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{{Main|Combo}}
 
{{Main|Combo}}
   
If the Hero hits an enemy 3 or more times in a row, each of his hits will be more powerful than the previous, with the damage multiplier increasing by 0.2 each time. The 1{{st}} two hits have their damage multiplied by 1 (i.e. no change), while the 3{{rd}} hit is multiplied by 1.2, the 4{{th}} by 1.4, the 5{{th}} by 1.6, et c.
+
If the Hero hits an enemy 3 or more times in a row, each of his hits will be more powerful than the previous, with the damage multiplier increasing by 0.2 each time. The 1{{st}} two hits have their damage multiplied by 1 (i.e. no change), while the 3{{rd}} hit is multiplied by 1.2, the 4{{th}} by 1.4, the 5{{th}} by 1.6, etc.
   
However, the number of turns between successful hits, in order to keep the buff active, is decreasing. There should be, at most, 1.1 turns between the 1{{st}} and 2{{nd}} successful hit, 1.1 turns again between the 2{{nd}} and 3{{rd}}, 1.01 between the 3{{rd}} and 4{{th}}, 0.91 between the 4{{th}} and 5{{th}}, 0.81 between the 5{{th}} and 6{{th}}, et c. A fast-enough weapon allows to keep the buff active, even in case of dodged hit, as long as the maximum delay between successful hits is met.
+
However, the number of turns between successful hits, in order to keep the buff active, is decreasing. There should be, at most, 1.1 turns between the 1{{st}} and 2{{nd}} successful hit, 1.1 turns again between the 2{{nd}} and 3{{rd}}, 1.01 between the 3{{rd}} and 4{{th}}, 0.91 between the 4{{th}} and 5{{th}}, 0.81 between the 5{{th}} and 6{{th}}, etc. A fast-enough weapon allows to keep the buff active, even in case of dodged hit, as long as the maximum delay between successful hits is met.
   
 
As there should be a negative time (-0.09 turns) between the 14{{th}} and 15{{th}} successful hits, a 14-hit combo is the absolute maximum attainable hit. Reaching the 14-hit combo requires an attack speed of 100 (as maximum delay between the 13{{th}} and 14{{th}} successful hits is 0.01 turns), which can be reached only with a [[Knuckleduster]] (speed = 2) and [[Ring of Haste|haste level]] of at least 42 (speed multiplier > 50), which is, in practice, impossible, even with [[Hero's remains]]. Haste level of 16 is enough for reaching 13-hit combos with a Knuckleduster.
 
As there should be a negative time (-0.09 turns) between the 14{{th}} and 15{{th}} successful hits, a 14-hit combo is the absolute maximum attainable hit. Reaching the 14-hit combo requires an attack speed of 100 (as maximum delay between the 13{{th}} and 14{{th}} successful hits is 0.01 turns), which can be reached only with a [[Knuckleduster]] (speed = 2) and [[Ring of Haste|haste level]] of at least 42 (speed multiplier > 50), which is, in practice, impossible, even with [[Hero's remains]]. Haste level of 16 is enough for reaching 13-hit combos with a Knuckleduster.
   
 
== Mage ==
 
== Mage ==
* Increased wand recharge rate: {{Code|40/sqrt(wandLevel+1)}} per charge
+
* Increased wand recharge rate: {{Code|40/sqrt(wandLevel+1)}} per charge
* Scroll of Identify identified at start
+
* Scroll of Identify identified at start
* Can wield wands as melee
+
* Can wield wands as melee
* Formula for wand melee damage is the same for all wands:
+
* Formula for wand melee damage is the same for all wands:
** Minimum Damage: 1 + wandLevel/3
+
** Minimum Damage: 1 + wandLevel/3
** Maximum Damage: (minDamage<sup>2 </sup>- minDamage + 10)/2
+
** Maximum Damage: (minDamage<sup>2 </sup>- minDamage + 10)/2
   
 
{| class="article-table" border="1"
 
{| class="article-table" border="1"
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=== Battlemage ===
 
=== Battlemage ===
* He does more damage with wielded wands. The additional damage is equal to the current number of charges in the wielded wand and ignores armor.
+
* He does more damage with wielded wands. The additional damage is equal to the current number of charges in the wielded wand and ignores armor.
* It gains 1 wand charge on a melee hit with that wand. (As of {{Update|1.6.1b}}, melee hits dealing zero damage do not restore wand charges. The Battlemage's bonus damage is '''not''' included in this calculation.)
+
* It gains 1 wand charge on a melee hit with that wand. (As of {{Update|1.6.1b}}, melee hits dealing zero damage do not restore wand charges. The Battlemage's bonus damage is '''not''' included in this calculation.)
* Notes:
+
* Notes:
** The base wand damage is the same as for other Mages (see above.)
+
** The base wand damage is the same as for other Mages (see above.)
** The bonus damage is calculated after the wand charges.
+
** The bonus damage is calculated after the wand charges.
* '''Fix/Remove Table Below.'''
+
* '''Fix/Remove Table Below.'''
   
 
{| border="1" cellpadding="0" cellspacing="0" class="article-table" style="width: 500px;" width="226"
 
{| border="1" cellpadding="0" cellspacing="0" class="article-table" style="width: 500px;" width="226"
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=== Warlock ===
 
=== Warlock ===
* For every kill that generates XP, the Warlock:
+
* For every kill that generates XP, the Warlock:
** satisfies hunger by 10 points (starving = 300 points) and
+
** satisfies hunger by 10 points (starving = 300 points) and
** gains health based on floor level: {{Code|1+(Dungeon.depth-1)/5}}.
+
** gains health based on floor level: {{Code|1+(Dungeon.depth-1)/5}}.
   
 
== Rogue ==
 
== Rogue ==
 
* He gets hungry slower: increases the hunger counter every 12 turns (instead of 10).
 
* He gets hungry slower: increases the hunger counter every 12 turns (instead of 10).
 
* He has the ability to wield ranged weapons as consumable melee weapons.
 
* He has the ability to wield ranged weapons as consumable melee weapons.
* He's more likely to detect traps: {{Red|'''FORMULA NEEDED'''}} (See [[Awareness|Awareness Table]]).
+
* He's more likely to detect traps (see [[Awareness|Awareness Table]]).
 
* He has a Dodge bonus: increase the Dodge stat by adding (hero strength - current armor strength requirement).
 
* He has a Dodge bonus: increase the Dodge stat by adding (hero strength - current armor strength requirement).
 
* The Scroll of Magic Mapping is identified at the start.
 
* The Scroll of Magic Mapping is identified at the start.
   
 
=== Free Runner ===
 
=== Free Runner ===
* When he's unencumbered (not wearing armor that exceeds the Strength level) and not starving, the speed is multiplied by 1.6 for certain actions:
+
* When he's unencumbered (not wearing armor that exceeds the Strength level) and not starving, the speed is multiplied by 1.6 for certain actions:
 
** walking speed,
 
** walking speed,
 
** Mirror Image swap speed, and
 
** Mirror Image swap speed, and
 
** armor equip/unequip speed.
 
** armor equip/unequip speed.
* (As of {{Update|1.7.0}}) he has a Doubled Dodge rate while running.
+
* (As of {{Update|1.7.0}}) he has a Doubled Dodge rate while running.
   
 
=== Assassin ===
 
=== Assassin ===
* [[Game mechanics/Attacking#Surprise attack|Surprise Attacks]] statistically deals ≈50% more damage:''' '''{{Red|'''FORMULA NEEDED'''}}.
+
* [[Game mechanics/Attacking#Surprise attack|Surprise Attacks]] statistically deals ≈50% more damage.
  +
** The bonus damage is equal to {{Range|1|(damageRoll-1)}}.
  +
*** {{Code|damageRoll}} is calculated ''after'' damage is reduced by the enemy's armor (so the more damage the equipped weapon can do, the more beneficial this perk is).
   
 
== Huntress ==
 
== Huntress ==
* Heroine starting HP = 15
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* The Heroine's starting HP = 15
* HP gained from dewdrops is +1
+
* The HP gained from dewdrops is +1.
* Starts with Boomerang, an upgradeable ranged weapon
+
* She starts with the Boomerang, an upgradeable ranged weapon.
* +1 to boomerang damage
+
* The Boomerang's damage is increased by 1 every time it's upgraded.
* Ability to wield ranged weapons as consumable melee weapons
+
* She has the ability to wield ranged weapons as consumable melee weapons.
* Strength requirement of boomerang not decreased by upgrading
+
* The Strength requirement of the Boomerang is not decreased by upgrading it.
** A [[Huntress]] will obtain an extra {{Range|0|(heroineStrength-requiredStrength)}} damage points per throw.
+
** A [[Huntress]] will obtain an extra {{Range|0|(heroineStrength-requiredStrength)}} damage points per throw.
   
 
=== Warden ===
 
=== Warden ===
* When heroine moves onto a tile with a plant grown from a seed on it, heroine has a {{Code|1/5}} chance of harvesting a dewdrops and a {{Code|1/5}} chance of a [[Seed/probabilities|random]] seed.
+
* When the Heroine moves onto a tile with a plant grown from a seed on it, the Heroine has a {{Code|1/5}} chance of harvesting a dewdrop and a {{Code|1/5}} chance of a [[Seed/probabilities|random]] seed.
  +
* When Warden tramples a high grass tile, she receives (or renews) the Barkskin buff.
  +
** Barkskin increases her armor by {{Code|maxHP/3}}, but with every turn, this bonus is decreased by 1.
   
 
=== Sniper ===
 
=== Sniper ===
* Has increased accuracy with ranged weapons: {{Red|'''FORMULA NEEDED'''}}
+
* Her attacks with ranged weapons ignore the enemy's armor.
* [[Zeroed in|Zeroed-in]] buff doubles ranged attack speed: {{Red|'''FORMULA NEEDED'''}}
+
* The [[Zeroed in|Zeroed-in]] buff doubles the ranged attack speed for every attack after the first (on the same target).
 
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Hero attributes]]
 
[[Category:Hero attributes]]

Latest revision as of 04:50, December 29, 2015

Hero attributes Edit

The Hero/ine has various attributes that can evolve during his/her exploration of the Dungeon:

Warrior Edit

  • Potion of Strength identified at the start
  • Starting Strength = 11

Berserker Edit

When the damage done by a Furious Warrior is calculated, the damage rolled by the weapon is multiplied by 1.5 rounded down.

The Furious buff is applied when the Hero's damage input reduces the Hero's health below 0.4 of the Hero's total health.

Gladiator Edit

Main article: Combo

If the Hero hits an enemy 3 or more times in a row, each of his hits will be more powerful than the previous, with the damage multiplier increasing by 0.2 each time. The 1st two hits have their damage multiplied by 1 (i.e. no change), while the 3rd hit is multiplied by 1.2, the 4th by 1.4, the 5th by 1.6, etc.

However, the number of turns between successful hits, in order to keep the buff active, is decreasing. There should be, at most, 1.1 turns between the 1st and 2nd successful hit, 1.1 turns again between the 2nd and 3rd, 1.01 between the 3rd and 4th, 0.91 between the 4th and 5th, 0.81 between the 5th and 6th, etc. A fast-enough weapon allows to keep the buff active, even in case of dodged hit, as long as the maximum delay between successful hits is met.

As there should be a negative time (-0.09 turns) between the 14th and 15th successful hits, a 14-hit combo is the absolute maximum attainable hit. Reaching the 14-hit combo requires an attack speed of 100 (as maximum delay between the 13th and 14th successful hits is 0.01 turns), which can be reached only with a Knuckleduster (speed = 2) and haste level of at least 42 (speed multiplier > 50), which is, in practice, impossible, even with Hero's remains. Haste level of 16 is enough for reaching 13-hit combos with a Knuckleduster.

Mage Edit

  • Increased wand recharge rate: 40/sqrt(wandLevel+1) per charge
  • Scroll of Identify identified at start
  • Can wield wands as melee
  • Formula for wand melee damage is the same for all wands:
    • Minimum Damage: 1 + wandLevel/3
    • Maximum Damage: (minDamage2 - minDamage + 10)/2
Level Melee damage
0 1 to 5 (3 ±1.06)
1 1 to 6 (3.5 ±1.26)
2 1 to 7 (4 ±1.46)
3 2 to 9 (5.5 ±1.66)
4 2 to 10 (6 ±1.86)
5 2 to 11 (6.5 ±2.06)
6 3 to 14 (8.5 ±2.47)
7 3 to 15 (9 ±2.67)
8 3 to 16 (9.5 ±2.87)
9 4 to 20 (12 ±3.48)
10 4 to 21 (12.5 ±3.69)
11 4 to 22 (13 ±3.89)
12 5 to 27 (16 ±4.7)
13 5 to 28 (16.5 ±4.91)
14 5 to 29 (17 ±5.11)
15 6 to 35 (20.5 ±6.13)

Battlemage Edit

  • He does more damage with wielded wands. The additional damage is equal to the current number of charges in the wielded wand and ignores armor.
  • It gains 1 wand charge on a melee hit with that wand. (As of Update 1.6.1b, melee hits dealing zero damage do not restore wand charges. The Battlemage's bonus damage is not included in this calculation.)
  • Notes:
    • The base wand damage is the same as for other Mages (see above.)
    • The bonus damage is calculated after the wand charges.
  • Fix/Remove Table Below.
Effects of Wand Level on Battlemage Damage
Level Charges Melee damage
0 2 3 — 7 (5 ±1.06)
1 3 4 — 9 (6.5 ±1.26)
2 4 5 — 11 (8 ±1.46)
3 5 7 — 14 (10.5 ±1.66)
4 6 8 — 16 (12 ±1.86)
5 7 9 — 18 (13.5 ±2.06)
6 8 11 — 22 (16.5 ±2.47)
7 9 12 — 24 (18 ±2.67)
8 9 12 — 25 (18.5 ±2.87)
9 9 13 — 29 (21 ±3.48)
10 9 13 — 30 (21.5 ±3.69)
11 9 13 — 31 (22 ±3.89)
12 9 14 — 36 (25 ±4.7)
13 9 14 — 37 (25.5 ±4.91)
14 9 14 — 38 (26 ±5.11)
15 9 15 — 44 (29.5 ±6.13)

Warlock Edit

  • For every kill that generates XP, the Warlock:
    • satisfies hunger by 10 points (starving = 300 points) and
    • gains health based on floor level: 1+(Dungeon.depth-1)/5.

Rogue Edit

  • He gets hungry slower: increases the hunger counter every 12 turns (instead of 10).
  • He has the ability to wield ranged weapons as consumable melee weapons.
  • He's more likely to detect traps (see Awareness Table).
  • He has a Dodge bonus: increase the Dodge stat by adding (hero strength - current armor strength requirement).
  • The Scroll of Magic Mapping is identified at the start.

Free Runner Edit

  • When he's unencumbered (not wearing armor that exceeds the Strength level) and not starving, the speed is multiplied by 1.6 for certain actions:
    • walking speed,
    • Mirror Image swap speed, and
    • armor equip/unequip speed.
  • (As of Update 1.7.0) he has a Doubled Dodge rate while running.

Assassin Edit

  • Surprise Attacks statistically deals ≈50% more damage.
    • The bonus damage is equal to 1 to (damageRoll-1).
      • damageRoll is calculated after damage is reduced by the enemy's armor (so the more damage the equipped weapon can do, the more beneficial this perk is).

Huntress Edit

  • The Heroine's starting HP = 15
  • The HP gained from dewdrops is +1.
  • She starts with the Boomerang, an upgradeable ranged weapon.
  • The Boomerang's damage is increased by 1 every time it's upgraded.
  • She has the ability to wield ranged weapons as consumable melee weapons.
  • The Strength requirement of the Boomerang is not decreased by upgrading it.
    • A Huntress will obtain an extra 0 to (heroineStrength-requiredStrength) damage points per throw.

Warden Edit

  • When the Heroine moves onto a tile with a plant grown from a seed on it, the Heroine has a 1/5 chance of harvesting a dewdrop and a 1/5 chance of a random seed.
  • When Warden tramples a high grass tile, she receives (or renews) the Barkskin buff.
    • Barkskin increases her armor by maxHP/3, but with every turn, this bonus is decreased by 1.

Sniper Edit

  • Her attacks with ranged weapons ignore the enemy's armor.
  • The Zeroed-in buff doubles the ranged attack speed for every attack after the first (on the same target).
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