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Automated data is up to date! Hover for more details.Stats Data last updated on: Patch:6.7#Hotfix 80-2.
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Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Movement Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells

Stats

Stats are primarily modified through the gear your character has equipped. Weapons/utilities only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a Flute are only granted while wielding the Flute. Stats from these sources will not be reflected in the Lobby.

Stats may also be modified by perks, buffs, and debuffs. Stats from perks will be reflected in the Lobby only if those stats are applied unconditionally. Stats from conditional perks (as well as buffs and debuffs) will not be viewable from the Lobby.

Charts

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

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

Attributes

Main stats that affect multiple other stats. Each class has varying base attributes, but they sum up to 105 for each class. Can be found as primary stats (stats which are always present on an item of the same name regardless of rarity or instance such as Strength on a Padded Tunic) as well as enchantments.

Strength

Physical Power

Physical Power governs your Physical Power Bonus.

Strength governs your Physical Power.

0 Strength starts at 0 Physical Power.

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

LaTeX Formula


Physical Power Bonus

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

Physical Power governs your Physical Power Bonus.

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

  • 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 60 = 0.5% each, up to 40%
  • 60 to 100 = 0.25% each, up to 50%

LaTeX Formula

Lower limit of -100%.

Base Health from Strength

Base Health determines your characters maximum Health.

See the Hybrid stat Base Health for more.


Vigor

Base Health from Vigor

Base Health determines your characters maximum Health.

See the Hybrid stat Base Health for more.


Health Recovery

Affects the rate at which you restore health when Resting, but not when using Bandages.

Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)

For example, a Barbarian resting with 95% Health Recovery Bonus will recover

Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health

Can't be found on gear aside from in the form of its governing attribute.

Vigor governs your Health Recovery.

0 Vigor starts at -55% Health Recovery.

  • 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%

LaTeX Formula



Agility

Action Speed from Agility

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.

See the Hybrid stat Action Speed for more.

Move Speed

Move Speed governs the speed at which your character runs or walks. Every 3 points in Move Speed is equal to 1% movement speed. There are many factors which can affect Move Speed, see Movement Speed for details.

To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below.

Agility governs your Move Speed.

0 Agility starts at -10 Move Speed.

  • 0 -> -10
  • 0 to 10 = 0.5 each, up to -5
  • 10 to 15 = 1 each, up to 0
  • 15 to 75 = 0.75 each, up to 45
  • 75 to 100 = 0.5 each, up to 57.5

LaTeX Formula


Hard capped to 330 Move Speed

Regular Interaction Speed from Agility

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

See the Hybrid stat Regular Interaction Speed for more.

Dexterity

Action Speed from Dexterity

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.

See the Hybrid stat Action Speed for more.

Manual Dexterity

Manual Dexterity determines how quickly Bard plays an instrument.

Can't be found on gear aside from in the form of its governing attribute.

Dexterity governs your Manual Dexterity.

0 Dexterity starts at -15% Manual Dexterity.

  • 0 -> -15%
  • 0 to 15 = 1% each, up to 0%
  • 15 to 23 = 3% each, up to 24%
  • 23 to 31 = 2% each, up to 40%
  • 31 to 37 = 1% each, up to 46%
  • 37 to 45 = 0.5% each, up to 50%
  • 45 to 95 = 0.1% each, up to 55%
  • 95 to 100 = 0% each, up to 55%

LaTeX Formula


Capped to 50%.

Item Equip Speed

Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/"explosive Light Source" Utility items.

All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/"non-exploding Light Source" Utility items are instantly equipped.

Can't be found on gear aside from in the form of its governing attribute.

Dexterity governs your Item Equip Speed.

0 Dexterity starts at -95% Item Equip Speed.

  • 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%

LaTeX Formula


Will

Magical Power

Also known as Magic Power, Magical Power governs your Magic Power Bonus.

Will governs your Magical Power.

0 Will starts at 0 Magical Power.

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

LaTeX Formula


Magic Power Bonus

Also known as Magical Damage Bonus, though contrary to this alternative name, it affects Healing too. Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.

Magical Power governs your Magical Power Bonus.

0 Magical Power starts at -80% Magical Power Bonus.

  • 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 60 = 0.5% each, up to 40%
  • 60 to 100 = 0.25% each, up to 50%

LaTeX Formula


Magical Resistance

Magic Resistance governs your Magical Damage Reduction.

Will governs your Magic Resistance.

0 Will starts at -20 Magic Resistance.

  • 0 -> -20
  • 0 to 5 = 4 each, up to 0
  • 5 to 15 = 3 each, up to 30
  • 15 to 33 = 4 each, up to 102
  • 33 to 48 = 3 each, up to 147
  • 48 to 58 = 2 each, up to 167
  • 58 to 100 = 1 each, up to 209

LaTeX Formula

Magical Damage Reduction

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

Magic Resistance governs your Magical Damage Reduction.

-300 Magic Resistance starts at -595% Magical Damage Reduction.

  • -300 -> -595%
  • -300 to -15 = 2% each, up to -25%
  • -15 to 8 = 1% each, up to -2%
  • 8 to 18 = 0.5% each, up to 3%
  • 18 to 33 = 0.4% each, up to 9%
  • 33 to 53 = 0.3% each, up to 15%
  • 53 to 85 = 0.25% each, up to 23%
  • 85 to 280 = 0.2% each, up to 62%
  • 280 to 340 = 0.15% each, up to 71%
  • 340 to 430 = 0.1% each, up to 80%
  • 430 to 500 = 0.05% each, up to 83.5%

LaTeX Formula


Magical Damage Reduction is capped to 65%

Buff Duration

Buff Duration modifies the duration of any temporary beneficial status effects you have.

Buff Duration does not modify buffs you apply to others.

Will governs your Buff Duration.

0 Will starts at -80% Buff Duration.

  • 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%

LaTeX Formula


Debuff Duration

Debuff Duration modifies the duration of temporary negative status effects; a negative value will shorten the duration, which is beneficial, and vise versa.

Debuff Duration does not modify debuffs you apply to others.

Will governs your Debuff Duration.

0 Will starts at 400% Debuff Duration.

  • 0 -> 400%
  • 0 to 1 = -166.7% each, up to 233.3%
  • 1 to 2 = -83.3% each, up to 150%
  • 2 to 3 = -50% each, up to 100%
  • 3 to 4 = -33.3% each, up to 66.7%
  • 4 to 5 = -23.8% each, up to 42.9%
  • 5 to 6 = -9.6% each, up to 33.3%
  • 6 to 7 = -8.3% each, up to 25%
  • 7 to 8 = -4.5% each, up to 20.5%
  • 8 to 9 = -4.2% each, up to 16.3%
  • 9 to 10 = -3.9% each, up to 12.4%
  • 10 to 11 = -3.7% each, up to 8.7%
  • 11 to 12 = -2.3% each, up to 6.4%
  • 12 to 14 = -2.2% each, up to 2%
  • 14 to 15 = -2% each, up to 0%
  • 15 to 17 = -1% each, up to -2%
  • 17 to 19 = -0.9% each, up to -3.8%
  • 19 to 20 = -1% each, up to -4.8%
  • 20 to 21 = -0.9% each, up to -5.7%
  • 21 to 22 = -0.8% each, up to -6.5%
  • 22 to 24 = -0.9% each, up to -8.3%
  • 24 to 29 = -0.8% each, up to -12.3%
  • 29 to 30 = -0.7% each, up to -13%
  • 30 to 31 = -0.8% each, up to -13.8%
  • 31 to 32 = -0.7% each, up to -14.5%
  • 32 to 33 = -0.8% each, up to -15.3%
  • 33 to 36 = -0.7% each, up to -17.4%
  • 36 to 37 = -0.6% each, up to -18%
  • 37 to 39 = -0.7% each, up to -19.4%
  • 39 to 41 = -0.6% each, up to -20.6%
  • 41 to 42 = -0.7% each, up to -21.3%
  • 42 to 46 = -0.6% each, up to -23.7%
  • 46 to 47 = -0.5% each, up to -24.2%
  • 47 to 49 = -0.6% each, up to -25.4%
  • 49 to 50 = -0.5% each, up to -25.9%
  • 50 to 52 = -0.3% each, up to -26.5%
  • 52 to 53 = -0.2% each, up to -26.7%
  • 53 to 55 = -0.3% each, up to -27.3%
  • 55 to 56 = -0.2% each, up to -27.5%
  • 56 to 58 = -0.3% each, up to -28.1%
  • 58 to 59 = -0.2% each, up to -28.3%
  • 59 to 60 = -0.3% each, up to -28.6%
  • 60 to 61 = -0.2% each, up to -28.8%
  • 61 to 62 = -0.3% each, up to -29.1%
  • 62 to 63 = -0.2% each, up to -29.3%
  • 63 to 64 = -0.3% each, up to -29.6%
  • 64 to 65 = -0.2% each, up to -29.8%
  • 65 to 66 = -0.3% each, up to -30.1%
  • 66 to 67 = -0.2% each, up to -30.3%
  • 67 to 68 = -0.3% each, up to -30.6%
  • 68 to 70 = -0.2% each, up to -31%
  • 70 to 71 = -0.3% each, up to -31.3%
  • 71 to 73 = -0.2% each, up to -31.7%
  • 73 to 74 = -0.3% each, up to -32%
  • 74 to 76 = -0.2% each, up to -32.4%
  • 76 to 77 = -0.3% each, up to -32.7%
  • 77 to 80 = -0.2% each, up to -33.3%
  • 80 to 81 = -0.3% each, up to -33.6%
  • 81 to 86 = -0.2% each, up to -34.6%
  • 86 to 87 = -0.3% each, up to -34.9%
  • 87 to 100 = -0.2% each, up to -37.5%

LaTeX Formula


Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration.

Magical Interaction Speed

Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See Action/Interaction/Cast_Speed for more.

Will governs your Magical Interaction Speed.

0 Will starts at -75% Magical Interaction Speed.

  • 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%

LaTeX Formula


Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you.

Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [time], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of.

Knowledge

Spell Casting Speed

Spell Casting Speed governs the speed at which you cast magical spells. See Action/Interaction/Cast_Speed for more.

Knowledge governs your Spell Casting Speed.

0 Knowledge starts at -60% Spell Casting Speed.

  • 0 -> -60%
  • 0 to 5 = 5% each, up to -35%
  • 5 to 10 = 4% each, up to -15%
  • 10 to 20 = 3% each, up to 15%
  • 20 to 50 = 2.5% each, up to 90%
  • 50 to 80 = 2% each, up to 150%
  • 80 to 100 = 1.5% each, up to 180%

LaTeX Formula


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

  • A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time.
  • A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time.


Memory Capacity

Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable.

Knowledge governs your Memory Capacity.

0 Knowledge starts at 0 Memory Capacity.

  • 0 -> 0
  • 0 to 6 = 0 each, up to 0
  • 6 to 100 = 1 each, up to 94

LaTeX Formula


Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap

Memory Cap Bonus% and Add Memory Cap are two different Enchantments.

For example, with 12 Memory Cap from 18 knowledge, 7.7% Memory Cap Bonus, and +8 Add Memory Cap, the final Memory Capacity will be

ceil(12 * 1.077) + 8 = 21 Memory Capacity


Knowledge vs Memory Capacity Bonus
Classes Knowledge (-6) (+1) (+2) (+3) (+4) (+5) (+6) (+7) (+8) (+9) (+10) (+11) (+12)
Warlock 15 (9) 5.6% 16.7% 27.8% 38.9% 50.0% 61.2%
16 (10) 5.0% 15.0% 25.0% 35.0% 45.0% 55.0% 65.0% N/A
17 (11) 4.6% 13.7% 22.8% 31.9% 41.0% 50.0% 59.1% 68.2%
18 (12) 4.2% 12.5% 20.9% 29.2% 37.5% 45.9% 54.2% 62.5%
19 (13) 3.9% 11.6% 19.3% 27.0% 34.7% 42.4% 50.0% 57.7% 65.4%
Bard/Cleric/Druid 20 (14) 3.6% 10.8% 17.9% 25.0% 32.2% 39.3% 46.5% 53.6% 60.8% 67.9%
21 (15) 3.4% 10.0% 16.7% 23.4% 30.0% 36.7% 43.4% 50.0% 56.7% 63.4% 70.0%
22 (16) 3.2% 9.4% 15.7% 21.9% 28.2% 34.4% 40.7% 46.9% 53.2% 59.4% 65.7%
23 (17) 3.0% 8.9% 14.8% 20.6% 26.5% 32.4% 38.3% 44.2% 50.0% 55.9% 61.8% 67.7%
24 (18) 2.8% 8.4% 13.9% 19.5% 25.0% 30.6% 36.2% 41.7% 47.3% 52.8% 58.4% 63.9%
Wizard 25 (19) 2.7% 7.9% 13.2% 18.5% 23.7% 29.0% 34.3% 39.5% 44.8% 50.0% 55.3% 60.6%
26 (20) 2.5% 7.5% 12.5% 17.5% 22.5% 27.5% 32.5% 37.5% 42.5% 47.5% 52.5% 57.5%
27 (21) 2.4% 7.2% 12.0% 16.7% 21.5% 26.2% 31.0% 35.8% 40.5% 45.3% 50.0% 54.8%
28 (22) 2.3% 6.9% 12.5% 16.0% 20.5% 25.0% 29.6% 34.1% 38.7% 43.2% 47.8% 52.3%
29 (23) 2.2% 6.6% 10.9% 15.3% 19.6% 24.0% 28.3% 32.7% 37.0% 41.4% 45.7% 50.0%
30 (24) 2.1% 6.3% 10.5% 14.6% 18.8% 23.0% 27.1% 31.3% 35.5% 39.6% 43.8% 48.0%
31 (25) 2.0% 6.0% 10.0% 14.0% 18.0% 22.0% 26.0% 30.0% 34.0% 38.0% 42.0% 46.0%
32 (26) 2.0% 5.8% 9.7% 13.5% 17.4% 21.2% 25.0% 28.9% 32.7% 36.6% 40.4% 44.3%
33 (27) 1.9% 5.6% 9.3% 13.0% 16.7% 20.4% 24.1% 27.8% 31.5% 35.2% 38.9% 42.6%
34 (28) 1.8% 5.4% 9.0% 12.5% 16.1% 19.7% 23.3% 26.8% 30.4% 34.0% 37.5% 41.1%
35 (29) 1.8% 5.2% 8.7% 12.1% 15.6% 19.0% 22.5% 25.9% 29.4% 32.8% 36.3% 39.7%
36 (30) 1.7% 5.0% 8.4% 11.7% 15.0% 18.4% 21.7% 25.0% 28.4% 31.7% 35.0% 38.4%

Memory Recovery

Increases the amount of Spell/(Skill?) Points (SP) you restore per tick.

Despite also being referred to as Spell Recovery Bonus, this also applies to Bard songs.

Can't be found on gear aside from in the form of its governing attribute.

Knowledge governs your Memory Recovery.

0 Knowledge starts at 43% Memory Recovery.

  • 0 -> 43%
  • 0 to 28 = 1.5% each, up to 85%
  • 28 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%

LaTeX Formula


SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)

Resourcefulness

Regular Interaction Speed from Resourcefulness

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

See the Hybrid stat Regular Interaction Speed for more.

Cooldown Reduction

Cooldown Reduction reduces the cooldowns of skills/perks, this includes spells such as Sorcerer spells.

Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)

Note that perk cooldowns are in the form of a debuff and are additionally affected by Buff/Debuff Duration.

Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)

Can't be found on gear aside from in the form of its governing attribute.

Resourcefulness governs your Cooldown Reduction.

0 Resourcefulness starts at -30% Cooldown Reduction.

  • 0 -> -30%
  • 0 to 20 = 2% each, up to 10%
  • 20 to 50 = 1% each, up to 40%
  • 50 to 100 = 0.5% each, up to 65%

LaTeX Formula


Persuasiveness

Persuasiveness determines the duration of Bard songs' buffs/debuffs.

Resourcefulness governs your Persuasiveness.

0 Resourcefulness starts at 0 Persuasiveness.

  • 0 -> 0
  • 0 to 35 = 1 each, up to 35
  • 35 to 71 = 0.5 each, up to 53
  • 71 to 99 = 0.25 each, up to 60
  • 99 to 100 = 0 each, up to 60

LaTeX Formula


Base buff duration formula:

Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling


Base Persuasiveness is currently 15 due to Bard's 15 Resourcefulness.

Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.

The duration listed both in game and in a song's description at Bard represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, meaning they always last the listed amount, before Buff/Debuff duration. Some songs technically apply no duration or their affect lasts only while Channeling, like Peacemaking and Chaotic Discord.

For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be:

90 x 20/15 x 100% = 120 seconds

This will also then get multiplied by the receiver's Buff Duration/Debuff Duration

Can't be found on gear aside from in the form of its governing attribute.

Buff Duration Calculator

Attribute Bonus

Attributes can be multiplied by sources such as Warlock's Curse of Weakness, or Wizard's Sage perk. These multipliers are applied after all other sources of additional attributes.

Final Attribute = Attribute * (1 + Attribute Bonus)


For example, with 30 Strength, and 15% Strength Bonus, final strength would be

Final Strength = 30 * (1 + 0.15) = 34.5 Strength

Note that attributes can have decimals, though in the in game details page they will be rounded.


Not to be confused with Attribute Bonus Ratio (Scaling)

Hybrid Stats

Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor.

Hybrid stats are calculated by first using separate weights to combine the relevant attributes into a Rating (which is not displayed in the Details screen), and then converting that Rating into the value displayed in the Details screen. This intermediate Rating can be fractional and is not rounded before being converted to the appropriate stat.

Base Health

Base Health partially determines your characters maximum Health.

Strength and Vigor governs your Base Health.

Strength gives 0.25 Base Health Rating, and Vigor gives 0.75 Base Health Rating, which then get summed into a total Base Health Rating and finally converted into Base Health using the graph.

Base Health Rating = Strength * 0.25 + Vigor * 0.75


0 Base Health Rating starts at 80 Base Health.

  • 0 -> 80
  • 0 to 34 = 2 each, up to 148
  • 34 to 50 = 1.5 each, up to 172
  • 50 to 75 = 1 each, up to 197
  • 75 to 100 = 0.5 each, up to 209.5

LaTeX Formula


Final Health formula with examples can be found on the Health page.

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. See Action/Interaction/Cast_Speed for more.

Agility and Dexterity governs your Action Speed.

Agility gives 0.25 Action Speed Rating, and Dexterity gives 0.75 Action Speed Rating, which then get summed into a total Action Speed Rating and finally converted into Action Speed using the graph.

Action Speed Rating = Agility * 0.25 + Dexterity * 0.75


0 Action Speed Rating starts at -38% Action Speed.

  • 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%

LaTeX Formula



An Action Speed of 50% results in the animation lasting for only 67% of the base animation length.

New animation length = Base animation length / (1 + Action Speed)


Regular Interaction Speed

Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See Action/Interaction/Cast_Speed for more.

Agility and Resourcefulness governs your Regular Interaction Speed.

Agility gives 0.4 Regular Interaction Speed Rating, and Resourcefulness gives 0.6 Regular Interaction Speed Rating, which then get summed into a total Regular Interaction Speed Rating and finally converted into Regular Interaction Speed using the graph.

Regular Interaction Speed Rating = Agility * 0.4 + Resourcefulness * 0.6


0 Regular Interaction Speed Rating starts at -26% Regular Interaction Speed.

  • 0 -> -26%
  • 0 to 7 = 2% each, up to -12%
  • 7 to 15 = 1.5% each, up to 0%
  • 15 to 20 = 7% each, up to 35%
  • 20 to 25 = 6% each, up to 65%
  • 25 to 30 = 5% each, up to 90%
  • 30 to 35 = 4% each, up to 110%
  • 35 to 40 = 3% each, up to 125%
  • 40 to 45 = 2% each, up to 135%
  • 45 to 100 = 1% each, up to 190%

LaTeX Formula



New interaction length = Base interaction length / (1 + interaction speed)


For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length.

Surgical Kits and Bandages have 50% Scaling on regular interaction speed, therefore, their formula looks like

New interaction length = Base interaction length / (1 + interaction speed * .5)

Other Stats

Armor Rating

Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as Fighter's Barricade (Armor Rating) or Fighter's Defense Mastery (Armor Rating Bonus).

Formula can be simplified as:
Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)


Note that Fighter's Defense Mastery and Rogue's Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.

Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)


Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as:

Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating


Example using the last formula:
With 100 AR from equipped Items, 20 from Enchantments, and -40% Item Armor Rating Bonus, the player would result in

100 * (1 + -0.4) + 20 = 80 Armor Rating

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 governs your Physical Damage Reduction.

-300 Armor Rating starts at -619% Physical Damage Reduction.

  • -300 -> -619%
  • -300 to -3 = 2% each, up to -25%
  • -3 to 20 = 1% each, up to -2%
  • 20 to 25 = 0.5% each, up to 0.5%
  • 25 to 30 = 0.45% each, up to 2.75%
  • 30 to 35 = 0.4% each, up to 4.75%
  • 35 to 40 = 0.35% each, up to 6.5%
  • 40 to 55 = 0.3% each, up to 11%
  • 55 to 75 = 0.25% each, up to 16%
  • 75 to 275 = 0.2% each, up to 56%
  • 275 to 315 = 0.15% each, up to 62%
  • 315 to 374 = 0.1% each, up to 67.9%
  • 374 to 500 = 0.05% each, up to 74.2%

LaTeX Formula


Physical Damage Reduction is capped to 65%

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.

Can't be found on gear (aside from the base values for each weapon) and is not affected by other stats.

Item Swap Speed

Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed.

Affected by Action Speed.

Wearing Time Speed

Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed.

Affected by Item Equip Speed.

Luck

Luck affects the Loot that is rolled when you open a container or kill a monster.

Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops.

Luck is capped at 500.

It is possible to reach the Luck cap:


Icon Caution.pngNeeds further testing!
It is not confirmed if Bard's Unchained Harmony applies the Bard's Luck when it opens containers.
Contribute by joining the Spells & Guns discord!


Icon Caution.pngNeeds further testing!
Which character's Luck is used if a monster or the environment kills a monster? Do monsters/traps have Luck? Is loot instead rolled when the monster is first looted?
Contribute by joining the Spells & Guns discord!


Luck Scalar

Luck Scalars are but one piece of information needed to calculate drop probability at X Luck.

The calculation is not a simple multiplication, so do not expect Uniques to be 4.382 times more common at 500 Luck.

The true effect of Luck varies depending on Drop Rate tables. See the Luck subsection Probabilities from Luck for an in-depth explanation of how Luck Scalars affect probabilities of drops.

Additionally, luck works with a hidden property called Luck Grade. Many loot tables will match item rarity one to one with item luck grade, but there are exceptions, see the Cave Troll's quest drops for a counterexample.

Luck Scalar Graphs

Updated for Patch:6.7#Hotfix 81! The domain has been adjusted from 0-500 to 0-5000 to better reflect user-collected findings.

LaTeX Formula


If the Luck Scalar Graph doesn't cover a Scalar value you wish to see please reference the desmos graph.
The desmos graph displays the LaTeX equations.


Max Spell Count

Determines the number of spells that can be stored at once. For example, at base, Wizard can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively

Can't be found on gear and is not affected by other stats.

Enchantment Stats

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

Enchantments that aren't traditional Stats and only exist in a Damage/Healing formula are listed below and can also be found in Damage_Calculation and Healing.

Enchantment Description
Physical Base Healing Increases Physical Base Healing performed
Magical Base Healing Increases Magical Base Healing performed
Armor Penetration Increases the amount of Physical Damage that bypasses enemy's Physical Damage Reduction
Magic Penetration Increases the amount of Magical Damage that bypasses enemy's Magical Damage Reduction
Projectile Reduction Decreases damage taken from projectiles (Arrows, Throwing Knives, etc.)
Headshot Damage Reduction Decreases Hit Location Bonus additively if targeting the head
True Physical Damage Increases Physical Damage dealt that is not influenced by enemy defences
True Magical Damage Increases Magical Damage dealt that is not influenced by enemy defences
Weapon Damage Increases Gear Weapon Damage
Additional Physical Damage Increases Physical Damage dealt (not affected by Physical Power Bonus)
Additional Magical Damage Increases Magical Damage dealt (not affected by Magical Power Bonus)
Luck Increases Luck for obtaining items)

For the possible values of Enchantments and their historical rolls, see Enchantment Values

Unimplemented Stats

These stats are not yet implemented.

Utility Effectiveness Bonus

Determines the bonus effectiveness of your utility items

The latest magic changes
Zirankaoyu | Posted on Mar 12, 2025 at 2:34 pm

I can't believe that the physical and magical curves in a game could be modified to be the same. This is too strange. Are the basic damage of melee weapons and magic weapons the same concept? What is the difference between physical damage and magical damage? This is a ridiculous change. I think there is a better solution to weaken the magic profession.I think game planners are being lazy when making this decision.

PDB and MDB
Yukinon | Posted on Mar 9, 2025 at 11:58 am | Last edited on Mar 9, 2025 at 11:59 am

With this latest patch the notes have:

- Flattened the Physical Damage Bonus (PDB) curve at the upper end.

- Updated the Magical Damage Bonus (MDB) curve so it now matches the new PDB curve.

But in testing last night I noticed that the PDB chart still matches what is in game, while the MDB chart doesn't. Was the PDB chart updated while the other wasn't or is something else going on?

Raw Salad | Posted on Mar 15, 2025 at 9:03 pm

There was an issue in the wiki update pipeline that delayed info for HF80. Issue has now been resolved and automated data is back up to date.

Any word on Luck?
jose peralta | Posted on Feb 11, 2025 at 11:44 pm

is luck working?

Raw Salad | Posted on Feb 16, 2025 at 10:27 pm

We do not have enough data for a statistically significant conclusion.

Right now there is a "trend" in the user-collected drop data that supports the idea of luck working, but working far weaker than previously believed. The wiki has been adjusted with this idea in mind, but keep in mind that luck not working is still quite a realistic possibility. We went with assumption that it works since the data supports that a bit better and this interpretation is favorable toward IronMace. We don't wish to cause the IronMace grief and undue work by leading the community to believe the more extreme interpretation of collected data.

Physical Power & Magic Power chart
Pinstrip | Posted on Jan 26, 2025 at 8:01 pm

Something seems off with the physical power and the Magic Power chart, as a naked fighter I have 16 Physical Power, shouldn't I have 15? When I equip riveted gloves it jumps to 17 which is correct according to the graph. The same goes for Magic Power

Georgosik | Posted on Jan 30, 2025 at 9:19 am

It is just a visual bug. Even with 16 Physical Power, the Physical Power Bonus still stands for 0% how it should be. So grey (poor) Riveted Gloves gives you 2 Strength ->17 Physical Power and as a result Physical Power Bonus raises up to 2%.

Magical resistance chart
Piti | Posted on Jan 23, 2025 at 3:22 pm

Numbers between Magical Resistance chart and in game (Magic Resist Rating) doesn't match

A nude Fighter has 15 will which equals to 30 Magic Rating, which equals to 7,8 Magic Resis OK

But

A nude Druid has 18 will, looking at the chart this should be equal to 30 + (from 15 to 33: 4 each) 3 X 4 = 12 --> 42 Magic Resist Rating which would be equal to (33 magic resis bottom segment) 9% + (from 33 to 53: 0,3 each) 9 X 0,3 = 11,7% Magic Resis

However in game a nude Druid is displayed with 52 Magic Rating and 14,7% Magic Resis (A player with 52 magic resis does actually adds up to 14,7 magic resis, so it is the will conversion which is different in the chart)

Georgosik | Posted on Jan 30, 2025 at 9:23 am

For my Druid (and Barb with the same 18 will) I have 42 Magic Resist Rating which gives me 11.7% Magic Resistance as in the chart.

I believe you probably use Skeleton Skin which increases your Magic Resistance by 10.

Piti | Posted on Feb 2, 2025 at 1:04 am

Lol you are completly right, I completly forgot about that... what a dude, ty!!!

护甲
茹斯坦木索巴 | Posted on Dec 23, 2024 at 8:32 am

200——300护甲值的物理伤害减免实际上比统计表上的少了0.1%

Magic resistance or Magical Damage Reduction
anonymous | Posted on Oct 21, 2024 at 3:05 pm

Which one is better to stack if fighting against Wizard/Warlock?

Magic resistance per Will from 20 to 28 is 4 not 5
anonymous | Posted on Oct 18, 2024 at 10:15 am

title

Did they revert the armor scaling nerf?
anonymous | Posted on Oct 1, 2024 at 3:50 am

Did they revert the armor scaling nerf? Why does it say 175 to 230 = 0.3% each, up to 48%, it used to be 0.25% per after they nerfed it?

111
anonymous | Posted on Aug 11, 2024 at 2:11 am

Why can't the loss duration bonus and gain duration bonus be applied to others?

anonymous | Posted on Oct 3, 2024 at 12:20 pm

Weird question. "Because it's designed that way"

But if you are voicing your disagreement, I do somewhat agree with you. After all, they did make a stat for that, but for specific calss - Bard has Persuasiveness, that governs length of buffs and debuffs applied by bards to targets (that is additionally modifiet by target's own buff\debuff duration bonus). Wouldn't mind similar effect to have on other casters and even martials (Barb shouts, for example)

Skill Cooldown Reducation calculation.
anonymous | Posted on Jul 11, 2024 at 2:56 am

"Cooldown Reduction reduces the cooldowns of skills/perks. Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)

Note that perk cooldowns are in the form of a buff/debuff and are additionally affected by Buff/Debuff Duration. Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)"

Since some skills/perk also is affected by Buff/Debuff, how do you implement that to the total skill's cooldown time?

ParadoxArcher | Posted on Aug 3, 2024 at 7:41 am

I mean, the cooldown timer is only considered started when the status effect ends. If you were looking for an exact amount of time between applications of a debuff then you can just add the debuff duration to the cooldown.

Hand Crossbow equip speed
Hiimray | Posted on Jul 8, 2024 at 7:40 am

The Item Equip Speed speed section says that weapons equip instantly and therefore don't benefit from the stat, but equipping a Hand Crossbow as a Rogue does seem to have a progress bar (progress circle?). I haven't tested anything with other classes.

ParadoxArcher | Posted on Aug 1, 2024 at 8:51 am

I noticed it and knew it was inaccurate too, I have tested a plethora of items and resolved the issue

Physical Damage Reduction Curve Not Accurate as of Most Recent Update
anonymous | Posted on Jul 8, 2024 at 6:27 am

Physical damage reduction curve currently isn't correct; they updated it about 3 days ago for Early Access Hotfix #55: "Slightly lowered the amount of Physical Damage Resistance earned per Armor Rating within the upper sweet spot of the curve (~200 Armor Rating.)".

I tested it to double check, and the armor does indeed have some new sort of scaling in the 175-230 region that isn't described above. When I increased armor from 175 to 181, I gained 1.5% reduction instead of the expected 1.8% damage reduction (33% total), and when I increased it by another 15 armor to 196, instead of gaining 4.5% reduction, I only gained 3.7% (36.7% total)

Knowledge in Martial Class Stat Spreads is Frustrating (Especially Without Multiclassing)
anonymous | Posted on Jul 5, 2024 at 3:18 am

After reading over this wiki to better understand the game and how it works, and finally reaching this page, I feel like this is something I need to point out and see if anyone else agrees: Knowledge is a really frustrating stat because of it's inequality between martial and caster classes.

I understand that Ironmace can't just give every non-caster class a base 5 in Knowledge like Barb has and allocate those extra points somewhere more useful, but it's also somewhat annoying to see that it's not even uniform amongst the other martial classes. Rogue has 10, Ranger has 12, and Fighter has 15. Granted, Fighter has 15 in *everything*, but still, I find it strange and a little irritating that the only true "dump stat" for martials is still at least a two-digit number for everything but Barb. I know Multiclassing used to be a thing sometime before the current update, which I guess is the only reason that Knowledge might be useful on a martial class, but without Multiclassing in the game currently it just feels bad to see these points allocated into a stat that does precisely nothing for martials.

And even WITH Multiclassing, only Fighter has a base Knowledge stat comparable to any of the casting classes (Warlock in particular with their base 15) to make it actually useful in any degree - which feels wrong to me, coming from a Dungeons & Dragons background. In Dungeons & Dragons, Rangers are half-casters while Eldritch Knight Fighters are only third-casters - same as Arcane Trickster Rogues. Yet based on Knowledge in this game, Fighters are on par with Warlocks, Rangers are like half-casters, and Rogues like third-casters. I know that Dark and Darker isn't meant to be one-to-one with Dungeons & Dragons (despite both sharing the D&D/DnD abbreviation, humorously enough), but it still just feels wrong to me. Even from a purely Dark and Darker perspective, if the intent is to give some martials a little bit better Knowledge to incentivize/permit multiclassing into casting, would 10 or 12 base Knowledge even be worth it? Even base 15 Knowledge feels a little limited with it's Memory Cap of 9; a base Cap of 6, and especially 4, just sounds like an awful waste of a Skill slot and Weapon slot to me. And that's even before considering the extra Knowledge, Memory Cap, Casting Speed, etc. rolls you'd want on gear just to catch up and make multiclass casting worth it - rolls which are actively competing against the standard desirable rolls for Rogues and Rangers.

Does anyone else share this sentiment about Knowledge on non-casters being a point of contention? I almost feel like Knowledge should have some other effect that isn't specifically casting-related. After all, every other stat in the game has something it influences that makes it necessary to some degree, like Action and Regular Action Speeds. Why should Knowledge be the only one that gives absolutely no upside to classes that don't have spells, yet still have upwards of 10 Knowledge? I don't even have a proposition as to what Knowledge could influence, because everything else stat-wise makes sense and is well-thought out. Knowledge just feels really weird as a stat that's only important for casters. It almost makes me think that it should be removed, and things like Memory Capacity, Recovery, and Spellcasting Speed should be delegated to other stats. But that would be unfair to casters in the same way that it's currently unfair to martial classes (well, not the SAME way; more like the opposite side of the same coin). I don't know, maybe I'm weird for thinking about it in this way, but seeing how the other stats work compared to Knowledge, it just makes Knowledge feel somewhat flawed, without an obvious fix or solution.

anonymous | Posted on Jul 28, 2024 at 2:35 pm

Invis pots have a knowledge requirement of 15 as of July 2024, which is notable for barb as it prevents them from being a one shot landmine, so the knowledge stat isn’t useless and there is a niche build for landmine barb that knowledge is build for.

anonymous | Posted on Oct 3, 2024 at 12:16 pm

Some time ago, Knowledge did affect Magical Interaction Speed (Shrines, opening escape protal) instead of Will. I feel like that was at least marginally useful for all classes, and made sense. Completly discagree with moving that to Will, that is already affecting 4 other stats.

In addition, Knowledge can get a few usefull additions to other clases. For example spell recovery speed could begin affecting rechargable skills or separate skill recovery speed could affect that, perhaps scaling from Resoursfulness and Knowledge - I can see rogue quickly crafting caltrops during short rest at a campfire if it was rechargable, same with pseudo-meditating fighter, using his knowledge about breathing techniques to recover second wind. More wastefull Barbarian will recover his blood exchange slower, unless he builds some knowldge and\or resoursfulness.

Other idea is to move either buff or debuff duration bonus to knowledge. You can thematicly argue for each of them: "I know how prayers to gods, so Bless keeps for longer, and I can keep the bard's tune for more time" or, "I know how to deal with being poisoned and a quick chant against a curse"

spell casting speed calculation is wrong
DrunkHostage | Posted on Jun 2, 2024 at 11:24 am | Last edited on Jun 2, 2024 at 11:25 am

The curve and the spell casting speed calculation are wrong. We now have more spell casting speed than mentioned on the wiki. I did the tests by comparing and calculating with the knowledge on the game. The same may be true of regular interaction speed, which was changed at the same time as spell casting speed.

anonymous | Posted on Jun 6, 2024 at 1:01 am

With the most recent update, a lot of this is wrong. Agility and move speed is way different, agility doesn't effect it as much for example.

Sur | Posted on Jun 23, 2024 at 8:34 pm

Updated a few days after patch

High Armor Penetration
anonymous | Posted on Apr 25, 2024 at 5:06 am

If a class can manage pull off more than 100% Armor Penetration, Example: 125% Armor Penetration 58 Windlass Crossbow

Will it do a bit more damage?

Thank you in advance!


anonymous | Posted on Apr 27, 2024 at 11:13 am

Armor penetration does not allow you to reduce an opponents armor past 0% and you don't benefit from having over 100%.

If you click the Armor Penetration embed in the Enchantments table just above this comment section, it will bring you to the wiki's Damage page. There you can find detailed information on how it's calculated and what it's limitations are (such as not being able to reduce damage reduction past 0%), as well as similar information of other stats if you're interested.

Cheers, Solace

Poisoned Weapon & Magic Resist
anonymous | Posted on Apr 23, 2024 at 5:43 pm

Does Poisoned Weapon from Rogue is affected by Magic Resist?

anonymous | Posted on Apr 27, 2024 at 10:33 pm

If your asking if enemy magic resist can block the poison damage then yes. However due to the damage being rounded, and poison damage ticks being so low, it would be hard to reduce it by any significant amount. Because each stack would have it's own formula. Since rogue poison's base is 1 damage per second, if you have 5 stacks, it will never reduce below 5 damage per second since each stack of 1 damage per second will always round to 1 damage at the lowest. Damage over time also only receives 50% bonus ratio to it's scaling and it does not scale per tick, it's per total damage dealt overtime and rogues poison being only 4 seconds means that the 4 damage over time total is hard to increase significantly with any percentage scaling (however this means additional and true damage would scale it much nicer). So overall it's pretty hard to increase the amount of damage per poison tick to a significant enough number where magic resist would be able to effectively stop it. So it does defend against it, just not very well due to the way poison stacks rather then being counted as 1 buff. Also in general nobody really builds magic resist except warlocks who don't have multi class lol.

anonymous | Posted on Jun 12, 2024 at 11:42 am

Yesterday I tried rogue's poisoned perks on a dummy, and on a tick it was shown 0 damage / tick on 1 stack and 4 damage / tick on 5, why ?

Question with Bow
anonymous | Posted on Mar 21, 2024 at 8:29 am

What stats should we prioritize to increase damage with bows?

Gdubrocks | Posted on Mar 22, 2024 at 12:36 am

Strength increases damage with bows. Getting 15 should be a priority.

Grass | Posted on Mar 28, 2024 at 4:14 am | Last edited on Mar 28, 2024 at 4:15 am

+true physical is a favored modifier as it is not affected by damage falloff or the %50 limb modifiers, although there is no %150 headshot modifier as well (What I mean is if you have 2 true phys, no matter where you hit or what distance you shoot at you are hitting for 2 damage before enemy PDR)

Questions about the upper limit of movement speed.
anonymous | Posted on Mar 10, 2024 at 10:10 pm

I know that the current move speed limit is 350, if my stats are calculated to 380 and I use a -30 weapon, will I move at 350 or 320?

Raw Salad | Posted on Mar 23, 2024 at 5:15 pm | Last edited on Apr 2, 2024 at 11:26 pm

You will move at 350.


Say your stats come out to 385 ms.

When you equip that weapon you have 385-30=355. Which is then capped to 350.

In terms of operation order, the hard cap is applied after everything else.

Reg. Interaction Speed on Weapon
anonymous | Posted on Dec 6, 2023 at 6:36 am

Does this work, assuming I've got the weapon out in hand when I interact?

Esthelion | Posted on Dec 9, 2023 at 9:59 am

Yes.

Weapon Damage, spellbook
anonymous | Posted on Sep 27, 2023 at 2:57 am

Does weapon damage on a spellbook make the spells more powerful? hit more?

anonymous | Posted on Oct 10, 2023 at 8:34 pm

No. Magic Power, True Magic Damage and Addition Magic Damage are what you want for spells.

House | Posted on Nov 18, 2023 at 5:47 pm | Last edited on Nov 18, 2023 at 5:49 pm

If you mean magical damage, the damage on books, then yes it's the most important stat for dmg for wizards and warlocks. Everything multiplies from it becoming exponentially stronger just like weapon damage on all other weapons. It does nothing for cleric heals but can affect their damaging spells.

anonymous | Posted on Feb 20, 2024 at 8:52 pm

Weapon Damage will not roll as one of the stats on a Spellbook if, however, it was able to than the answer is no. mb i replied to this in the comment above :p

reload speed
anonymous | Posted on Sep 13, 2023 at 6:42 am

Is any stat affect reload speed for crossbow and bow ?

anonymous | Posted on Sep 16, 2023 at 6:36 pm

Agi and Action Speed