THE MOONKEEP ARCHIVES · FIELD GUIDE 0.2.0

The Gloamfall Codex

Know the magic. Read the darkness.
Everything you need for the journey between dusk and dawn.

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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

Scroll the table sideways to read every column →
StatBaseMeaning / limits
Maximum HP100Health capacity; clamped to 20–10,000.
Regeneration0.15 HP/sRestores health over time; 0–20.
Armor0Flat incoming-damage reduction; 0–100; damage still has a minimum of 1.
Move speed180Arena units per second; 65–380.
MightDamage multiplier; 0.1–20×.
CooldownAttack delay multiplier: lower is faster; 0.25–5×.
AreaAttack coverage scale; 0.25–4×.
Projectile speedTravel speed multiplier; 0.1–5×.
DurationLifetime multiplier for applicable attacks; 0.1–10×.
Amount+0Additional attack count where supported; whole numbers, 0–12.
Critical chance5%Chance of a critical hit; capped at 80%.
Critical damage1.7×Critical hit multiplier; 1–10×.
Luck1Weights already-owned item upgrades; 0.1–10.
Pickup radius70XP attraction reach; 20–800 arena units.
KnockbackOutgoing push scale; 0–8×. Bosses ignore ordinary weapon knockback.
Knockback resistance0%Reduces displacement; capped at 85%.
Status resistance0%Reduces incoming status duration; capped at 85%.
Lifesteal0%Restores health through attacks; capped at 20%.

Nine status effects

Scroll the table sideways to read every column →
StatusEffect
BurnPeriodic damage while the status lasts.
PoisonPeriodic damage while the status lasts.
BleedPeriodic damage while the status lasts.
CursePeriodic damage while the status lasts.
ChillSlows movement.
SlowSlows movement; chill and slow do not create two multiplicative speed reductions.
StunStrongly reduces movement; it is not a promise that every enemy action is disabled.
VulnerabilityThe affected enemy takes 20% more hit damage.
MarkAlso 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.

About this chapter

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