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Revision as of 05:23, 8 September 2023 by Clowd (talk | contribs) (→‎Magical Healing: ABR)

Charts

Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and explanation, it is better to look at chart info.

For example, even though the formula might give 32.5, in game this might get rounded to 33.

Attribute Stats

Stats that come from character's attributes.

Strength

Physical Power

Physical Power governs your Physical Power Bonus.

0 Strength starts at = 0 Physical Power

Every Strength point gives an increase to Physical Power

  • 0 -> 0
  • 0 to 100 = 1 each, up to 100

Physical Power Bonus

Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items and abilities.

0 Physical Power starts at = -80% Physical Power Bonus

Every Physical Power point gives a  % increase to overall Physical Power Bonus depending on fixed thresholds

  • 0 -> -80%
  • 0 to 5 = 10% each, up to -30%
  • 5 to 7 = 5% each, up to -20%
  • 7 to 11 = 3% each, up to -8%
  • 11 to 15 = 2% each, up to 0%
  • 15 to 50 = 1% each, up to 35%
  • 50 to 100 = 0.5% each, up to 60%

Max Health

Max Health governs your character's maximum available health points.

0 Strength starts at = 60 Max Health

Every Strength point gives an increase to Max Health depending on fixed thresholds

  • 0 -> 60
  • 0 to 10 = 3 each, up to 90
  • 10 to 50 = 2 each, up to 170
  • 50 to 75 = 1 each, up to 195
  • 75 to 100 = 0.5 each, up to 207.5


Agility

Action Speed

Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables.

0 Agility starts at = -38% Action Speed

Every agility point gives a  % increase to action speed depending on fixed thresholds

  • 0 -> -38%
  • 0 to 10 = 3% each, up to -8%
  • 10 to 13 = 2% each, up to -2%
  • 13 to 25 = 1% each, up to 10%
  • 25 to 41 = 1.5% each, up to 34%
  • 41 to 50 = 1% each, up to 43%
  • 50 to 100 = 0.5% each, up to 68%

Move Speed

Move Speed governs the speed at which your character moves. This stat is also directly influenced by wearing gear. Every 1 point in Move Speed is equal to 0.3333...% Move Speed. The default Move Speed for each class is 300, which translates to 100% Move Speed, with penalties or bonuses provided based on Agility. Performing certain actions, such as attacking, or moving in certain directions will also affect Move Speed. Backwards = 60%, Crouch = 65%, Walk = 65%.

0 Agility starts at = -30 Move Speed

Every agility point gives a flat increase to Move Speed depending on fixed thresholds

  • 0 -> -30 Move Speed
  • 0 to 15 = 2 each, up to 0
  • 15 to 45 = 1 each, up to 30
  • 45 to 65 = 0.5 each, up to 40 (Technically 1 Move Speed every 2 Agility. Agility can not provide decimal Move Speed.)
  • 65 to 100 = 0.33 each, up to 51 Move Speed (Same as above, 1 Move Speed every 3 Agility.)


Item Equip Speed

Item Equip Speed exclusively governs the speed at which you equip armors, as equipping weapons, jewelry and utility items is instant.

0 Agility starts at = -95% Item Equip Speed

Every agility point gives a  % increase to Item Equip Speed depending on fixed thresholds

  • 0 -> -95%
  • 0 to 1 = 0% each, up to -95%
  • 1 to 2 = 4% each, up to -91%
  • 2 to 15 = 7% each, up to 0%
  • 15 to 35 = 5% each, up to 100%
  • 35 to 70 = 2% each, up to 170%
  • 70 to 100 = 1% each, up to 200%


Interaction Speed

Increase Interaction Speed value * 0.4.

Check Interaction Speed for more

Will

Magic Power

Magic Power governs your Magic Power Bonus.

0 Will starts at = 0 Magic Power

Every Will point gives an increase to Magic Power

  • 0 -> 0
  • 0 to 100 = 1 each, up to 100

Magic Power Bonus

Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.

0 Magic Power starts at = -90% Magic Power Bonus

Every Magic Power point gives a  % increase to Magic Power Bonus depending on fixed thresholds

  • 0 -> -90%
  • 0 to 1 = 0% each, up to -90%
  • 1 to 5 = 10% each, up to -50%
  • 5 to 15 = 5% each, up to -0%
  • 15 to 25 = 3% each, up to 30%
  • 25 to 40 = 2% each, up to 60%
  • 40 to 50 = 1% each, up to 70%
  • 50 to 100 = 0.5% each, up to 95%


Magic Resistance

Magic Resistance governs your Magical Damage Reduction.

0 Will starts at = -20 Magic Resistance

Every Will point gives an increase to Magic Resistance depending on fixed thresholds

  • 0 -> -20
  • 0 to 5 = 4 each, up to 0
  • 5 to 35 = 3 each, up to 90
  • 35 to 55 = 2 each, up to 130
  • 55 to 65 = 1 each, up to 140
  • 65 to 91 = 0.5 each, up to 153 (increases by 1 every 2 points)
  • 91 to 92 = -1 -> 152 (probably a mistake)
  • 92 to 94 = 1 each, up to 154
  • 94 to 100 = 0.5 each, up to 157 (increases by 1 every 2 points)

Magical Damage Reduction

Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.

Magic Resistance can go as low as -300 = -595% Magical Damage Reduction

0 Magic Resistance starts at = -10% Magical Damage Reduction

Magic Resistance gives a  % increase to Magical Damage Reduction depending on fixed thresholds

  • -300 -> -595%
  • -300 to -15 = 2% each, up to -25%
  • -15 to 10 = 1% each, up to 0%
  • 10 to 19 = 0.5% each, up to 4.5%
  • 19 to 30 = 0.4% each, up to 8.9%
  • 30 to 40 = 0.3% each, up to 11.9%
  • 40 to 50 = 0.2% each, up to 13.9%
  • 50 to 100 = 0.1% each, up to 18.9%
  • 100 to 150 = 0.2% each, up to 28.9%
  • 150 to 250 = 0.3% each, up to 58.9%
  • 250 to 350 = 0.2% each, up to 78.9%
  • 350 to 500 = 0.1% each, up to 93.9%


  • Starts from -50 instead of -300 for better visibility


Buff Duration

Buff Duration governs the duration of temporary beneficial status effects.

0 Will starts at = -80% Buff Duration

Every Will gives point gives a  % increase to Buff Duration depending on fixed thresholds

  • 0 -> -80%
  • 0 to 5 = 10% each, up to -30%
  • 5 to 7 = 5% each, up to -20%
  • 7 to 11 = 3% each, up to -8%
  • 11 to 15 = 2% each, up to 0%
  • 15 to 50 = 1% each, up to 35%
  • 50 to 100 = 0.5% each, up to 60%


Debuff Duration

Debuff Duration governs the duration of temporary negative status effects. A negative Debuff Duration is beneficial to have, as it will shorten the duration of debuffs. A positive Debuff Duration stat means debuffs last longer, which is detrimental to the player.

0 Will starts at = 400% Debuff Duration

Every Will point gives a % decrease to Debuff Duration

  • 0 -> 400%
  • 0 to 1 = 170%each, up to233%)
  • 1 to 2 = 83% -> 150%
  • 2 to 3 = 50% -> 100%
  • 3 to 4 = 33.3% -> 66.7%
  • 4 to 5 = 23.8% -> 42.9%
  • 5 to 6 = 9.6% -> 33.3%
  • 6 to 7 = 8.3% -> 25%

...

  • 100 = -37.5%

Use the chart for accurate info.

The decrease slowly slows down with different reduction amounts that is not logarithmic nor linear.

Knowledge

Spell Casting Speed

Spell Casting Speed governs the speed at which you cast magical spells.

Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)

0 Knowledge starts at = -95% Spell Casting Speed

Every Knowledge point gives a % increase to Spell Casting speed depending on fixed thresholds

  • 0 -> -93%
  • 0 to 1 = 0% per point -> (threshold at -93%)
  • 1 to 19 = 5% -> -3%
  • 20 to 30 = 3% -> 30%
  • 31 to 40 = 4% -> 70%
  • 40 to 45 = 3% -> 85%
  • 45 to 100 = 2% -> 195%


Magical Interaction Speed

Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals.

0 Knowledge starts at = -75% Magical Interaction Speed

Every Knowledge point gives a  % increase to Magical Interaction Speed depending on fixed thresholds

  • 0 -> -75%
  • 0 to 15 = 5% each, up to 0%
  • 15 to 25 = 7% each, up to 70%
  • 25 to 35 = 5% each, up to 120%
  • 35 to 84 = 2% each, up to 218%
  • 84 to 85 = 1% each, up to 219%
  • 85 to 86 = 3% each, up to 222%
  • 86 to 100 = 2% each, up to 250%

Spell Memory/Capacity

Spell Memory or Spell Capacity govern your spell cost cap, meaning equipping spells that exceed this cap will not be usable.

0 Knowledge starts at = 0 Spell Memory/Capacity

Every Knowledge point gives an increase to Spell Capacity

  • 0 to 6 -> 0
  • 6 to 100 = 1 each, up to 100


Each point of Spell Capacity affects how many Spell Points you recover when Resting, Meditating, sitting at a Campfire, or when under the effects of a Clarity Potion. See Spell Restoration for more details.

Resourcefulness

Interaction Speed

Increase Interaction Speed value * 0.6.

Check Interaction Speed for more

Interaction Speed

Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.

Value = Agility * 0.4 + Resourcefulness * 0.6

0 value starts at = -75% Interaction Speed

Every value gives a  % increase to Interaction Speed depending on fixed thresholds

  • 0 -> -55%
  • 0 to 5 = 5% each, up to -30%
  • 5 to 15 = 3% each, up to 0%
  • 15 to 25 = 7% each, up to 70%
  • 25 to 35 = 5% each, up to 120%
  • 35 to 84 = 2% each, up to 218%
  • 84 to 85 = 1% each, up to 219%
  • 85 to 86 = 3% each, up to 222%
  • 86 to 100 = 2% each, up to 250%


Physical Damage Reduction

Physical Damage Reduction governs your resistance to physical damage dealing weapons and projectiles. Unlike Magic Resistance that is increased by Will, Armor Rating does not have an attribute stat that it scales off.

Armor Rating can go as low as -300 = -595% Physical Damage Reduction

0 Armor Rating starts at = -22% Physical Damage Reduction

Every Armor Rating point gives a  % increase to Physical Damage Reduction depending on fixed thresholds

  • -300 -> -619%
  • -300 to -3 = 2% each, up to -25%
  • -3 to 22 = 1% each, up to 0%
  • 22 to 31 = 0.5% each, up to 4.5%
  • 31 to 42 = 0.4% each, up to 8.9%
  • 42 to 52 = 0.3% each, up to 11.9%
  • 52 to 62 = 0.2% each, up to 13.9%
  • 62 to 112 = 0.1% each, up to 18.9%
  • 112 to 175 = 0.2% each, up to 31.5%
  • 175 to 262 = 0.3% each, up to 57.6%
  • 262 to 317 = 0.2% each, up to 68.6%
  • 317 to 400 = 0.1% each, up to 76.9%
  • 400 to 424 = 0.05% each, up to 78.1%
  • 424 to 450 = 0.025% each, up to 78.75%
  • 450 to 500 = 0.02% each, up to 79.75%

Armor cap is 85% which can be reached by other perks and shrine buffs.



  • Graph Starts from -49 instead of -300 for better visibility

Luck

Luck increases chance of getting better loot rarity. Whoever opens the loot first, their luck is used to calculate the drops.

Luck stat affects each rarity differently. Luck Cap in the game is 500.

It is only possible to get maximum of 250 Luck in the game currently:

  • Junk: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
  • Poor: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
  • Common: Each luck decreases chance by 0.05%, 500 Luck: 0.75x Chance
  • Uncommon is not affected by luck
  • Rare: not linear, diminishing returns, 500 Luck: 3.5x Chance
  • Epic: not linear, diminishing returns, 500 Luck: 3.88x Chance
  • Legendary: not linear, diminishing returns, 500 Luck: 4.25x Chance
  • Unique: not linear, diminishing returns, 500 Luck: 4.38x Chance

Luck Value Table

Luck Junk Poor Common Uncommon Rare Epic Legendary Unique
50 x0.95 x0.95 x0.975 x1.0 x1.48 x1.54 x1.62 x1.64
100 x0.90 x0.90 x0.95 x1.0 x1.90 x2.04 x2.17 x2.22
150 x0.85 x0.85 x0.925 x1.0 x2.28 x2.47 x2.66 x2.72
200 x0.80 x0.80 x0.90 x1.0 x2.60 x2.84 x3.08 x3.17
250 x0.75 x0.75 x0.875 x1.0 x2.88 x3.16 x3.45 x3.54

It is important to note that Luck only increases chance of finding a high tier loot only if looted container/corpse has a chance of droping high tier loot.

Check Lootables to see which lootables drop high tier loot.

Enchantment Stats

Stats that come from weapons, armors or jewelry imbued with item enchantments.

Additional Magical Damage

Increases Magical Damage dealt (not affected by Magical Power Bonus).

Additional Physical Damage

Increases Physical Magical Damage dealt (not affected by Physical Power Bonus).

All Attributes/Primitive

Increases all Attributes (Strength, Agility, Will, Knowledge, Resourcefulness).

Armor Penetration

Armor Penetration governs the amount of physical damage you do that will completely bypass your enemy's armor rating.

Unlike in game description, armor pen decreases Physical Damage Reduction instead of Armor Rating. It has no affect on negative Physical Damage Reduction.

% Physical Damage Reduced = (100 - Attacker's Armor Pen) * Target's Physical Damage Reduction

100 Armor Penetration would decrease Damage reduced to 0.

This modifier cannot bring Damage Reduction below 0%. There is no functional difference between 105% Penetration and 100% Penetration. This modifier also does nothing if the target's Damage Reduction % is 0% or less.

Headshot Reduction

Headshot Reduction governs the amount of mitigated damage conferred by wearing protective head gear.

Decreases the headshot multiplier by flat amount. For example, normal headshot deals 150%, if the enemy has Armet which has 18% Headshot Reduction, instead it deals 150-18 = 132% damage

Impact Power

Impact Power governs the strength of your weapon strikes against a target, it determines if you can break objects and stagger blocking enemies.

Magic Penetration

Magic Penetration governs the amount of magical damage you do that will completely bypass your enemy's magic resistance rating.

% Magical Damage Reduced = (100 - Attacker's Magic Pen) * Target's Magical Damage Reduction

100 Magical Penetration would decrease Damage reduced to 0.

This modifier cannot bring Damage Reduction below 0%. There is no functional difference between 105% Penetration and 100% Penetration. This modifier also does nothing if the target's Damage Reduction % is 0% or less.

Magical Healing

Increases total healing done by magic (Cleric's heal spells and Warlock's Torture Mastery)

(Base Heal Amount + (Magical Healing * Scaling of Spell)) * Magic Power Bonus

Scaling info:

  • Sanctuary = 50% per second (250% total)
  • Torture Mastery = 50%

Physical Healing

Increases total healing done by Healing Potions, Troll's Blood, Ranger's Field Ration, and Campfires.

Projectile Reduction

Projectile Reduction governs the amount of mitigated damage from projectiles.

True Magical Damage

Increases Magical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.

True Physical Damage

Increases Physical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.

Weapon Damage

Increases Weapon damage. Does not increase damage not dealt by the weapon, like from Rogue's Rupture, or Barbarian's Achilles Strike's movement ticks.


Unimplemented Stats

These stats are not yet implemented.

Utility Effectiveness

Determines the bonus effectiveness of your utility items