Stats & status effects
What every stat means, how bonuses combine, and what hostile effects actually do.
How bonuses combine
The engine starts with base stats, adds every additive modifier, applies multiplicative modifiers, and finally clamps each stat to its limits. A bonus of +0.12 might adds 12 percentage points to its base multiplier; it is not a separate 12% multiplier on every other bonus.
For example, five levels of Blood Rose add 0.60 might. A hero without another might modifier goes from 1.00× to 1.60× damage before other attack factors. Five levels of Dusk Hourglass reduce the base cooldown multiplier from 1.00× to 0.70×: shorter cooldowns mean more frequent attacks.
Stat reference
| Stat | Base | Meaning / limits |
|---|---|---|
| Maximum HP | 100 | Health capacity; clamped to 20–10,000. |
| Regeneration | 0.15 HP/s | Restores health over time; 0–20. |
| Armor | 0 | Flat incoming-damage reduction; 0–100; damage still has a minimum of 1. |
| Move speed | 180 | Arena units per second; 65–380. |
| Might | 1× | Damage multiplier; 0.1–20×. |
| Cooldown | 1× | Attack delay multiplier: lower is faster; 0.25–5×. |
| Area | 1× | Attack coverage scale; 0.25–4×. |
| Projectile speed | 1× | Travel speed multiplier; 0.1–5×. |
| Duration | 1× | Lifetime multiplier for applicable attacks; 0.1–10×. |
| Amount | +0 | Additional attack count where supported; whole numbers, 0–12. |
| Critical chance | 5% | Chance of a critical hit; capped at 80%. |
| Critical damage | 1.7× | Critical hit multiplier; 1–10×. |
| Luck | 1 | Weights already-owned item upgrades; 0.1–10. |
| Pickup radius | 70 | XP attraction reach; 20–800 arena units. |
| Knockback | 1× | Outgoing push scale; 0–8×. Bosses ignore ordinary weapon knockback. |
| Knockback resistance | 0% | Reduces displacement; capped at 85%. |
| Status resistance | 0% | Reduces incoming status duration; capped at 85%. |
| Lifesteal | 0% | Restores health through attacks; capped at 20%. |
Nine status effects
| Status | Effect |
|---|---|
| Burn | Periodic damage while the status lasts. |
| Poison | Periodic damage while the status lasts. |
| Bleed | Periodic damage while the status lasts. |
| Curse | Periodic damage while the status lasts. |
| Chill | Slows movement. |
| Slow | Slows movement; chill and slow do not create two multiplicative speed reductions. |
| Stun | Strongly reduces movement; it is not a promise that every enemy action is disabled. |
| Vulnerability | The affected enemy takes 20% more hit damage. |
| Mark | Also grants the 20% incoming hit bonus; mark plus vulnerability does not double that bonus. |
Damage themes & shields
Physical, fire, frost, arcane, holy, shadow, poison, blood and lightning describe weapon themes. Theme alone does not imply an extra status effect or an elemental weakness chart. Read the attack’s actual status field.
A shielded enemy receives 25% of normal hit damage while its shield is active. Boss phases and attacks still need to be read while you wait for a better damage window.
Rules describe the 0.2.0 defaults. Catalogue entries follow the loaded collection; active hunts and stored Daily challenges keep their own pinned rules.
Implementation references: game-core/stats.ts · game-core/engine.ts