Stats and stacking¶
Your stats are worked out from scratch every time something changes: base stats, plus your level, your class traits, your weapon, every item you hold, your powerups and your build-meter bonus. Nothing is ever "undone", so items can come and go freely.
Base stats¶
| Stat | Base |
|---|---|
| blink cooldown | 0 |
| attack cooldown | 1.1 |
| crit chance | 0% |
| crit damage | 150% |
| damage | 12 |
| roll cooldown | 5 |
| roll distance | 10 |
| hex damage | 12 |
| luck | 0 |
| max health | 100 |
| melee cooldown | 1.6 |
| melee reach | 7 |
| parry cooldown | 1.2 |
| wisps | 0 |
| pickup range | 3.5 |
| range | 22 |
| bullet resistance | 0% |
| hex resistance | 0% |
| item resistance | 0% |
| other resistance | 0% |
| move speed | 16 |
| wisp damage | 0% |
| wisp health | 0% |
| wisp speed | 0% |
Every level past the first adds +4 max health and +2% damage (into the damage bucket below). At level 100 that is +396 health and +198% damage.
Stat items: copies compound, up to a cap¶
An item's stat line is either a percent or a flat bonus.
- Percent: each copy multiplies on top of the last. Three Whetstones are 1.05 x 1.05 x 1.05 = +15.8%, not +15%.
- Flat: each copy adds the same again. Three Heartwood Acorns are +36 health.
- Caps: most stat lines stop at a cap, the most all copies together can give. Whetstone stops at +40% (that takes 7 copies). The Items page shows each cap.
- A few lines have no cap on purpose: the Summon cards, and the penalties of some cursed items.
The damage bucket¶
Percent bonuses to Damage and Hex add together instead of multiplying, Risk of Rain style. +60% from Glass Fang and +40% from Whetstones is +100%, not +124%. Copies of one item still compound with each other (above), but different sources don't multiply.
Everything that raises damage goes into this one bucket: level-ups, items, Might powerups, the build meter and Enhanced perks. Then:
damage stat = base 12 x (1 + bucket)
Hex classes: for a Lich or Summoner, the whole Damage bucket is moved to Hex. Whetstones, levels and Might raise their Hex instead, and Hex items add to it as well. Bullet classes keep Damage and Hex apart: a Sharpshooter's Runestones only help their Hex items (elements, explosions, Frost Grenade).
The multipliers that come later (crits, stuns, Shock, the element chart, situational bonuses) multiply each other: see How damage is worked out.
Proc items: x1.5 per copy¶
Items with an effect (a chance, a heal, a radius...) have a proc value: its base with one copy, x1.5 for each extra copy, never past its cap. Wisp Lantern is 1x Hex with one copy, 1.5x with two, 2.25x with three, and stops at 3x.
Two things push a proc past what the table says:
- Luck multiplies every proc value by 1 + Luck / 200 (between 0.5x and 2.5x), after the cap. With 100 Luck a capped Wisp Lantern blasts for 4.5x. Longwick Candle is the one item Luck doesn't touch.
- Enhanced copies (below).
Luck¶
Luck (from Four-Leaf Clover, Rabbit's Foot, Enhanced copies and prestige; Black Cat and Cracked Mirror take it away) does four things:
- Better cards. Tier 2 weighs 1 + Luck/120 as much, Tier 3 1 + Luck/60, Tier 4 1 + Luck/40 (never below 0.1x).
- Fewer cursed cards (1 - Luck/100, between 0.3x and 3x the chance) and more Enhanced (1 + Luck/60, up to 6x).
- Stronger procs: x(1 + Luck/200), between 0.5x and 2.5x.
- Crits: +0.1% crit chance per point (still capped at 50%).
Level-up card odds by Luck:
| Luck | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Cursed per card | Enhanced per card | Proc items | Crit chance |
|---|---|---|---|---|---|---|---|---|
| -100 | 96.05% | 3.8% | 0.12% | 0.02% | 3% | 0% | 0.5x | -10% |
| -40 | 86% | 13.62% | 0.36% | 0.02% | 2.1% | 0.33% | 0.8x | -4% |
| 0 | 79.84% | 18.96% | 1% | 0.2% | 1.5% | 1% | 1x | 0% |
| 25 | 76.41% | 21.93% | 1.35% | 0.31% | 1.12% | 1.42% | 1.125x | +2.5% |
| 50 | 73.26% | 24.65% | 1.68% | 0.41% | 0.75% | 1.83% | 1.25x | +5% |
| 100 | 67.68% | 29.47% | 2.26% | 0.59% | 0.45% | 2.67% | 1.5x | +10% |
| 200 | 58.74% | 37.2% | 3.18% | 0.88% | 0.45% | 4.33% | 2x | +20% |
Enhanced cards¶
Any Tier 1 to 4 card (except Modifiers) has a small chance to show up Enhanced: 1% on a level-up card, 5% from the Wildcard, 8% from a boss Wildcard, all raised by Luck. An Enhanced copy:
- counts as 3 copies in your inventory (and as 3 on death and at scrappers),
- has its own effect counted as 2 more copies on top, for stats and procs (caps still hold for stats),
- adds a perk by its category and +3 Luck:
| Category | Perk per Enhanced copy | Modifier |
|---|---|---|
| Damage | +6% damage | Overcharged: its proc is 1.5x bigger |
| Hex | +6% hex damage | Echo: its on-hit element rolls twice |
| Vitality | +8 max health | Lasting: its proc can grow to 3x its usual cap |
| Speed | +0.5 move speed | Lucky: Luck boosts its proc twice as much |
Every Enhanced modifier also lifts its proc's cap by 1.5x (Lasting: 3x).
The build meter¶
Every item (not Modifiers) gives build points to its category, by tier: Tier 1 = 1, Tier 2 = 2, Tier 3 = 4, Boss / Cursed / Active = 3, Summon = 2, Tier 4 = 6. Once you have at least 6 points in total, leaning into one category pays:
| Category | 40% of your points | 70% of your points |
|---|---|---|
| Damage | +5% damage | +12% damage |
| Hex | +5% hex damage | +12% hex damage |
| Vitality | +10% max health | +20% max health |
| Speed | +1 move speed | +2 move speed |
Only one category can be above 70%, but two can sit at 40%.
Powerups¶
Powerups are small permanent boosts (until you die) that drop from enemies, crates, strongboxes, chests and bosses. Walk over one to take it; they vanish after 15 s.
| Powerup | Each pickup | Cap | Drops from |
|---|---|---|---|
| Bulwark | +2% bullet resistance | 20% (each pickup worth less) | strongboxes, crystals, chests, bosses |
| Cushion | +2% other resistance | 20% (each pickup worth less) | strongboxes, crystals, chests, bosses |
| Frenzy | attack 1.5% faster (compounds) | none | everything that drops powerups |
| Haste | +0.25 move speed | none | everything that drops powerups |
| Hexguard | +2% hex resistance | 20% (each pickup worth less) | strongboxes, crystals, chests, bosses |
| Mend | heal 25% of max health | - | crates, barrels, enemies |
| Might | +2% damage (of base, adds up) | none | everything that drops powerups |
| Vigor | +5 max health | none | strongboxes, crystals, chests, bosses |
| Ward | +2% item resistance | 20% (each pickup worth less) | strongboxes, crystals, chests, bosses |
The four small ones (Might, Frenzy, Haste, Mend) have no cap and no diminishing returns: Might is +2% of your base damage per pickup, in a straight line (100 Might = +200%). Frenzy compounds (each pickup is 1.5% off what is left) so it can never reach zero. The resistance powerups give less with every pickup and approach their cap.
Order of operations¶
- Base stats, then +health and +damage from levels.
- Class traits and your weapon's stat changes.
- Every item, in the item list's order (so Blink Stone's unlock comes before Brittle Hourglass cuts it), with Enhanced copies counted extra.
- Powerups.
- Build-meter bonus.
- The damage bucket is applied once (moved to Hex for hex classes).
- Prestige Luck is added.
- Perpetual Barrel fixes your attack cooldown at 0.2 s.
- Limits: attack cooldown at least 0.15 s, move speed at most 60.