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The stats, or attributes, of a Monster are values that define its strengths, weaknesses, and overall performance in battle. Stats can refer to any parameters that can affect a Monster's damage, healing, and shielding outputs, as well as status effects, such as Buffs, Debuffs, and Stacks.

A Monster's stat values can be influenced by various factors, including passive skills, equipment, food, status effects, and certain active skills. Additionally, some skills and effects scale with one or multiple stats. In the case of wild Monsters, which neither benefit from Combo nor use equipment or food, they gain a boost to their stats based on their level and the current game difficulty.

Some formulas on this page will utilize the mathematical functions Clamp and Lerp to simplify and better visualize the equations.

Function Output value
If the value exceeds the range, it returns the minimum or maximum limit; otherwise, it returns the original value.

Base Stats[]

Each Monster species is characterized by its unique base stats, represented by icons such as Sword, Staff, Shield, Heart, and Potion. Each tick mark denotes a rating point for the corresponding stat. These ratings are distinct from the actual stat values and can only be increased through certain passive skills and Shifting. The stat values can be increased through leveling up, passive skills, equipment, and some food items. A Monster's base stats cannot be reduced to 0 or lower through equipping Relics.

Attack[]

Icon attack
The Attack stat determines the amount of physical damage the Monster can inflict. This stat value is directly multiplied by the percentage values of each skill to determine their final values, before applying any additional multipliers. For instance, if a Monster has an Attack stat value of 200 and uses a physical skill that deals 50% damage per hit, each hit will result in 100 damage. The base Attack value of a Monster (without equipment or related passives) is calculated as follows:

Wild Monsters gain an additional increase to their base Attack value, calculated as follows:

Level Additional Attack Increase
1 to 5
6 to 25
26 to 35
36+

Magic[]

Icon magic
The Magic stat determines the amount of magical damage the Monster can inflict, with the only exception being Shield Burst. This stat value is directly multiplied by the percentage values of each skill to determine their final values, before applying any additional multipliers. For instance, if a Monster has a Magic stat value of 200 and uses a magical skill that deals 50% damage per hit, each hit will result in 100 damage. The base Magic value of a Monster (without equipment or related passives) is calculated as follows:

Wild Monsters gain an additional increase to their base Magic value, calculated as follows:

Level Additional Magic Increase
1 to 5
6 to 25
26 to 35
36+

Defense[]

Icon defense
The Defense stat determines the Defense damage reduction value of a Monster. The base Defense value of a Monster (without equipment or related passives) is calculated as follows:

Wild Monsters gain an additional increase to their base Defense value, calculated as follows:

Health[]

Icon health
The Health stat is the amount of hit points a Monster has, indicating how much damage it can withstand before being defeated in combat. The base maximum Health value of a Monster (without equipment or related passives) is calculated as follows:

Wild Monsters have their base Health value adjusted with a multiplier. Champion Monsters also use this multiplier, alongside their own respective Health multiplier. If Randomizer is active, wild Monsters at level 1 and 2 have an additional multiplier of 0.75 and 0.9, respectively. The Health multiplier for wild Monsters is calculated as follows:

Difficulty Health Multiplier Max Value (Level 40+)
Easy
Normal (NG)
Normal (NG+)
Master (NG)
Master (NG+)

Mana & Mana Regeneration[]

Icon mana
The Mana stat is the amount of Mana points a Monster has, which can be spent to use the Monster's active skills. The base maximum Mana value of a Monster (without equipment or related passives) is calculated as follows:

Wild Monsters have their base Mana value adjusted with a multiplier. Champion Monsters also use this multiplier, alongside their own respective Mana multiplier. The Mana multiplier for wild Monsters is calculated as follows:

Level Mana Multiplier
1 to 40
41 to 99
100 to 199
200+


The Mana Regeneration stat is the amount of Mana a Monster regains at the beginning of the turn. There are also other sources of Mana Regeneration, typically from passive skills that trigger during combat. Regenerated Mana that exceeds the maximum will be stored during that battle, up to 100% additional Mana. The base Mana Regeneration value of a Monster (without equipment or related passives) is 50% of the Monster's base Max Mana, which is calculated as follows:

Wild Monsters have their base Mana Regeneration value adjusted with a multiplier, calculated as follows: Wild Monsters have their base Mana Regeneration value adjusted with a multiplier. Champion Monsters also use this multiplier, alongside their respective Mana multiplier. The Mana Regeneration multiplier for wild Monsters is calculated as follows:

Level Mana Regeneration Multiplier
1 to 40
(Master)
41 to 99
100 to 199
200+


Outside of the direct Rating, Mana and Mana Regeneration increase completely independently of one another.

Additional Stats[]

Critical Chance[]

Icon crt

The Critical Chance stat is the probability of landing a Critical Hit. It is initially 10% for every Monster, and can be increased through passive skills, equipment, and Glory. The Critical Chance stat stacks additively.

Critical Damage[]

Icon cd

The Critical Damage stat determines the amount of additional damage inflicted when a hit lands as a Critical Hit. It is initially +50% for every Monster, and can be increased through passive skills, equipment, food, and Glory. Additionally, certain Damaging actions can increase the Critical Damage value when landing a Critical Hit. The Critical Damage stat stacks additively.

Dodge[]

Icon dodge
The Dodge stat is the probability of evading incoming hits, resulting in no damage taken from the hit. It can be gained through passive skills, accessories, Agility and Spellshield. The Dodge stat stacks multiplicatively, but with diminishing returns. When stacking multiple sources that increase Dodge, the Dodge chance is calculated as follows:

Multipliers & Other Modifiers[]

Damage Multiplier[]

The Damage Multiplier stat determines the amount of damage a Monster deals in relation to the base damage output.

Wild Monsters have a passive damage multiplier that stacks with other damage multipliers. Champion Monsters also use this multiplier, alongside their own respective damage multiplier. If Randomizer is active, wild Monsters at level 1 and 2 have an additional multiplier of 0.6 and 0.8, respectively. The damage multiplier for wild Monsters is calculated as follows:

Difficulty Damage Multiplier Max Value (Level 40+)
Easy
Normal (NG)
Normal (NG+)
Master (NG)
Master (NG+)

Damage Reduction[]

The Damage Reduction stat determines the amount of damage reduced from an incoming hit. It does not reduce damage from Burn, Poison, Congeal, or Bleed. There are two main types of damage reduction stats: Defense Damage Reduction stat and Secondary Damage Reduction stat.

In addition to their Defense and secondary damage reductions, wild Monsters also possess another form of damage reduction stat that can reach up to 60% and is unaffected by any damage reduction bypass effects or Armor Break. This damage reduction is calculated as follows:

Defense Damage Reduction[]

Defense Damage Reduction refers to damage reduction gained solely through a Monster's Defense stat, serving as the primary method for reducing damage. Increasing a Monster's Defense stat naturally increases its Defense damage reduction. The Defense damage reduction value of a Monster is calculated as follows:

Secondary Damage Reduction[]

Secondary Damage Reduction (unofficial term) refers to damage reduction gained from other sources, such as passive skills and Age. Secondary damage reduction stacks multiplicatively, but with diminishing returns. When stacking multiple sources that increase Secondary damage reduction, the reduction value is calculated as follows. This formula also works when combining Defense and secondary damage reductions:

Wild Monsters have a passive secondary damage reduction value that can reach up to 25% and stacks with other sources of secondary damage reduction. The secondary damage reduction value of wild Monsters is calculated as follows:

Mass Attack Reduction[]

Mass Attack Reduction is another type of damage reduction stat, albeit less common. It decreases the damage taken from multi-target damage hits. This type of damage reduction is unaffected by Armor Break and damage reduction bypass effects. Mass Protector is the only skill that alters this stat. Each instance stacks multiplicatively with diminishing returns.

Overview[]

  • A checkmark in the "Wild" column indicates that wild Monsters, including Champion Monsters, passively have the corresponding multiplier.
  • A checkmark in the Icon status champion column indicates that Champion Monsters passively have the corresponding multiplier.
  • If both columns are checked, it signifies that Champion Monsters have two instances of that multiplier.
Multiplier Name Source Examples Wild Icon status champion
Attack Multiplier
Magic Multiplier
Defense Multiplier [-] Armor Break
Health Multiplier [+] Eternal Heart
Mana Multiplier [+] Eternal Heart
Mana Regeneration Multiplier [-] Poisoned Nerves, Chill
Critical Chance Multiplier
Critical Damage Multiplier
Damage Multiplier [+] Heroism, Empower, Dark Instinct, Age, Cookie Mushroom
Damage Reduction [+] Critical Defense, Heroic Defense, Protector, Light Instinct, Age
[-] Exposed, Scent of Blood, Armor Break
Mass Attack Reduction [+] Mass Protector
Defense Bypass [+] Armor Bypass, Magic Penetration
Damage Reduction Bypass [+] Forceful Might, Forceful Sorcery
Getting Critical Hit Modifier [-] Hard Shell
Heal Multiplier [+] Heal Mastery, Channeling Support, Slimy Support, Cookie Mushroom, Harp
Receive Heal Multiplier [-] Demotivate, Wound
Shield Multiplier [+] Shield Aura, Channeling Support, Slimy Support, Cookie Mushroom, Drum
Receive Shield Multiplier [-] Demotivate
Buff Multiplier [+] Buff Catalyst, Spirit Strength, Gorgeous Plumage
[-] Buff Corruption
Regeneration Multiplier [-] Infinity (affects wild Monsters only)
Debuff Multiplier [+] Severe Infection, Gorgeous Plumage, Cauldron, Toxic Pot, Slimy Ball
[-] Anti Curse, Tenacious Barrier, King of Beasts, Optimal Performance
Burn Multiplier [+] Burn Down, Fatal Upkeep, Corrosion
Poison Multiplier [+] Fatal Upkeep, Corrosion
Congeal Multiplier [+] Fatal Upkeep, Corrosion
Shock Multiplier [+] Corrosion
Debuff Probability [+] Broken Immunity
Elemental Modifier [+] Elemental Break
Positive Stack Multiplier [-] Buff Corruption
Age Multiplier [+] Hourglass, Ancient Clock
Charge Multiplier [+] Charge Amplifier
[-] Buff Corruption
Negative Stack Multiplier None (used to be Curse Resistance)
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