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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
The battle's ailment icons, its MISS text and the kill shield

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%.
0%30%60%050150300600evasionnever 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.

ElementAilmentEffect
FireBurn15% of the hit every 0.5 s for 5 s
WaterFreeze
LightningShockfor 10 s, each later hit deals 6% of the first one extra, up to 20 hits
EarthPetrify
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

0%40%80%0150300600hastenever 73.75%
Cooldown cut by haste
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.

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