| Life |
The amount of damage you can take before dying |
|
Yes |
| Damage |
The amount of damage you deal per hit, before factoring in enemy
defense or bonuses
|
|
Yes |
| Defense |
Reduces incoming damage, relative to enemy damage. |
When your defense equals enemy damage, you reduce by 1/2. When
defense is 2x damage, you reduce incoming by 2/3%. At 3x, reduce
by 3/4, etc
|
Yes |
| Dexterity |
Determines accuracy, evasion, crit chance & crit damage |
Each point of dexterity increases accuracy by 1 and evasion by
0.5.
|
Yes |
| Luck |
Increases gold gained and item drop rates. Item drops also gain a
multiplier when your Luck is high relative to the enemy's level.
|
Each 10x increase in Luck adds 50 percentage points to the
gold rate and 40 percentage points to the base item drop rate. For
example, 1000 Luck gives +50% gold and +40% base item drop rate;
10,000 Luck gives +100% gold and +80% base item drop rate. The
additional drop multiplier that ranges up to 5x as your luck
scales much higher than the enemy's level (1.5x drops as 10x luck,
5x drops at 350x luck).
|
Yes |
| Accuracy |
|
|
Yes |
| Accuracy |
Likelihood to hit, based on enemy level. |
Hit rate is 90% when acc = enemy level (+ 100) |
Yes |
| Evasion |
Likelihood to dodge, based on enemy level. |
Dodge rate is 10% when eva = enemy level (+100). Max dodge rate is
80%.
|
Yes |
| Crit |
A chance to critically hit for your crit damage. |
Initially 10% chance. Dex increases crit chance logarithmically at
5% per x10 (1k dex = +10%, 100k dex = +20%, etc)
|
Yes |
| Crit Damage |
The amount of damage dealt on critical hit. |
Dex increases crit damage logarithmically at 10% per x10. (1k dex
= +20%, 100k dex = +30%, etc)
|
Yes |
| Dmg@ element |
Increases the total damage dealt by a certain percent. |
|
Yes |
| Res@ |
Increases resistance against a damage type. |
100 res = 50% reduction. 200res = 66% reduction, etc |
Yes |
| Double Hit |
A chance to hit twice per attack |
|
Yes |
| Quadruple Hit |
A chance to hit four times per attack |
If a quadruple hit occurs, Double Hit cannot also activate |
Yes |
| Double Attack |
A chance to attack twice per turn |
|
Yes |
| Double Turn |
A chance to take another turn before your opponent goes again
|
|
Yes |
| % for x10 Dmg (Harm Touch) |
A chance for a hit to deal 10x damage instead of the normal
amount.
|
Cannot crit. |
No |
| Life Regen |
Heals a percentage of your max life each turn. |
|
Yes |
| Lifesteal |
Heals you for a percentage of all damage dealt with hits. |
|
No |
| Survive Deaths |
Survive a number of otherwise fatal attacks per battle with 1 life
instead of losing.
|
|
No |
| Reflect Damage (Thorns) |
Reflects a percentage of the enemy's attack damage back to them
|
Reflects damage amount before defense or resistance is applied.
Thorns damage ignores enemy defense. Does not trigger if you
evade.
|
Yes |
| Bonus stats/points per level |
Every time you gain a level, gain extra stat points or stats
|
The effect is permanent within the game, even after removing item.
Item must be equipped when level is gained.
|
No |
| Move Speed |
Increases movement rate on the world map |
|
No |
| Block |
Provides a percent chance to fully block incoming damage. |
|
No |
| EXP % |
Provides a bonus to experience gain |
|
Yes |
| Gold % |
Provides a bonus to gold gain from defeating enemies |
|
Yes |
| Item Drop |
Provides a bonus to the chance to find an item after defeating an
enemy
|
|
Yes |
| EXP or Gold Focus |
Provides bonus EXP or Gold at the end of a battle, but increases
the energy cost per battle
|
The EXP or Gold bonus is multiplicative with all other bonuses.
|
No |
| Enemy Bonuses: General |
Provides an 8% chance that an enemy will gain a one-time bonuses
upon spawning. Summoning an enemy doubles the chance up to 16%.
|
12% of all bonus values will be doubled. |
Yes |
| Enemy Bonuses: EXP % |
Provides a multiplicative bonus to EXP gained from an enemy for
one battle.
|
45% of enemy bonuses will be EXP. +100% (60% chance) or +200% (40%
chance).
|
Yes |
| Enemy Bonus: DropRate % |
Provides a multiplicative bonus to Drop Rate for an enemy for one
battle.
|
29% of enemy bonuses will be DropRate. +100% (75% chance) or +200%
(25% chance).
|
Yes |
| Enemy Bonus: Gold % |
Provides a multiplicative bonus to Gold gained from an enemy for
one battle.
|
26% of enemy bonuses will be Gold. +100% (75% chance) or +200%
(25% chance).
|
Yes |
| Underlevel Bonus |
If you defeat an enemy while lower level, you get bonus EXP,
multiplicative with all other bonuses.
|
3x EXP when you are 3.6x lower level. The bonus falls off linearly
until you are 1.2x lower level
|
Yes |