Repository navigation
Core Stats & Scaling
FatherNoTimeGames edited this page Oct 9, 2026
·
1 revision
Current direction:
- Governs physical damage base numbers.
- Influences physical weapon scaling.
- Important for heavy weapons and melee builds.
- Governs Speed.
- Governs dodge chance.
- Determines turn order.
- Important for light armor, evasion, and fast builds.
- Governs physical accuracy.
- Governs physical critical chance.
- Used as Speed tie fallback when Speed is equal.
- Important for precision physical builds.
- Governs maximum HP.
- Influences heavy armor suitability in starting equipment generation.
- Important for durable builds.
- Governs magic damage scaling.
- Governs magic damage critical chance.
- Governs maximum mana pool.
- Important for destructive spellcasting builds.
- Governs mana regeneration.
- Governs magical accuracy.
- Governs healing scaling.
- Important for support, healing, and sustained casting builds.
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.
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.
| 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.
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.
Related pages: