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Player numbers

Beneficial stats roll 30-130% of base; harmful stats use 70-130%, reversed so a higher displayed grade is better. Uncommon weapon stats are fixed. Other stats can also be fixed; rolling stats with fewer than three distinct displayed values become fixed.

Primary stats fix 60% of base and roll the remaining 40%, producing 72-112% of base before display rounding. Other rolling stats use their full band. Distinct displayed values are equally likely.

These are the skill curves before other combat modifiers.

Effect 25 points 50 points 100 points 150 points
Strength: melee damage +22.2% +39.9% +65.0% +80.8%
Strength: ranged damage +11.1% +19.9% +32.5% +40.4%
Dexterity: crit chance 22.2% 39.9% 65.0% 80.8%
Defense: damage reduction 19.3% 34.5% 56.3% 70.0%
Agility: dodge chance 21.1% 37.9% 61.8% 76.8%
Intelligence: extra mana 25 50 100 150
Intelligence: spell-cost reduction 13.8% 24.7% 40.2% 50.0%

For total points p, clamped to 0-150:

b(p) = (0.9908 / (1 - 0.9908)) * (1 - 0.9908^p)

Strength’s melee bonus and Dexterity use b(p)%. Ranged Strength uses half; Defense multiplies by 0.8667; Agility by 0.9509.

Intelligence adds p maximum mana and reduces spell costs by 50 × b(p) / b(150)%.

Allocate points

The following combat rules apply in dungeon worlds. Using a weapon outside your class’s types multiplies its damage by 0.7, a 30% reduction.

Dexterity supplies the critical hit chance for both melee and ranged hits. Item crit_chance does not add to it. With no critical damage stat, a melee crit adds 100% of base damage and a ranged crit adds 50%. Strength and the crit bonus add together:

normal hit multiplier = 1 + s
critical hit multiplier = 1 + s + k * max(0, 1 + c)

Here s is the Strength bonus as a fraction, halved for ranged hits; c is your critical damage stat as a fraction; k is 1 for melee and 0.5 for ranged. These multipliers precede other damage modifiers and target mitigation.

Base piercing rules before abilities and passives:

Weapon Extra enemies hit Damage to each extra enemy
Bow at full draw 1 50%
Crossbow 2 50%
Shortbow 0 none

Later default piercing hits do not crit or trigger weapon abilities. A base dungeon crossbow reload takes 1.25 seconds.

Base shapes before abilities and passives:

Weapon Shape Reach Damage to other enemies
Dagger 60° cone 3 blocks 20%
Sword 120° cone 3 blocks 45%
Axe 90° cone 3 blocks 50%
Mace sphere around the primary 2-block splash radius 60%
Staff 120° cone 3 blocks 35%
Trident 60° cone 3.5 blocks 40%
Spear jab tapering lance 5.25 blocks 70%
Scythe 120° cone your melee reach 65%

The spear’s lance is 65° wide within 1.5 blocks and narrows to a 0.8-block-wide tip at full reach. Trident throws and spear charged attacks have no cleave.

Basic melee cleave uses the accepted primary hit, including its crit and Strength bonus, without another crit roll or weapon ability trigger. Scythe contacts each use their share of item damage and can crit or trigger abilities independently.

For daggers, swords, axes, maces, staffs, tridents, and spears, a click up to 3 ticks before cooldown ends is buffered. Their air swings pick within 0.75 blocks of the aim line, except spear jabs, which pick within the lance. Scythe air swings pick within the arc.

The free shield has 40 shield health and 90° coverage. Equipped shields cover 90° to 200° and use the shield health in their tooltip. Shield health belongs to the shield and does not scale with your maximum HP.

While lowered, a shield restores 10% of its full shield health per second. At zero, it stays disabled until fully recharged, normally 10 seconds. Abilities and passives can change recharge.

Each attacking mob has its own 10-tick (0.5-second) shield window. The first blocked hit costs shield health; further hits from that mob within the window only add the amount by which they exceed its largest blocked hit. Different mobs charge separately. Before ability or passive discounts, the total cost for each mob’s window is its largest blocked hit.

Dealing or taking damage resets natural healing to the first tier, including burn, poison, and wither damage. A new dungeon stay also starts there. With the default settings:

Time without dealing or taking damage Maximum HP restored per second
Less than 5 seconds 0.25%
5 to less than 8 seconds 1.25%
8 to less than 12 seconds 2.5%
12 seconds or more 5%

The base is 1% of maximum HP per 80 ticks, with multipliers of 1, 5, 10, and 20. Healing is delivered each tick; saturation does not speed it up. This ladder affects natural healing; potions, Regeneration effects, lifesteal, and gear or set healing use their own rules.

While submerged in lava, you lose 10% of maximum HP per second as damage that bypasses armour and Defense.

Default multipliers for a run’s chosen mode:

Mode Effective mob health Mob damage Rewards
Normal 0.6667 0.6667 0.5
Heroic 1 1 1

Heroic mobs have about 1.5 times Normal’s effective health and damage. Heroic pays twice Normal’s scaled rewards, including XP, coins, chest draw attempts, and mob rune drop odds. Guaranteed boss-slot items are unchanged. Server difficulty tuning can change Normal’s multipliers.

Boss chest eligibility requires at least 2% of the total positive player contribution recorded against that boss. Contribution includes damage and equivalent support credit from helping allies. Environmental damage is excluded.