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Mechanics

Reference

Game Mechanics

The full stat, damage, and ability model recovered from the game code and enums.

How stats stack

Every stat is built from modifiers in three layers, which is why the same effect can be flat, additive, or multiplicative. See Buffs.

final = (base + Σ Flat) × (1 + Σ Additive) × Π (1 + each Multiplicative)

Flat: added straight to the base value.

Additive: all summed together, then applied once as (1 + sum).

Multiplicative: each modifier applies on its own, so they compound.

Modifiers come from 8 sources, layered in order: Base, Item, Attribute, Passive, Account Status (runes), Status Effect, Buff Skill, Environment.

Damage & critical hits

Each hit deals your Attack Damage, then rolls for a critical:

roll r ∈ [0,1) | if r < CritChance → damage ×= CritDamage

Crit Damage is a direct multiplier. Over many hits your effective DPS is:

DPS = AttackSpeed × AttackDamage × (1 + CritChance × (CritDamage − 1))

Final damage is then scaled by delivery type. Melee, projectile, area, and summon damage each have their own increase stat.

Crit Chance and Attack Speed have no hard cap in the engine; cooldown reduction, resistances, dodge, and block are capped.

Taking damage: mitigation order

Incoming damage runs through this pipeline, in order:

  1. Dodge and Elemental Dodge: chance to take 0 damage.
  2. Block and Elemental Block: on success, take half damage.
  3. Resistance: reduces elemental damage by resist%. Negative resistance increases damage taken.
  4. Armor: physical mitigation with diminishing returns, scaled by hit size and stage level.
  5. Damage Reduction: multiplies by (1 - value).
  6. Damage Absorption: subtracts a flat amount.
  7. Floor: every hit deals at least 1 damage.

Armor: the physical mitigation formula

Armor only reduces physical damage. Fire, cold, lightning, and chaos use resistances instead. The simple mental model:

Reduction ≈ Armor / (Armor + 14 × StageLevel + 12) — capped at 75%

It is a diminishing-returns curve against a threshold that rises with the stage. The exact code form also lets big hits pierce armor:

Reduction = Armor² / ( Armor² + (14·StageLevel + 12) × (Armor + 0.4·Damage) ) damage taken = Damage × (1 − Reduction)
  • 50% reduction when your Armor equals 14 × StageLevel + 12.
  • Hard cap 75%, reached around 3× that threshold; beyond it extra armor is wasted.
  • The threshold grows by +14 per stage level, so armor must keep scaling.
  • Big hits partially pierce armor: 0.4 × Damage is added to the threshold.

Recovered from Unit.gnl to ug.jir in the decompiled game code; constants verified from the binary.

Elemental resistance: how it really works

Resistance is linear, unlike armor. Effective resistance is the element resistance plus All-Elemental Resistance, then it scales damage:

effRes = ElementResist + AllElementalResist (capped by Max <Element> Resistance) damage taken = Damage × (1 − effRes / 100)
  • 1 point of resistance means 1% less damage of that element; the divisor is 100, not 1000.
  • There is no built-in cap. The only ceiling is the Max Fire/Cold/Lightning/Chaos Resistance stat.
  • Negative resistance hurts. If your net resistance drops below 0, damage is multiplied by (1 + abs(res)/100).
  • Resistance applies before generic Damage Reduction and flat Damage Absorption, and it does not affect physical damage. See Runes.

Recovered from Unit.gnl to ug.jiq / ug.jio / ug.jip; resistance divisor 100 verified from the binary.

Progression & idle economy

Offline reward

Accrues at most 8 hours (28,800 s) of rewards, no matter how long you are away.

Being away about 30 days or more, a clock-tamper guard, gives 0.

Each Offline Reward Gold/EXP rune adds +10%, stacking additively.

Offline level-ups use the same XP table as online play.

Drop chance & levels

A stage drop rate is a probability on a /1000 scale: 160 means 16%.

Drop Chance runes add a flat bonus; Percent runes multiply it.

Player level is a fixed table from 1 to 100. Level 100 needs 1,997,771,834 XP; there is no prestige or rebirth system.

Skills & the Cube: less-obvious rules

Skill activation

Aura skills activate immediately when equipped.

Base-attack skills fire faster with Attack Speed.

Cooldown skills recharge faster with Cast Speed.

Cube level gates

Immortal synthesis unlocks at Cube Lv10.

Celestial synthesis unlocks at Cube Lv50.

The Cube runs 8 operations; see Crafting.

Hidden stacking stats

The code defines stacking-buff stats that never surface in any in-game table. Each has MaxStack and StackChance:

CourageFeralFocusToughness

Stat modifier model

Mod types (stacking layers)
FlatAdditiveMultiplicative
Mod sources (8)
BaseItemAttributePassiveAccount StatusStatus EffectBuff SkillEnvirounment

Damage model

Delivery types
MeleeProjectileAOESummonDotTrap
Elements
PhysicalFireColdLightningChaosAll Element

Status Effects

All stats (63)

Attack DamageAttack SpeedCritical ChanceCritical DamageMax HPArmorMovement SpeedArea Of EffectBase Attack Count ReductionCooldown ReductionSkill Range ExpansionFire ResistanceCold ResistanceLightning ResistanceChaos ResistanceDodge ChanceBlock ChanceMax Dodge ChanceMax Block ChanceMultistrikeHP LeechProjectile CountHP Regen Per SecPhysical Damage PercentFire Damage PercentCold Damage PercentLightning Damage PercentChaos Damage PercentMax Fire ResistanceMax Cold ResistanceMax Lightning ResistanceMax Chaos ResistanceAdd HP Per HitDamage ReductionPhysical Damage ReductionFire Damage ReductionCold Damage ReductionLightning Damage ReductionChaos Damage ReductionDamage AbsorptionDamage AdditionPhysical Damage AdditionFire Damage AdditionCold Damage AdditionLightning Damage AdditionChaos Damage AdditionIncrease Exp AmountAdditional ExpCast SpeedSkill Heal IncreaseSkill Duration IncreaseAll Elemental ResistanceIncrease Projectile DamageIncrease Melee DamageIncrease Area Of Effect DamageIncrease Summon DamageIncrease Projectile SpeedAdd HP Per KillAdd All Skill LevelElemental Block ChanceElemental Dodge ChanceMax Elemental Block ChanceMax Elemental Dodge Chance
Gear types (20)
SwordBowStaffScepterCrossbowAxeShieldArrowOrbTomeBoltHatchetHelmetArmorGlovesBootsAmuletEaringRingBracer

Rarity ladder

Common
Uncommon
Rare
Legendary
Immortal
Arcana
Beyond
Celestial
Divine
Cosmic

Ability roster (from decompiled combat classes)

Knight (7)

Aegis Field

Base Attack

Dash Attack

Revenge Attack

Sacred Blade

Strong Attack

Unyielding Will

Ranger (8)

Arrow Rain Attack

Barrage Attack

Base Attack

Base Projectile

Piercing Arrow

Skewer Shot

Spread Shot Attack

Swift Surge

Hunter (7)

Base Attack

Charge Trap

Crossbow Turret

Explosive Bolt

Frost Bolt

Quick Loader

Shock Bolt

Priest (7)

Base Attack

Blessing Of Might

Blessing Of Warding

Heal

Resurrection

Sanctuary

Wrath Of Heaven

Slayer (7)

Axe Spin

Base Attack

Bloodlust

Commander Cry

Crushing Blow

Ground Slam

Slam Jump

Sorcerer (7)

Base Attack

Fireball

Flame Hydra

Ice Orb

Lightning

Meteor Strike

Snowstorm

Act Boss (13)

Bone Fall

Curved Projectile Base Attack

Dash Attack

Howling

Jump Attack

Massive Void Call

Monster Stab

Set Damage Reduction Mode

Soul Snatch

Spawn Undead

Spawn Void Turret

Void Thunder

Void Wave

Shared / System (15)

AOEHit Line Effect

Aegis Field

Bone Fall Area

Damage Absorb Component

Explosion Projectile

Frost Bolt

Massive Void Call Area

Melee Turret

Monster Active

Projectile_Arrow

Repeating AOESpawner

Snowstorm Area

Soul Snatch Effect

Turret Skill Data

Void Melee Turret