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 (×0.3/pt for finesse classes) |
| Vitality | VIT | Max HP (×7/pt) | HP regeneration rate |
| Toughness | TOU | DEF (×0.6/pt), HP (×1/pt) | Flat damage mitigation |
| Intelligence | INT | Magical ATK (×1.1/pt), Ability Power (×0.25/pt) | Hybrid ATK contribution |
| Spirit | SPI | Ability Power (×0.35/pt) | Heal bonus (×0.025/pt) |
| Agility | AGI | Attack speed — base tier from class AGI, plus a soft-capped bonus from allocation/gear (see breakpoints) | Dodge chance (×0.003/pt base) |
| Dexterity | DEX | Crit chance (×0.003/pt), Crit damage (×0.007/pt allocated) | Finesse ATK (×0.9/pt for finesse classes) |
A hero's starting attack interval is set by their class base Agility alone (the base score plus any automatic class bonus — not allocated points or gear). These tiers are fixed per class:
| Class Base AGI | Attack Interval | Attacks / 10s |
|---|---|---|
| ≤ 7 | 4 seconds | 2.5 |
| 8 – 11 | 3 seconds | 3.3 |
| 12 – 17 | 2 seconds | 5.0 |
| 18 – 23 | 1.5 seconds | 6.7 |
| ≥ 24 | 0.5 seconds | 20.0 |
Allocating AGI or wearing +AGI gear does not move you up a tier. Instead it grants a separate, soft-capped attack-speed bonus — +0.6% per point, full value to roughly +25% and approaching a +50% ceiling — that stacks on top of the base tier. attackSpeedAdd gear and skill nodes shorten the interval further (with diminishing returns when stacked), and attack speed is floored at 0.5s.
| Attack Type | Classes | Formula |
|---|---|---|
| Physical | Warrior, Gladiator, Valkyrie, Samurai | STR × 0.85 + DEX × 0.1 |
| Finesse | Rogue, Ranger, Enchanter, Swashbuckler | STR × 0.3 + DEX × 0.9 |
| Magical | Mage, Cleric, Chronomancer, Onmyoji | INT × 1.1 + AP contribution |
| Hybrid | Druid, Alchemist | STR × 0.4 + INT × 0.5 + DEX × 0.1 |
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 |
| 1,000 | 50% | 40–60 |
| 2,000 | 67% | 27–40 |
| 9,000 | 90% | 8–12 |
Magical damage (Mage, Cleric, Chronomancer) treats the enemy's effective DEF as half its real value 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. Crit chance is soft-capped above 50% and hard-capped at 90%. Crit damage is soft-capped too — full value up to 2×, then diminishing toward a 4× ceiling (the hero sheet shows effective vs. invested crit damage). 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, and gear, skill nodes and other sources can add more. Dodge is soft-capped — full value up to 12%, then diminishing (so stacked sources give less and less) and hard-capped at 25% regardless of total. A successful dodge makes the entire hit miss — no damage taken — and shows a "Dodged!" pop.
Power is a single at-a-glance rating that blends a hero's offense and survivability. It appears on the party (dispatch) view and as a Beyond hero's Est. Power in the Colosseum. It is a display value only — it does not affect combat or matchmaking (which uses Elo).
Because it rewards both damage and durability, a glass-cannon and a bulky bruiser of the same tier land in a similar ballpark — but it is only a rough estimate, not a guarantee of who wins a fight.