are *not* affected by multi cast chance.

# Defensive Attributes

## Maximum health

**Maximum health** or **maximum HP** is the total health your character has. The default max HP is 100.

You get killed if your current health reaches 0.

## Armor power

**Armor power** or **Armor** reduces damage taken by a percentage. The base armor is 100.

Damage taken is divided by (0.5 + Armor/200)

Enemies have 100 base armor and an additional 100 armor per Endless Cycle.

Armor can be reduced with  **Melting** or Piercing Shout.

Armor cannot be reduced under 0. At 0 armor, the damage is doubled compared to 100 armor.

Ores have 100 armor while breakable structures have 10 armor.

## Damage reduction

**Damage reduction** or **Flat damage reduction** reduces the amount of damage taken by a flat number.

The default damage reduction is 0.0.

It is calculated **after** other sources of damage reduction (Armor, and the rune Surefooted). *(because the devs are very kind)*

Total damage taken = damage after %damage\_reduction has been calculated - Flat damage reduction

Cannot reduce the damage taken under 1.

## Block power

**Block power** or **Block** gives a chance to block enemy attacks, reducing their damage to 0 while also blocking any on-hit effects (like slows).

The default block power is 100, for no chance to block.

Chance to block = 1 - 100/Block Power

## Death protections

If you have any **Death protections**, any attack that would kill you restores you to 50% of your maximum health instead, and consumes 1 Death protection.
The default amount of Death protections that you have is 0. You can get up to 2 with the skill tree.

The health restored is *not* affected by your healing reduction, it will always be set to 50% of your maximum health.

Death protections are *not* reset upon entering an Endless portal, but you will be fully healed.

## Extra health per crystal

**Extra health per crystal** increases the health received when destroying a health crystal.
The default extra is 0. You can get up to 15 from the skill tree.

Total HP per crystal = 30 (the base HP per crystal) + extra HP per crystal

This is affected by healing reduction.

## Health per level up

**Health per level up** increases the amount of HP you recover when you level up.
The default HP per level is 0. You can get up to 10 from the skill tree.

This is affected by healing reduction.

# Utility Attributes

## Movement speed modifier

**Movement speed modifier** or **movespeed modifier** modifies the speed of walking and dashes.
The default modifier is +0%.

Total speed = base speed \* (1 + movement speed modifier)

## Dash count

**Dash count** or **dashes** is the number of times you can dash in quick succession.
The default amount of dashes is 1. You can get an extra dash from the skill tree.

All dashes share the same cooldown (2.0s default) and refresh at the same time.
The cooldown starts when you use your first dash.
Nothing can currently affect the dash cooldown.

## Experience modifier

**Experience modifier** (or **exp modifier** or **XP modifier**) increases the amount of experience you receive from experience shards.
The default modifier is +0%.

Total exp = base exp \* (1 + exp modifier)

## Pick up range modifier

**Pick up range modifier** (or **pickup modifier** or **magnet range**) increases the radius in which you can collect items from the ground.
The default modifier is +0%.

Total radius = base radius \* (1 + pickup modifier)

Minor Soulstones are automatically collected on kills instead.

## Bonus Minor Soulstones

**Bonus Minor Soulstones** increases the amount of Minor Soulstones you collect from all sources.

The default is 0.0%. You can get up to 50% from the skill tree.

It seems to be multiplicative with the Minor Soulstone bonus from Curses.

## Reroll chances

**Reroll chances** or **rerolls** give you the opportunity to reroll the power-ups you get from leveling up, revealing new options.

The default rerolls is 0. You can get up to 5 from the skill tree.

Using the rune Reroll Mastery will grant you a reroll every 5 levels.

You cannot get the current 3 power-ups shown when you reroll.

## **Banish chances**

**Banish chances** or **banishes** give you the opportunity to banish a power-up in a match, preventing it from appearing again.

Banishes remove all rarities of the specific power-up, and of the specific Skill or Type.

## **Skill locks**

**Skill locks** or **locks** give you the opportunity to lock a skill in place when you level up, keeping it available for your next level.

If you lock a passive skill, you can still get it on an active skill choice.

# Undisplayed Attributes

The attributes here are not currently displayed in the Character Attributes in the Pause screen.
They can however be found in certain Characters And Weapons's unique stats.

## **Body mass**

**Body mass** indicates how hard it is for you and enemies to get pushed and flung around.
The more body mass you have over your enemies, the easier it is to push them around.

## **Healing modifier**

**Healing modifier** adjusts the amount of health you get from your own healing effects.
The default healing modifier is 100%. It can be increased by character stats and reduced by Curses and Endless modifiers.

Total healing amount = healing amount \* healing modifier

Each healing modifier is *multiplicative* with the others.

Does not affect healing from health crystals.

## Pushback modifier

**Pushback modifier** adjusts the amount of pushback your skills do to enemies.

The default pushback modifier is 100%.

# Extra information

## Level

The first level requires 2000 experience, and the experience needed for each additional level is multiplied by 1.06.

## Passive rarity

When in the passive selection: the rarity is rolled first, then a random passive of this rarity is rolled. (This means that banishing a passive that can only be found in low rarity will not increase the probability of higher rarity passives being offered.)

The probabilistic weight of the rarity of each card:
**Common : 50**
**Uncomon : 25**
**Rare : 12**
**Epic : 4**
**Legendary : 1**

The probability that the highest tier of the 3 is :
**Common : 16.1%**
**Uncomon : 38.1%**
**Rare : 30.4%**
**Epic : 12.2%**
**Legendary : 3.2%**

## Skill level

Currently does nothing, except show the total number of skill or skill type-specific Passive powers affecting the skill.

## Status Effects

-Damaging status, when applied by critical strikes, it benefits from the critical multiplier (even the skills that deal no initial damage benefit from it if it is a crit.)

-The damage inflicted by a damaging status depends on the current armor ; not on the armor at the moment of application. Same goes for the increased damage with Fragility. (this include the check of Doom+Cursed to test if there is enought damage to execute)

-Summoned Units can apply status effects when we have passives that apply status effects on all damage.

-The "Synergy passives" like "Every time you apply stacks of statusX there is a 50% chance of applying a stack of statusY as well" do not depend on the number of stacks applied by the hit, for exemple : if a hit applies 10 stacks of Dazed, it will roll only 1 time to decide whether or not the status effect will be applied.

-The "Synergy passive" passives that can chain: Hypothermia (50% chance Chill->Fragility) + Gangrene (50% chance Fragility->Bleed), makes it so that when Chill is applied, there is also 50% chance to apply Fragility, and a 25% chance to apply Bleed.

-Modifiers that increase the damage of a certain active skill do not increase the damage of status effects from passive skills applied by the active skill (it does affect status effects that are applied by that active skill itself though, shown in the skill description.)

## Summoned Units

**Summoned Units** (also called **Summons**, **Units**, **Allies**, **Pets**, or **Minions**) benefit from all your Passive skills (except Fire Shield).

This includes on-hit status effects, crit chance, crit damage, multi cast chance, Area modifier, ...

Summons benefit from bonuses from Characters, Weapons, the Skill Tree, and Runes, but not Buffs on the player.

They have their own unique base stats of HP, Armor, and movement speed; and the default modifiers for the others.

All summons have a maximum number of units that can be active at any time. This can be increased with unique power-ups.

Static summons are untargetable and have a limited duration that can be increased by power-ups.

Summoning over the limit will kill the units in spawn order so that you can reposition them.

Mobile summons also benefit from Curse Intensity bonuses that enemies get. This increase is *multiplicative* with their total stats.

Summoning over the limit will heal as many of the existing units.

Some mobile summons also have a limited duration, resummoning them also refreshes their timer in this case.

Buff skills with area of effect such as Bloodlust, Might, and Bestial Wrath, can be applied to Summons.

They have to be in range of the buff during cast, which can be increased with Area modifiers.

Summoned units do not benefit from Generalist as they do not have any types.

## Dogs

*See The Hound Master's weapons for dogs info.*
The Hound Master has unique **dog** allies that are also changed along with the weapon.
 The dogs benefit from everything that Summons would.

When dogs reach 0 health, they will stop attacking and instead rest near you. They will heal to full health after a few seconds.