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:
- Dodge and Elemental Dodge: chance to take 0 damage.
- Block and Elemental Block: on success, take half damage.
- Resistance: reduces elemental damage by resist%. Negative resistance increases damage taken.
- Armor: physical mitigation with diminishing returns, scaled by hit size and stage level.
- Damage Reduction: multiplies by (1 - value).
- Damage Absorption: subtracts a flat amount.
- 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
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.
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
Aura skills activate immediately when equipped.
Base-attack skills fire faster with Attack Speed.
Cooldown skills recharge faster with Cast Speed.
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:
Stat modifier model
Damage model
Status Effects
All stats (63)
Rarity ladder
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

