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Stats & Mechanics

Level-ups, base stats and stat caps

Compare starting stats for every class, learn their shared level-up stat pool, and see how upgrades and character stat caps work.

Checked for v4.4.4Reviewed

Quick answer

Do level-up bonuses multiply my equipment stats?

Health, attack and defense level-up bonuses apply to your base stats from allocation and class, with equipment added afterward. They do not multiply the equipment contribution. Stats such as Crit Rate and Vampirism instead gain percentage points. Compare the displayed improvement and your character caps when choosing an upgrade.

On this page

Your base stats come from your starting choices

Before a run, you distribute 40 points among HP, ATK, DEF and attack speed. Each point contributes:

AllocationContribution to the base stat
HP50 HP per point
ATK10 ATK per point
DEF10 DEF per point
Attack speed0.02 per point, added to a starting 0.4

Your class then adjusts those values:

ClassBase stat adjustments
Knight+20 ATK
Paladin+100 HP, +20 DEF
BeastmasterNo adjustment to these base stats
Scout−50 HP, +10 ATK, −10 DEF, +0.02 attack speed
Rogue−100 HP, +20 ATK, −10 DEF, +0.04 attack speed

With 10 points in each of the four allocation stats, each class starts with these base values, before equipment, passives and other bonuses:

ClassHPATKDEFAttack speed
Knight5001201000.60
Paladin6001001200.60
Beastmaster5001001000.60
Scout450110900.62
Rogue400120900.64

Attack speed is measured in attacks per second. The Devastator passive additionally reduces base attack speed by 30%.

There is no single set of base values that describes every character. Your allocation and class affect how much a percentage bonus to a base stat is worth.

Do classes have different stat pools?

Knight, Paladin, Beastmaster, Scout and Rogue all share the same level-up stat pool. Every class can be offered Health, Attack, Defense, Attack Speed, Vampirism, Crit Rate, Crit Damage and Dodge. Enabling Luck as level up option adds Luck for every class. Faster Run is not a level-up choice.

Each choice screen draws three different stats, with equal selection weight. With the standard eight-stat pool, any particular stat has a 37.5% chance of appearing on a screen. With Luck enabled, the pool has nine stats and that chance becomes 33.33%. These are chances to appear among the three options, not the chance of receiving all three upgrades; you choose one.

Class choice changes your starting stat adjustments and special ability. It does not change equipment stat pools: the same item type uses the same pool for every class. See stat pools by item type for those lists, and the Paladin healing and Rogue special ability guides for their abilities.

What a level-up adds

Every level gained automatically adds these bonuses: 5% base HP, 2% base ATK, 3% base DEF and 0.15% base attack speed, plus 0.1 percentage points each of Crit Rate and Crit Damage.

You also get a choice from three randomly offered stats. The selectable bonuses are:

ChoiceAdded bonus
Health11% of base HP
Attack9% of base ATK
Defense9% of base DEF
Attack speed3.5% of base attack speed
Vampirism0.5 percentage points
Crit Rate1 percentage point
Crit Damage3 percentage points
Dodge0.3 percentage points
Luck1 point, if Luck as level up option is enabled

The choice screen offers two free rerolls, followed by additional rerolls paid for with gold. Each reroll draws a new set of three choices from the same pool; stats from the previous screen can appear again. The screen also shows an estimated improvement alongside choices when that value can be calculated. Use it together with your current stats and caps. The automatic bonus and your selected bonus are separate gains.

Why a health upgrade can look small

For HP, the calculation is:

Maximum HP = round(base HP × (1 + HP bonus / 100) + equipment HP)

Here, the HP bonus includes accumulated level-up and other base-HP bonuses, including an active companion’s applicable bonus.

With 500 base HP and 2,000 equipment HP, no other bonuses gives 2,500 HP. Selecting the 11% Health choice adds 55 HP, bringing that total to 2,555. It does not add 11% of 2,500. This example isolates the selectable bonus; leveling up also grants the automatic bonus above.

ATK and DEF follow the same base-then-equipment pattern for level-up bonuses, with further effects afterward:

  • ATK is also multiplied by floor ATK buffs and the active companion’s ATK bonus.
  • DEF includes the companion’s base-DEF bonus, then receives the floor DEF multiplier.
  • Percentage bonuses accumulate against the base; selecting the same bonus repeatedly does not compound it against the previous total.

Tip: a displayed “+9% Attack” level-up choice need not produce a 9% increase to the ATK on your character sheet. Use the actual preview to compare it with another choice.

Character stat caps

These limits apply to your character’s effective total. They are different from the limits on one equipment roll.

StatEffective limit
Attack speed2.75 attacks per second; 3.25 with Limit Breaker
Vampirism80%
Crit Rate100%
Dodge75%
Luck140
HP, ATK, DEF, Crit DamageNo fixed character cap in this calculation
Faster RunExploration interval reduction stops at 90%

Attack speed, Vampirism and Crit Rate can show an uncapped value in parentheses when your total is over the effective limit. That larger number does not bypass the cap.

Luck can stop helping a particular roll before you reach 140: its companion-find contribution is already maxed at 48 Luck. See Luck & drop chances.

Attack speed is not Faster Run

Attack speed controls the interval between your attacks. A rate of 2 means roughly one attack every half second when attacks are running continuously.

Equipment attack-speed bonuses have their own scaling. To inspect the current formula, let B be your base attack speed and E be the equipment attack-speed percentage divided by 100:

Uncapped attack speed = B × (1 + bonus / 100 + floor buff / 100 + E + E²)

The bonus includes level-up and applicable companion attack-speed bonuses. The character cap is applied afterward. For example, B = 0.6 and +100% equipment attack speed, with no other bonuses, gives 0.6 × (1 + 1 + 1) = 1.8.

Faster Run shortens the interval between exploration events. At 50 Faster Run, the base one-second interval becomes half a second. At 90 or more, it reaches the minimum of 0.1 seconds. This does not increase combat attack speed or skip fights and event choices.

Which stat should I choose?

Our recommendation: start with the problem your current run is having. Compare HP and defense when hits are too dangerous, damage and attack speed when fights take too long, or healing when you can survive hits but struggle to recover.

Check caps before choosing more of the same stat, and judge level-up choices separately from equipment upgrades. A small base-stat improvement and a large flat equipment bonus can have very different effects on the same character.