World
Battle Rules
The numbers behind a fight, read from the game's global values and the code that uses them.
- 53.54% evasion, approached
- 75% damage cut by DEF at most
- 73.75% cooldown cut, approached
- 8 h of offline rewards
Values from the full game. Evasion, cooldowns and revive time were re-read from its code; the other formulas come from the demo’s code and are being re-checked.
Damage
- Defense
- Damage is cut by defense ÷ (defense + the stage's defense modifier), at most 75%. Penetration lowers the defense first. The modifier grows from 50 on Normal 1-1 to 72,461 on Hell 4-10. Elemental resistances are a flat percent instead. The full game also stores caps of 75% for DMG reduction and 75% for elemental resistance (how the code applies them is not read yet).
- Evasion

- A chance to dodge a hit from the evasion stat (the game shows MISS), with diminishing returns: each point counts less past
50, 150, 300 (×0.5, ×0.25, ×0.125). 50 evasion gives 33.3%, 150 evasion gives 46.7%, 300 evasion gives 50.4%;
no amount reaches 53.54%.
Dodge chance by evasion - Brand
- A branded target takes ×1.25 damage. Some skills brand on hit, by chance, for a time.
- Gluttony
- Each stack adds 14% on its layer of the damage, up to 10 stacks; a stack past the cap refreshes the one closest to running out.
Values: the game's global values; rules: its code. Source: Game client, full game build 26611958 (read 2026-11-12). Hover or touch the chart for any amount of evasion.
Ailments
An elemental hit can leave an ailment. The chance is the attacker's own chance for it plus a base of 0% (zero in this build). A new ailment of the same kind refreshes the old one; they do not stack.
| Element | Ailment | Effect |
|---|---|---|
| Fire | Burn | 15% of the hit every 0.5 s for 5 s |
| Water | Freeze | |
| Lightning | Shock | for 10 s, each later hit deals 6% of the first one extra, up to 20 hits |
| Earth | Petrify |
Element damage comes from skills (such as Fire DMG); the heroes' basic attacks are physical.
Speed and Time
- Attack speed cap
- ×5
- Skill Haste
- cuts cooldowns: 150 → 60%, 300 → 67.5%; never 73.75%
- Revive time
- 120 s, cut by Revive Haste on the same curve
Shield from a kill lasts- 8 s
- Offline rewards, at most
- 8 h
- Offline EXP past a stage’s level cap
- turns into Soul: 0.2 per EXP, averaged over the squad
- Chapter boss stages
- 120 s, then the stage fails
Skill Haste: share of a cooldown cut
Cuts follow x ÷ (x + 100), with each part past a breakpoint (150, 300) counting ×0.5, ×0.25. The attack speed cap is fixed at ×5 in the code. Offline rewards grow with the time away, up to the cap.
Waves
- A spawner with fewer than 5 monsters alive spawns every
- 0.25 s
- Each wave past a stage’s last one
- ×1.25 HP, ×1.25 damage
Waves past the last one compound; when the game starts one is not known yet.
Squad and Storage
- Heroes in the Formation, at most
- 3
- Bag slots
- 20
- Storage slots
- 49
- Storage tabs
- 7
- Storage tabs open at the start
- 1
- Chest capacity (Normal, Boss, Elite)
- 5 / 2 / 5
- Chest auto-open time, once Engravings unlock it (Normal, Boss, Elite)
- 300 s / 600 s / 60 s
- Equipment presets
- 2
- Skill presets
- 2
- Trade slots
- 4
Starting values. Engravings raise several of them (Formation slots, Bag Slots, chest capacity, storage tabs), and DLC packs add storage tabs, trade slots and presets; Boxes has what the racks do.
Hero Levels
- Levels
- 1 – 101
- HP per level above 1
- +5%
- Skill points per level
- +1
The HP bonus adds up (+5% each level, not compounding); Characters has the EXP for every level.