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The stats system
All units in Frogman Magmaborn have exactly 6 stats: Strength, Endurance, Pierce, Armor, Precision and Evasion.
Stats are used solely to determine battle outcomes – health, damage and hit chance. These are the exact formulas:
Maximum health: Endurance * 2
Damage dealt: [Attacker’s Strength] – max(0, [Defender’s Armor] – [Attacker’s Pierce]) * 2
Hit chance: ([Attacker’s Precision] – [Defender’s Evasion]) * 10%
There are 4 factors affecting a unit’s stats: base stats, levelled-up stats, weapon stats, and battle modifiers.
Each unit starts with exactly 4 points in every stat.
This mechanic is a bit complicated. In every level, a unit gains exactly 3 stat points. Their distribution is determined by the unit’s growth rates – hidden values that every class & unit has.

Frogman’s growth rates.
Growth rates range from 0 to 5. The higher the value, the higher that unit’s respective stat will be after level ups. The way stats increase on level-ups depends on whether the unit levelled up from auto-levels or random ones.
When units are first created at level 0, they only have their base stats (aka 4 in every stat). However, if you want to spawn stronger units (whether for stronger enemies or late-joining player units), they should spawn at a higher level. Their high-level stats are then determined by a pretty weird algorithm (you can view it here), which prioritises stats with high growth rates over low ones.

Frogman’s auto-level stats at level 8. As you can see, his Precision is his highest stat as its also his highest growth, while he didn’t get a single point of Armor, as he only has a growth rate of 1 there.
After every level, all playable units level up once. Unlike in auto-levels, the level ups are random, and the player can select a level up from a pool of randomly generated ones.

A sample level up choice for Frogman.
While these level ups are random, they aren’t completely random – high growth stats are still more likely to appear than lower growth ones, and units can’t gain more stat points in a stat than their growth rate there (for example, Frogman can only gain 1 Armor at most per level, as he only has 1 growth point there).
Weapons are a bit cumbersome. Every class has a different weapon, which slightly modifies the base stats of every unit from that class. Weapons have 4 stats of their own: Range, Power, Accuracy, and Weight.

Frogman’s weapon in-game.
The weapon’s Range (RNG) affects how close must the unit be to attack and counter the target. For example, weapons with a range of 1 require their users to be adjacent to targets.
The rest of a weapon’s stats affects the wielder’s base stats: Power (Pow) increases the user’s Strength, Weight (Wt) reduces the wielder’s Evasion.
Accuracy (Acc) is a bit weird – it increases the user’s Precision by [Acc/10], and the base accuracy of all weapons is 80.
In certain situations, a unit’s stats may change temporarily. There are two main reasons for this: terrain bonuses and inclination bonuses. All units can also have hidden skills, which could affect their stats.
All tiles have an Armor modifier between -1 and 2. This modifier is added to the unit’s Armor during combat, depending on what tile they’re standing on.

Possible tiles for Frogman to stand on. Tiles without an icon have an Armor modifier of 0, tiles with a shield increase Armor by 1, while tiles with a broken shield have a modifier of -1 (reduce it by 1).
Inclination is a mechanic that needs to be unlocked and bought by the player. Once a player buys it, all playable units get +2 to the respective offensive stat during combat against same inclination enemies.
Skills is another complicated hidden mechanic. Each unit has a list of skills, which you need to give them through events or Torment power. There multiple available skills, which can affect stats and battle calculations, but that’s a whole topic on its own, which will be covered somewhere else on this wiki.