Every combat number on this page is read straight from the game's own tables (DS_B.0.3.26); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the Character Builder runs.
The stat pipeline order matters
A unit has six major stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every final stat. Both are built in a strict order - flat first, percent last.
- Major stat = base 10 + talent growth per level + flat bonuses, then x (1 + sum of % bonuses). Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see Talents & stats.
- Final stat = its Base + Σ (major stat x its coefficient) + flat bonuses, then
x (1 + PerModifier %). The coefficients are the table below (
StatusValueTable); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.MaxHealthTotalPerModifier_50= +50% HP).
Because percent bonuses apply after the flat sum, a +50% modifier multiplies your whole flat total, not just the base.
Per-point stat values what 1 point of each major gives
One point of a major stat adds the amount below to each final stat (from
StatusValueTable). The headline answers: 1 Constitution = +9 Max HP,
1 Strength = +1 Physical Attack, 1 Intelligence =
+1.2 Magic Attack.
| Final stat | Base | Str | Con | Will | Int | Agi | Per |
|---|---|---|---|---|---|---|---|
| Max Health Total | 205 | - | +9 | - | - | - | - |
| Physical Attack Power | 13.5 | +1 | - | - | - | +0.5 | +0.5 |
| Magic Attack Power | 13.5 | - | - | +0.4 | +1.2 | - | +0.4 |
| Attack Speed | 0.4 | - | - | - | - | +0.01 | - |
| Critical Chance | 8% | - | - | - | - | - | +0.3 |
| Cooldown Reduction | 0 | - | - | +0.3 | - | - | - |
| Physical Resistance | 0 | - | +0.3 | - | - | - | - |
| Magic Resistance | 0 | - | - | - | +0.3 | - | - |
| Max Energy | 60 | - | - | +2 | - | - | - |
| Movement Speed | 80 | - | - | - | - | +0.2 | - |
| Max Weight | 100 | +4 | - | - | - | - | - |
Base is the flat starting value before any major stat. Blank = that major does not affect that stat. The six non-combat capabilities (mining, research, cooking...) each scale +0.05 per one major and are left out here.
Worked example
A unit with 20 Constitution has 205 + 9x20 = 385 Max HP before any % modifier. With 20 Str / 15 Agi / 12 Per its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 = 47.
Hit damage attack, crit, hit location, guard
A basic attack deals damage equal to the attacker's Physical or Magic Attack Power (by the weapon's damage type), adjusted by these, before the target's resistance:
- Critical hit: multiplies damage by x1.5
(
GAMESYSTEM_Combat_Basic_CriticalDamageModifier). Crit chance starts at 8% and gains +0.3% per Perception. - Hit location: each hit rolls 30% head / 70% body
(
GAMESYSTEM_Combat_DamagePartsRatio). Units track head and body HP separately; emptying either bar downs the unit. - Guard: a successful guard cuts the damage by 50%
(
GAMESYSTEM_Combat_Basic_GuardReduction) and protects weapon durability.
Example: a 47 Physical Attack that crits deals 47 x 1.5 = 70.5 before resistance.
Resistances diminishing returns
Each damage type (Slash, Blunt, Pierce, and the magic elements Arcane, Fire, Ice, Lightning, Holy,
Dark) has its own resistance, starting at 0. Physical Resistance gains
+0.3 per Constitution, Magic Resistance
+0.3 per Intelligence
(StatusValueTable).
Damage taken = raw damage x 100 / (100 + R), where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 = 67% (a 33% cut); R = 100 lets through 50%; R = 200 lets through 33%. Resistance never reaches full immunity, and each point is worth slightly less than the last.
Damage over time Bleeding, Burning, Poison
These are stacking debuffs whose per-second damage is fixed per stack (from
AffecterTable FloatValues) - it does not scale with the attacker's Attack Power; the
applying skill decides how many stacks land.
| Effect | Per-second damage | Damage type | Max stacks |
|---|---|---|---|
| Bleeding | stacks x 5 | Physical, ignores shields | 99 |
| Burning | stacks x 3 | Magic, ignores shields | 50 |
| Poison | 1% of Max HP every 10s | Typeless | 1 (no stack) |
Bleeding and Burning bypass shields/barriers. Poison is percent-of-max-HP, so it bites hardest on high-HP targets and cannot stack. Status resistance (Bleeding/Poison) reduces the chance to be afflicted.
Encirclement surround bonus
Surrounding an enemy rewards positioning (GAMESYSTEM_Combat_StrategyRule_Encirclement):
per allied unit engaged around the same target, attackers gain +10% hit chance and
+5% critical chance. Three attackers around one enemy = +30% hit,
+15% crit.
Difficulty scaling Combat axis
The Combat difficulty setting scales monster stats through
AFFECTER_MonsterDifficulty* (applied as PerModifier %). Hard is the baseline; easier
settings weaken monster attack, harder ones raise both HP and attack. Devastation doubles monster
HP and attack. See the full economy/management axis on the Difficulty page.
| Combat difficulty | Monster HP | Monster attack |
|---|---|---|
| Easy | baseline | -85% |
| Normal | baseline | -60% |
| Hard (baseline) | baseline | baseline |
| Very Hard | +50% | +50% |
| Devastation | +100% | +100% |
Summon scaling reads the summoner's live stats
Summons (Bubblings, Bubble Toad, Ladybug...) scale off the summoner's live Magic Attack at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):
- Summon Max HP = summoner Magic Attack x 1 + creature base HP
- Summon Magic Attack = summoner Magic Attack x 0.5 + creature base attack
A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the Summons guide.