Statistics
The seven, what each one does, and which of them answer each other.
A player's statistics are never stored as totals. They are the sum of source-tagged modifiers, and every consumer — the simulation's combat maths and the HUD's breakdown alike — derives what it needs from the same list.
Adding an item, a spell effect or a debuff is therefore only ever appending or
removing modifiers. An effect ends by identity, never by subtracting its
amount back out, which is why every modifier carries where it came from. The
seven, with their base values, are rendered from STAT_ORDER and BASE_STATS.
| Statistic | Base | What it does |
|---|---|---|
| physicalDamage | 55 | Answered by Armor. |
| magicDamage | 0 | Answered by Magic Resist. |
| trueDamage | 0 | Answered by nothing. Added after mitigation. |
| haste | 0 | Shortens cooldowns, by division. |
| movementSpeed | 6 | Metres per second. |
| armor | 30 | Cancels Physical Damage, one for one. |
| magicResist | 30 | Cancels Magic Damage, one for one. |
Who answers whom
Two of the three damage statistics have an answer, and one does not:
Physical Damage ↔ Armor
Magic Damage ↔ Magic Resist
True Damage ↔ nothing
Mitigation is flat rather than proportional. A point of Armor cancels a point of Physical Damage, with a floor of zero. There is no diminishing curve, which means a big enough pile of Armor genuinely stops a small enough blow outright — and that is the pressure True Damage exists to answer.
What the pools cost
Physical spells are paid for in stamina, magical ones in mana, and a spell that is both is paid for in both — which is what makes a hybrid expensive rather than merely versatile.
Movement costs stamina too, charged by distance rather than by time, so a slow walk is cheaper than a sprint by construction and no future movement speed has to remember to say so. The rates are the simulation's own constants.
| Flow | Rate |
|---|---|
| Stamina, standing still | +16/s |
| Stamina, while moving | +3/s |
| Stamina, per metre travelled | −0.7 |
| Mana | +7/s |
| Health | nothing — healing is a mechanic, not the passage of time |
Standing still is rest: a body that stops gets its wind back in a few seconds. Moving leaves you about a point a second down — small on purpose, meant to be felt at the end of a long chase and never in a fight.
Health is deliberately absent from anything that refills. Being hurt is meant to stay a problem, and healing is a mechanic rather than the passage of time.
Last updated Aug 3, 2026