Ability Scores & Combat Stats

The complete formula reference for stat-loving min-maxers

Every hero has 7 ability scores set by their class. At run start, these are converted into combat stats using fixed coefficients from the game's balance config. Gear and skill tree nodes add flat bonuses on top of the derived values.

The 7 Ability Scores

ScoreAbbreviationPrimary ContributionSecondary
StrengthSTRPhysical ATK (×0.85/pt), minor HPFinesse ATK secondary (×0.30/pt for finesse classes)
VitalityVITMax HP (×7.0/pt)HP regeneration rate
ToughnessTOUDEF (×0.6/pt), HP (×1.0/pt)Flat damage mitigation
IntelligenceINTMagical ATK (×1.1/pt), Ability Power (×0.25/pt)Crit damage (×0.008/pt), CDR
SpiritSPIAbility Power (×0.35/pt)Heal bonus (×0.015/pt), CDR (×0.005/pt)
AgilityAGIAttack speed tier (see breakpoints)Dodge chance (×0.003/pt base)
DexterityDEXCrit chance (×0.003/pt), Crit damage (×0.007/pt allocated)Finesse ATK (×0.90/pt for finesse classes)

AGI Attack Speed Breakpoints

Agility does not scale linearly — it determines which attack speed tier the hero is in. Reaching a new tier is a substantial DPS jump worth building toward.

Total AGIAttack IntervalAttacks / 10sNotes
≤ 74 seconds2.5Slowest tier — base Warrior, Cleric
8 – 113 seconds3.3Standard tier — most mid-range classes
12 – 172 seconds5.0Fast tier — base Rogue (18), Ranger (10 → allocate to hit)
18 – 231 second10.0High-speed tier — Rogue hits this baseline
≥ 240.5 seconds20.0Max tier — requires significant AGI allocation beyond base

attackSpeedAdd bonuses from gear and skill nodes reduce the interval by a flat amount independently of the AGI tier threshold.

ATK Derivation by Class Type

Attack TypeClassesFormula
PhysicalWarrior, Gladiator, ValkyrieSTR × 0.85 + DEX × 0.10
FinesseRogue, Ranger, Enchanter, Swashbuckler, Samurai, OnmyojiSTR × 0.30 + DEX × 0.90
MagicalMage, Cleric, ChronomancerINT × 1.10 + AP contribution
HybridDruid, AlchemistSTR × 0.40 + INT × 0.50 + DEX × 0.10

Damage Formula

Damage uses a multiplicative armour formula — DEF reduces a fraction of incoming damage and never blocks it completely:

damage = ATK × (1000 ÷ (1000 + DEF))  ±  20% variance   (minimum 1)

DEFDamage Reduction100 ATK deals…
00%80–120
25020%64–96
50033%53–80
100050%40–60
200067%27–40
900090%8–12

Magical damage (Mage, Cleric, Chronomancer) halves the enemy's effective DEF in the formula — making casters far stronger against high-DEF enemies like Corrupted Knight and Iron Deathless.

Critical Hits

Base crit chance is 0% and must be built entirely from DEX, gear, and skill tree. Crit damage multiplier starts at 1.5× and grows with DEX allocation (×0.007/pt) and gear bonuses. The Deathmark keystone adds a second independent crit roll against non-crits.

Dodge

Base dodge = class AGI × 0.003. Each allocated AGI point adds 0.007 dodge. Maximum dodge is hard-capped at 25% regardless of total sources. A successful dodge causes the entire hit to miss — no damage taken.