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.
| Score | Abbreviation | Primary Contribution | Secondary |
|---|---|---|---|
| Strength | STR | Physical ATK (×0.85/pt), minor HP | Finesse ATK secondary (×0.30/pt for finesse classes) |
| Vitality | VIT | Max HP (×7.0/pt) | HP regeneration rate |
| Toughness | TOU | DEF (×0.6/pt), HP (×1.0/pt) | Flat damage mitigation |
| Intelligence | INT | Magical ATK (×1.1/pt), Ability Power (×0.25/pt) | Crit damage (×0.008/pt), CDR |
| Spirit | SPI | Ability Power (×0.35/pt) | Heal bonus (×0.015/pt), CDR (×0.005/pt) |
| Agility | AGI | Attack speed tier (see breakpoints) | Dodge chance (×0.003/pt base) |
| Dexterity | DEX | Crit chance (×0.003/pt), Crit damage (×0.007/pt allocated) | Finesse ATK (×0.90/pt for finesse classes) |
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 AGI | Attack Interval | Attacks / 10s | Notes |
|---|---|---|---|
| ≤ 7 | 4 seconds | 2.5 | Slowest tier — base Warrior, Cleric |
| 8 – 11 | 3 seconds | 3.3 | Standard tier — most mid-range classes |
| 12 – 17 | 2 seconds | 5.0 | Fast tier — base Rogue (18), Ranger (10 → allocate to hit) |
| 18 – 23 | 1 second | 10.0 | High-speed tier — Rogue hits this baseline |
| ≥ 24 | 0.5 seconds | 20.0 | Max 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.
| Attack Type | Classes | Formula |
|---|---|---|
| Physical | Warrior, Gladiator, Valkyrie | STR × 0.85 + DEX × 0.10 |
| Finesse | Rogue, Ranger, Enchanter, Swashbuckler, Samurai, Onmyoji | STR × 0.30 + DEX × 0.90 |
| Magical | Mage, Cleric, Chronomancer | INT × 1.10 + AP contribution |
| Hybrid | Druid, Alchemist | STR × 0.40 + INT × 0.50 + DEX × 0.10 |
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)
| DEF | Damage Reduction | 100 ATK deals… |
|---|---|---|
| 0 | 0% | 80–120 |
| 250 | 20% | 64–96 |
| 500 | 33% | 53–80 |
| 1000 | 50% | 40–60 |
| 2000 | 67% | 27–40 |
| 9000 | 90% | 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.
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.
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.