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Core Stats & Scaling

FatherNoTimeGames edited this page Oct 9, 2026 · 1 revision

Core Stats & Scaling

Core Stats

Current direction:

Strength

  • Governs physical damage base numbers.
  • Influences physical weapon scaling.
  • Important for heavy weapons and melee builds.

Agility

  • Governs Speed.
  • Governs dodge chance.
  • Determines turn order.
  • Important for light armor, evasion, and fast builds.

Dexterity

  • Governs physical accuracy.
  • Governs physical critical chance.
  • Used as Speed tie fallback when Speed is equal.
  • Important for precision physical builds.

Vitality

  • Governs maximum HP.
  • Influences heavy armor suitability in starting equipment generation.
  • Important for durable builds.

Intellect

  • Governs magic damage scaling.
  • Governs magic damage critical chance.
  • Governs maximum mana pool.
  • Important for destructive spellcasting builds.

Wisdom

  • Governs mana regeneration.
  • Governs magical accuracy.
  • Governs healing scaling.
  • Important for support, healing, and sustained casting builds.

No Luck Stat Currently

Current direction:

  • No Luck stat is planned right now.
  • Critical behavior is split between Dexterity for physical crit and Intellect for magic crit.
  • Magic find or loot rarity bonuses will come from Hub upgrades.

Weapon Scaling

Current direction:

All weapons will have stat scaling splits.

The common default is:

  • 70% primary stat
  • 30% secondary stat

Special weapons may use different splits.

Default Weapon Scaling Table

Weapon Type Primary Stat Secondary Stat Default Split
Sword Dexterity Strength 70/30
Axe Strength Vitality 70/30
Dagger Dexterity Agility 70/30
Bow Dexterity Agility 70/30
Staff Intellect Wisdom 70/30
Book Wisdom Intellect 70/30

Open questions:

  • Exact damage formula.
  • How base weapon damage combines with stat scaling.
  • Whether critical hits multiply final damage or only part of the formula.
  • Whether spells use weapon scaling or skill-specific scaling.
  • Whether healing spells scale from Wisdom alone or Wisdom plus weapon stats.

Starting Equipment Generation Rules

When generating characters, starting gear is determined by weighted stat profiles:

  • High Strength character receives a Strength-scaling weapon.
  • Vitality meaningfully higher than Agility gives heavy armor.
  • Vitality close to Agility, within about 2 points, gives medium armor.
  • Agility meaningfully higher than Vitality gives light armor.
  • Accessories, cloak, helmet, and gloves start empty.

Open questions:

  • Exact threshold for “meaningfully higher.”
  • Whether threshold changes based on generated stat spread.
  • Whether starting weapons can be randomly chosen from a pool or are fixed by highest relevant stat.

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