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Difficulty Formulas

Achedon12 edited this page Nov 6, 2026 · 4 revisions

Difficulty formulas

Creatures and bosses grow stronger with each world. The design defines three multipliers relative to world 1; this page shows them, how the code applies them and the player gear meant to keep up.

Formulas

  • Health: base x 1.35^(n - 1)
  • Damage: base x 1.20^(n - 1)
  • Attack speed: base x (1 + 0.06 x (n - 1))

where n is the world number (1 to 10). The Surface (Block Guardian) uses no multiplier.

Values per world

The reference creature has 20 health and 5 damage before multipliers; the reference boss has 500 health and 12 damage for a strong hit.

World Health Damage Attack speed Melee interval Reference mob health Reference mob damage Reference boss health Reference boss damage
1 x1.00 x1.00 x1.00 20 ticks 20 5.0 500 12.0
2 x1.35 x1.20 x1.06 18 ticks 27 6.0 675 14.4
3 x1.82 x1.44 x1.12 17 ticks 36 7.2 911 17.3
4 x2.46 x1.73 x1.18 16 ticks 49 8.6 1230 20.7
5 x3.32 x2.07 x1.24 16 ticks 66 10.4 1661 24.9
6 x4.48 x2.49 x1.30 15 ticks 90 12.4 2242 29.9
7 x6.05 x2.99 x1.36 14 ticks 121 14.9 3027 35.8
8 x8.17 x3.58 x1.42 14 ticks 163 17.9 4086 43.0
9 x11.03 x4.30 x1.48 13 ticks 221 21.5 5516 51.6
10 x14.89 x5.16 x1.54 12 ticks 298 25.8 7447 61.9

The final boss uses a base of 1000 health: 1000 x 1.35^9 = 14894 health spread over ten shells.

How the code applies them

  • Health and damage are baked into the values in tools/content.py (the bestiary lists the values at the default settings). The config multipliers and the difficulty mode scale them at runtime: see Configuration.
  • Attack speed is applied at runtime to regular creatures: their melee interval is max(6, 20 / multiplier) ticks.
  • Bosses do not use the attack-speed multiplier. Their pace comes from the tier windows (telegraph 30 / 20 / 15 ticks, opening 60 / 50 / 40 ticks for worlds 1-3 / 4-6 / 7-9) and from cooldowns that shrink with each phase. See Bosses.
  • Multiplayer: boss health x (1 + 0.6 x (players - 1)), boss attack speed x (1 + 0.05 x (players - 1)).
  • World variant: creature and boss health and damage x 0.85 (calm), x 1.25 (wild), x 1 (hallowed), x 1.4 (cursed), and the rule's strength x 0.75, 1.25, 0.8 or 1.3. See World variants.
  • Cycle: creature and boss health x (1 + 0.5 x c) and damage x (1 + 0.25 x c), where c is the number of New Cycles begun (cycle 2: x1.5 and x1.25). See Endings and the New Cycle.

Tiers

Worlds Tier Expectation
1 to 3 Learning One main danger, long attack warnings, forgiving deaths
4 to 6 Mastery Two dangers at once, creatures in groups, faster bosses
7 to 9 Expertise Long fights, changing arenas, costly mistakes
10 Final exam Every skill learned during the game

Player gear

Each world's gear is meant to compensate for the multipliers; classes add a specialization bonus on top.

World Weapon damage Armor Toughness Bonus health Max class bonus
1 7 16 1 0 0%
2 9 17 2 0 0%
3 11 18 3 2 +10%
4 13 19 4 4 +10%
5 16 20 6 6 +20%
6 19 22 8 8 +20%
7 23 24 10 12 +35%
8 28 26 12 16 +35%
9 33 28 14 20 +50%
10 40 30 16 24 +50%

The class column is the cap a player has on arrival: it is reached after the previous world's boss, so level 2 (+10%) applies from World 3, level 3 from World 5, level 4 from World 7 and level 5 from World 9, as in the design. A Berserker weapon adds 8% of its damage plus this bonus (see Equipment classes); the Balance report checks the result against the design's hits to kill. With this table the design estimates about 3 hits to kill a reference creature in World 1, 3.5 in World 5 and 5 in World 10, while a boss strong hit takes 2 to 3.3 hits to kill a fully geared player.

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