|This article is a stub. You can help Wizard of Legend Wiki by .|
List of stats[edit | edit source]
Armor[edit | edit source]
Armor reduces all incoming damage from an attack by a percentage multiplier. Incoming damage is always rounded up so if the reduction is less than 1, this will have no effect.
All sources of armor stack additively.
Cooldown Reduction[edit | edit source]
Cooldown Reduction reduces the base time between consecutive casts of an arcana by a percentage.
All percentage-based sources of cooldown reduction stack multiplicatively.
Flat sources of cooldown reduction (e.g. Scales of Babylon) apply after multiplicative cooldown reduction.
Crit chance[edit | edit source]
Critical hit chance is the likelihood that an attack will hit critically, having its damage multiplied by 150% (+bonus crit damage).
All sources of crit chance apply additively, except for Dark Katana and Tipsy Gladius. These two sources of crit chance apply multiplicatively, and are applied after all additive sources of crit chance.
Crit damage[edit | edit source]
Critical damage multiplier increases the damage of an attack by a percentage when the attack critically hits. Crit damage modifiers apply after base damage modifiers.
All sources of crit damage stack additively with the base 150% crit damage modifier.
Damage[edit | edit source]
Damage is the amount of health removed from an entity when struck by a spell or hazard.
Percentage-based sources of damage stack additively except for bonuses from outfits, Double Trouble, Hunter's Stiletto, and elemental resistance/weakness. These three sources apply multiplicatively, and are calculated last.
Damage is rounded up to the nearest whole number.
Evade[edit | edit source]
Evasion adds a chance that an attack will miss completely, triggering no damage, knockback, or status effect. Also grants brief immunity to attacks of the same type.
Most percentage-based sources of evasion stack additively.
- It is possible to gain 100% evade chance, preventing all damage.
- However, it will not prevent damage from falling into a pit.
Max Health[edit | edit source]
Health is the amount of damage an entity can take before being defeated.
Most percentage-based sources of Max Health stack multiplicatively. Flat HP increases (e.g. from Tea of Mercy) apply after all percentage-based modifiers.
Run speed[edit | edit source]
Run speed affects how quickly an entity can move around without the use of any arcana.
Trivia[edit | edit source]
- Prior to V1.2 there was an additional stat, Defense, which reduced incoming damage by a flat amount. It was removed due to frequent confusion with Armor.