For a more detailed overview of Stats and their functions, please visit the Stats page.
The game features 4 primary stats that affect the characters
- Strength - damage stat for warriors, accuracy stat for archers. Increases max health and crit damage
- Agility - damage stat for archers, accuracy stat for mages. Increases movement speed and crit chance
- Wisdom - damage stat for mages, accuracy stat for warriors. Increases max mana and boss damage
- Luck - damage and accuracy stat for beginners. Increases drop rate and Class EXP gain
Alongside the above main stats, the game features many other stats that affect the game in various ways.
- Health Points
- Mana Points
- Critical Chance
- Critical Damage
- Movement Speed
- Drop Rate
- Class EXP Multiplier
- AFK Gains
For a more detailed overview of Skilling and its functions, please visit the Skilling page.
There are also stats that relate only to skills
- Mining Efficiency
- Choppin Efficiency
- Smithing Production Speed
- Fishing Efficiency
- Catching Efficiency
- Alchemy Brew Speed
- Trapping Efficiency
- Worship Efficiency
- Construction Build Speed
- Skill EXP Multiplier
- Skill AFK Gains
For a more detailed overview of Combat Mechanics and their function, please visit the Combat Mechanics page.
Accuracy is the stat that affects how often you hit your enemy. Accuracy is determined by many things, but your secondary stat is one of the most determining factor. Warriors have Wisdom as their secondary, Archers have Strength, and Mages have Agility.
Hit Chance (%) = 142.5 * YourAcc ÷ AccReq - 42.5. Where "AccReq" is accuracy for 100% chance.
Note: You need at least 5% hit chance to hit, anything lower will equal 0%.
Damage is how much health a monster loses when you manage to hit them. This is affected by your main stat (Warriors have Strength, Archers have Agility, and Mages have Wisdom) or the Weapon Power from your equipped weapon. Again, you can see your damage in your inventory on the stats page. You may notice that there is two numbers; the first is your minimum damage and the second your max. When you hit, you deal a random number between those two (inclusive). Once the enemy is at or below 0 health, they die leaving you their treasure.
Health is how much damage you can take from enemies, before falling flat on your face and needing to respawn. You can Insta Res once a day, or you can respawn at town for free. Health is always handled by your Strength stat no matter your class. You take damage from monsters depending on your Defence and the monsters attack. You can heal by equipping Food; some foods heal more than others.
Mana is used for activating abilities; you know, those things you put on that little bar at the bottom of the screen. It regens passively over time at a rate of 1% per second. Mana and the rate it regens at is affected by various talents, potions and other shenanigans. Max mana is affected by Wisdom and mana boosting talents Running out of Mana is no big deal, but you will get yelled at if you don't have enough and you try doing something you need more Mana for.
Defence determines how much damage you take from enemies. You can check your defence in the stats page and on individual pieces of equipment. The less you have compared to an attack, the more damage you take. Having equal to or slightly higher than a hit does NOT make you take zero damage, you need a bit more than the monster's hit.
Damage Taken = (Damage - 2.5 * Defence ^ 0.8) / max(1, 1 + (Defence ^ 2.5 / max (100, 100 * Damage))). Where Damage is the monster's base hit (the number on the card), and Defence is your defence. Bricky Skin and No Pain No Gain change this, so adjust accordingly.
This only matters when you go Offline to get Afk Gains. It's the combined number of your Defence, Foods, and Health, and represents how fast you die when Afk. The lower your Survivability, the less gains you get, so you want to make sure you're ready to grind there before you leave for 6 hours. If you have enough Defence that you don't take damage, your Survivability will always be 100%, and it will be harder to change the number the more health you have.
Class Exp - Experience Multiplier
When you fight and earn Exp, these EXP (Experience Points) go to your level progression. The Class EXP factor found at the bottom of the Inventory Stat page is multiplied with the Base value of the killed monster. There are various ways to increase this multiplier:
Some Exp multiplier are not integrated into this shown stat, but increase the EXP Gain anyways ( to be precise all the active exp bonuses are not shown in this number)
For a more detailed overview of Loot and its methodology, please visit the Looting page.
When you kill a monster, it has a chance to drop coins, any items in its drop table and its card. If you own at least one of the monster's cards, you can view their drop tables in the Cards screen, with the exact chances rounded up. If it rolls successfully on "Rare Drop", it then rolls for every item on that rare drop table. If it then rolls a "Mega-Rare 😎" it also rolls for the items in that table. If it rolls a Rare Drop, but fails all the item rolls in the table, nothing will drop.
Rare drop tables are different for various groups of monsters - for example DropTable1 is the rare drop table of World 1 monsters from Green Mushrooms to Bored Beans and everything in between - this table is also the only way to obtain White Headband and Give Up On Life Pants. Crystal monsters and Bosses are notable for rolling multiple rare drop tables at a high chance. See each monster's page for their precise drop tables.
Skilling can also drop rare items and resource cards, this table is rolled on each successful skilling action. Rare skilling drops cannot roll while active - you can only get resource cards and rare items while AFK skilling.
Items on the ground despawn after 60 minutes. Coins despawn after 20 minutes.
Drop Rarity/Rate & Drop chance from various sources will all add up to the Drop Rarity multiplier as seen in the Player Info tab. Drop Rarity increases the chance to roll all drops on every loot table, including coins, cards and rare drop tables, with the following exceptions:
- Event items such as Summer Cooler.
- Items with fixed drop rates such as gems and time candy, boss keys from bosses and rewards from Random Events.
The odds to roll onto Rare Drop and Mega Rare tables themselves are unaffected, to prevent Drop Rarity from counting multiple times for items in these tables.
Loot and Multikill
Drops can also be increased by certain mechanics that multiply monster kills. This works as follows:
- Kill per Kill (from sources such as Kill Per Kill, Monster Decimator and Charred Skulls ) do not give drops from extra kills.
- Multikill (from Death Note) only increases drops for first item in the drop table, such as Spore Cap from Green Mushroom.
- Journeyman's Gimme Gimme and Divine Knight's Orb Of Remembrance cause a monster to roll its drop table multiple times, effectively multiplying Drop Rarity. These skills only work on active players.
For a more detailed overview of AFK Mechanics and its functions, please visit the AFK page.
Fighting AFK gains
Things that affect fighting AFK gains:
- Active attack talents (equipped)
- Damage numbers (min damage) in the character sheet
- Weapon speed
- Movement speed
- Active buffs (Extendo Rangeo, Firmly Grasp It etc)
- Fighting AFK% bonuses (from cards, alchemy, talents, bribes, PO Fighting box)
- Chance to hit
- Health Food (if not at 100% survivability)/Hemoglobin
- Crit Chance/Crit Dmg
- Spawn Rate Merits up to 20%
- Spawn Rate Star Sign Grim Reaper 16 with 2%
- Attack moves boost your Afk gains more - Attacks on Simmer Special Talent
- Higher bonuses to offline Gains "All for Kill" - Alchemy
- Triggered talents (such as double hit, you're next etc)
Things that do not affect fighting AFK gains:
- Cooldown reduction
This is the theoretical max amount of enemies you can kill per hour when AFK, with the spawn rate merit maxed out (20%) and assuming 100% afk gains, based on Cyrns calculations:
|Img||Monster||Hourly Kills Cap|
Food Consumed per hour (Formula provided by Deerjump):
Grasslands: (dmg per hit * 300)/min(foodHeal, maxhp)
Desert: (dmg per hit * 500)/min(foodHeal, maxhp)
Tundra: (dmg per hit * 600)/min(foodHeal, maxhp)
Active Alchemy XP/Hr
Cauldron: 15 * brewSpeed * alchExpMultiplier
Liquid: 30 * brewSpeed * alchExpMultiplier
- Q: Displays the Attack Bar
- 1-6: Activates equipped active abilities
- 7: Switches to next Attack Bar
- 8: Switches to previous Attack Bar
- C: Codex
- I: Inventory
- M: Map
- T: Talents
- Esc: Menu