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Your wizard has various stats that can be modified by Relics, Outfits, and some Arcana. There is no way to see your stats in game.
List of stats[]
Armor[]
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.
| Name | Amount | Notes |
|---|---|---|
| 5(7.5)% | + 5(7.5)% Max health + 10(15)% Run speed | |
| 10(15)% | + 10(15)% Healing received | |
| 10(15)% | + 10(15)% Damage | |
| 5% | ||
| 2-12% | Starts at 2% armor and gains +0.01% per point of damage taken. | |
| 20% | Requires 7 earth Arcanas equipped to be active. Also grants | |
| 12% | Starts at 2.02% armor, and increases by approximately 1% for every 100 gems, capping at 999 gems Heal 1 hp when picking up a chaos gem. | |
| 1-67% | Grants 1% per relic in inventory.
Can achieve up to 67% armor using bundles and | |
| 0-11% | Grants 1% armor and 15 health per cursed relic in inventory.
Combines with | |
| 0-20% | Equal to 4% of gold up to 20% at 500 gold. | |
| 20% | While below 30% hp. | |
| 20% | Active for 3 seconds after taking damage | |
| 16% | Only against attacks of the same type as the last 3 hits taken. | |
| 12% | Lose 5 gold when hit. | |
| 16% | Prices increase by 50% | |
| 20% | -20% damage dealt |
Effective health[]
Effective health refers to the amount of damage the player can take factoring in damage reduction. Effective health can be calculated with
Effective health =
Elemental Resistance[]
Elemental resistance reduces incoming damage from elemental attacks of a specific element by a percentage multiplier. Stacks multiplicatively with armor, and different sources of elemental resistance stack multiplicative with each other.
| Name | Amount | Notes |
|---|---|---|
| 25% | Resistance to fire attacks | |
| 25% | Resistance to air attacks | |
| 25% | Resistance to earth attacks | |
| 25% | Resistance to lightning attacks | |
| 25% | Resistance to water attacks | |
| 0-25% | When hit by elemental damage, permanently increases resistance to that element by 0.05%. Maximum 25% per element. | |
| 0-35% | Adds 5% resistance to each element per arcana of that element in the players inventory, minimum 2 arcana. |
Cooldown Reduction[]
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.
| 10(15)% | +10(15)% health | |
| 15(22.5)% | + 10(15)% Run speed | |
| 10% | ||
| 20% | -25% signature charge rate | |
| 30% | +50% healing
Only active while holding 7 water Arcanas | |
| 4-44% | -4% cooldowns and +5% signature charge rate per cursed relic held | |
| 25% | Only affects summon Arcanas | |
| 15% | Only affects movement Arcanas | |
| 40% | Only affects dash Arcanas.
Enhances dash Arcana. | |
| 50% | -35% damage dealt | |
| 50% | +100% damage taken | |
| 4-24% | Un-enhances all Arcanas granting -4% Cooldowns for each unaffected Arcana | |
| 75% | Affects both enemies and players.
Enemies also deal +25% damage |
Theoretical maximum:[]
| Arcana Type | Maximum reduction | Outfit and relics | Math |
|---|---|---|---|
| All arcanas | 98.30368% |
|
(100-22.5)* 100% - 1.69632% = 98.30368% |
| Summon Arcanas | 98.648245% |
|
(100-22.5)* 100% - 1.351755% = 98.648245% |
| Movement Arcanas | 98.468011% |
|
(100-22.5)* 100% - 1.531989% = 98.468011% |
| Dash Arcanas | 99.0267364% |
|
(100-22.5)* 100% - 0.9732636% = 99.0267364% |
| All water Arcanas | 98.738362% |
|
(100-22.5)* 100% - 1.261638% = 98.738362% |
| Water summon Arcanas | 98.998111% |
|
(100-22.5)* 100% - 1.001889% = 98.998111% |
| Water movement Arcanas | 98.8645258% |
|
(100-22.5)* 100% - 1.1354742% = 98.8645258% |
| Water Dash Arcanas | 99.28086634% |
|
(100-22.5)* 100% - 0.7191337% = 99.28086634% |
Crit chance[]
Critical hit chance is the likelihood that an attack will hit critically (dealing a critical hit), having its damage multiplied by 150% (+bonus crit damage).
Base critical hit chance is 5%.
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.
Vampire's Eyeglasses will cause every critical hit landed to restore 1 hp.
| Source | Amount | Notes |
|---|---|---|
| 5(7.5)% | + 5% Max health
+ 10% Run speed + 5% Damage Has no effect until you unlock the Vigor, Venture, Pace, Awe, and Rule outfits. | |
| 5(7.5)% | + 10(15)% Evade | |
| 10(15)% | +25(37.5)% Crit Damage | |
| 8% | ||
| 25% | while below 30% HP | |
| 5% | For basic Arcanas only.
Enhances basic Arcana. | |
| 100% | For 3 seconds after evading an attack. | |
| 15% | also affects enemies | |
| 12% | causes all attacks to have the crit visual effect regardless of crit | |
| 0-33% | +3% crit chance and damage per cursed relic held. | |
| x300% | tripples crit chance for melee arcana | |
| -25% | +100% crit damage (crit damage goes from +50% to +100%) | |
| 20% | While holding 7 lightning Arcanas.
Arcanas inflict level 1 shock. | |
| 100% | For signature casts only
-25% signature charge rate | |
| 100% | for one cast after not using any standard or non charged signature arcana for 7 seconds | |
| 25% | For arcanas used after a basic arcana | |
| x0.5 | Halves crit chance
+15% Evade |
Critical (Crit) Damage[]
Critical damage is the amount of damage dealt by a Critical Hit. Without modifications, a Critical Hit is stronger than a regular hit by 150%. The 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.
Dice of the Nemesis adds a 2% chance to deal +300 damage with critical hits
| Source | Amount | Notes |
|---|---|---|
| 25(37.5)% | + 10(15)% Crit chance | |
| 50% | ||
| 0-175% | Only affects chaos arcana
+25% crit damage per chaos arcana held | |
| 100% | -25% Crit chance | |
| 800% | -75% damage dealt |
Damage[]
Damage is the amount of health removed from an entity when struck by an arcana 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[]
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, this will not prevent damage from falling into a pit.
- Master Sura's Third Phase will ignore evade chance so consideration is needed when using evasion builds in the Third Phase.
| Source | Amount | Notes |
|---|---|---|
| 5(7.5%)% | + 5(7.5)% Max health + 10(15)% Run speed | |
| 10(15)% | +5(7.5)% Crit chance | |
| Savile Special | 5(7.5)% | + 5(7.5)% Max health +10(15)% Run speed |
| 8% | ||
| ???-100% | Grants a chance to restore a dash charge and a chance to dodge while dashing based on amount of unlocked air Arcana | |
| 25% | While below 30% hp | |
| 20% | While wearing seven air arcana | |
| 100% | Active for 2 seconds after getting hit. 20 second cooldown | |
| 100% | While dashing. Dodging attacks in this way grants signature charge. | |
| 100% | Only against critical hits | |
| 45% | Doubles damage taken | |
| 15% | Halves crit chance |
Max Health[]
Max Health is the total 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.
| 5(7.5)% | + 10(15)% Run Speed + 5(7.5)% Damage | |
| 5(7.5)% | + 10(15)% Run Speed + 5(7.5)% Armor | |
| 10(15)% | -10(15)% Cooldowns | |
| -50%-50(75)% | -50% Damage -50% Signature charge rate | |
| -40% | +10(15)% Damage +10(15)% Run Speed | |
| Max HP set to 100 | Disable relics that modify max health Rapidly regenerate health after not taking damage for 5 seconds. | |
| Max HP set to 1 | Shields disabled | |
| Savile Special | 5% | +10% Run Speed +5% Evade |
| Max HP set to 1 | All enemies have 1 HP as well.
Disable all other relics affecting max health | |
| -40% | Enemy health reduced by 40% too | |
| -40% | Damage increases as your health decreases, up to 50% at 50 hp. | |
| -40% | Regenerate 2 HP per second or so while below 30% of max health. | |
| -40% | Heals 3 hp when killing an enemy. | |
| -30% | Increase Damage by 20% | |
| -20% | Fully heals the player upon starting a level.
All other healing has no effect | |
| 0-75 | Increases max health by 2 when taking damage (not from pits), up to maximum 75 | |
| 0-75 | Increases max health by 3 whenever healed, up to maximum 75 | |
| 15-90 | 15 hp per movement arcana equipped (not the 7th extra slot) | |
| 0-100 | Increases max hp by 3 when damage is taken, up to a maximum of 100. Regenerate 3hp per tick when below 30% max hp. | |
| 10-120 | +10 max health per cursed relic in the inventory. +2% movement speed per cursed relic in the inventory. | |
| 10-120 | +10 max health per defensive relic held. | |
| 15-180 | Each Cursed Relic held increases Max Health by 15 points and Armor by 1% | |
| 10% | Increased by 10% of your current maximum. | |
| 20% | Increases armor by 20%. Ignores stun and knockback. | |
| -50%-50% | Modify max health by -50%. Increases modifier by 1% when killing an enemy, up to a maximum of +50%. |
Run speed[]
Run speed affects how quickly an entity can move around without the use of any arcana.
| 10(15)% | + 5(7.5)% Max health + 5(7.5)% Damage | |
| 10(15)% | + 5(7.5)% Max health + 5(7.5)% Armor | |
| 15(22.5)% | -30(45)% Sprint delay | |
| 10(15)% | -15(22.5)% Cooldowns | |
| 10(15)% | +10(15)% Damage -10(15)% Cooldowns | |
| Savile Special | 10% | +5% Max health +5% Evade |
| -60% to -5% | -5% movement speed for each cursed relic held. +5% attack damage and stun duration per cursed relic | |
| -45% | Increase arcana activation speed by 35%. | |
| -25% | Increase attack damage by 25%. Enemies can no longer be knocked back. | |
| -x% | Lowers movement speed by an unspecified amount. Allows you to triple dash. | |
| 6-15% | +6% movement speed if playing alone, 15% if both players equip it.
+5% / 12.5% damage increase | |
| 8% | Accelerate to max speed 60% faster. | |
| 10% | Accelerate to max speed 75% faster. Combination of | |
| 12% | ||
| 20% | Only when signature arcana is fully charged. Increases damage by 20%. | |
| 20% | Holding seven air arcana increases movement speed and evasion by 20%. All arcana inflicts level 2 slow. | |
| 2-24% | +2% movement speed per cursed relic in the inventory. +10 max health per cursed relic in the inventory. | |
| 40% | Increases movement speed for enemies by 50% | |
| 0-50% | 10% for each arcana on cooldown |
Activation speed[]
Activation speed affects how fast you cast arcana. As basic arcana have no cooldown, the rate at which it can be used is purely dependent on activation speed.
| 35% | Decrease movement speed by 45% | |
| -30% | Increases damage by 20% | |
| 20% |
Trivia[]
- 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.
