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[]

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[]

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[]

### Health[]

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[]

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+ |

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[]

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[]

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[]

## 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.

#### Defense Damage Reduction[]

#### Secondary Damage Reduction[]

#### 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 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.