Player Statistics - dredmor-com/dungeons-of-dredmor GitHub Wiki

This page contains information regarding statistics and how they're calculated. This is important to balance skills and to take in mind how player characters can evolve over time.

  1. Primary Statistics
  2. Secondary Stats
  3. See Also

Primary Statistics

There are six primary stats: Burliness, Sagacity, Nimbleness, Caddishness, Savvy and Stubborness. Each affects multiple secondary stats differently, so granting bonuses or inflicting penalties to these stats should be taken into careful consideration.

Primary Statistic ID HP MP Melee Magic Crit Hwire Dodge Block Cntr ERD Mres Sneak
burlinessBurliness 0 hp 1 melee power 0.33 block 0.16
sagacitySagacity 1 mana 2 magic power 0.5
nimblenessNimbleness 2 dodge 0.5 counter 0.16 edr 0.33 sneakiness 0.75
caddishnessCaddishness 3 hp 1 crit 0.5 counter 0.16
stubborness Stubborness 4 block 0.16 magic resist 0.5
savvy Savvy 5 mana 1 magic power 0.5 sneakiness 0.75

Secondary Stats

There are 24 secondary statistics. Generally, it is beter to alter secondary stats than primary ones so you can give specific bonuses rather than broader ones that may or may not have the intended effect you desire. Besides, these attributes below, secondaryScale can use IDs 24, 25 and 26 to scale based off of Warrior, Wizard and Rogue levels, respectively. This is an unintended consequence of the character data layout and may break with future versions.

Stat Name ID Description Burl Sage Nimb Cadd Stub Savv
hp Health 0 determines when your character dies. burliness 1 caddishness 1
mana Mana 1 determines how often your character can cast spells. sagacity 0.5
melee power Melee Power 2 determines the strength of your physical attacks. burliness 3
magic power Magic Power 3 determines the strength of many of your spells. sagacity 0.5
crit Critical 4 percentage that you will inflict a critical hit with a melee attack or thrown weapon. caddishness 2
haywire Haywire 5 percentage chance that a spell you cast will automatically pass your opponent's magic resistance magic resist. savvy 2
dodge Dodge 6 part of a percentage chance that you will dodge an opponent's attack: to determine your actual chance of dodge, substract your opponents EDR edr from your dodge dodge. nimbleness 2
block Block 7 percentage change that you will halve the damage from an opponent's successful physical attack. burliness 6.25 stubborness 6.25
counter Counter 8 percentage chance that you will prevent an incoming melee attack and stroke back with a melee attack of your own. nimbleness 6.25 caddishness 6.25
edr Enemy Dodge Reduction 9 substracted from your opponent's dodge dodge when determining if they dodge your attack or not. nimbleness 3
armour absorption Armor Absorption 10 substracted from physical damage types blasting, crushing and slashing when you are struck.
magic resist Magic Resistance 11 percentage chance to halve incoming spell damage. Successfully resisting an effect also prevents harmful [status conditions], debuffs and [DoT] effects. stubborness 2
sneakiness Sneakiness 12 part of a complex, arcane algorythm used to determine if a monster is aware of you or not. It is also used in a similarly laberynthine formula to determine if you set off a trap when you step on it. nimbleness 1.33 savvy 1.33
health regen Health Regen 13 substracted from a value determined by your difficulty (5 in Elvishly Easy, 7 in Dwarven Moderation, 13 in Going Rogue) to determine how frequently you regenerate hp 1. Negative values increase the time while positive values decrease it, to a maximum reduction of hp 1 per round.
mana regen Mana Regen 14 substracted from a value determined by your difficulty (5 in Elvishly Easy, 7 in Dwarven Moderation, 13 in Going Rogue) to determine how frequently you regenerate mana 1. Negative values increase the time while positive values decrease it, to a maximum reduction of mana 1 per round.
wand level Wand Burnout 15 deprecated attribute that has no function. It is not affected by any statistic and is not seen on the in-game character stat panel.
trap level Trap Affinity 16 determines the level of trap you can safely disarm.
trap sense Trap Sense Radius 16 determines the number of squares you can see an invisible creatire or unidentified trap from. It's also used in a complex formula beyond the ken of mere mortals to determine if you set off a trap when you step on it or not.
sight radius Sight Radius 18 determines the number of squares you can see in any direction.
smithing Smithing 19 determines the maximum level of smithing recipes you may craft and the number of outputs those crafts have.
tinkering Tinkering 20 determines the maximum level of tinkering recipes you may craft and the number of outputs those crafts have.
alchemy Alchemy 21 determines the maximum level of alchemy recipes you may craft and the number of outputs those crafts have.
magic reflect Magic Reflect 22 percentage change that you will reflect an incoming type="missile" spell back at the caster. It is not seen in the character sheet.
wand level Wand Crafting 23 determines the maximum level of wand crafting recipes you may craft and the number of outputs those crafts have.

See Also:

Damage

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