Game mechanics
Formulas behind the numbers
How damage is worked out, how fast heroes level, how items roll and where gold comes from and goes. Each guide gives the rule in one line, then the formula, the numbers and a worked example.
Guides
Combat formulas
Armor, resistances, crits, dodge, block and how damage is worked out.
Leveling and XP
XP per level, XP per kill, the catch-up bonus and skill and passive points.
Item drops and rarity
How items roll: rarity weights, luck, item level and affixes.
Gold, offline progress and storage
Gold per kill, offline rewards, bag and stash space.
Where the numbers come from
Every number in these guides was read from the game's code and worked out with the settings the client really runs with:
- 1 The codeThe closed-beta client (0.7.2) contains the game's own formulas, with built-in defaults.
- 2 The shipped settings The client ships balance settings that replace some of those defaults. The guides use the shipped value: gold per kill is doubled, for example.
- 3 The server Changes none of these formulas in this build. It does set some prices, such as Crystal prices and market fees, which are marked where they appear.
A launch build can ship different settings, so every value here may change at launch.
Reading the numbers
| Numbers | How to read them |
|---|---|
| Percentages | Stored in basis points: 100 points are 1%, so a Crit Chance of 325 shows as 3.25% and 10,000 points are 100%. The formulas use the percentage. |
| Dodge, Block, Elemental Block | Ratings, not percentages. A formula that depends on the attacker's level turns them into a chance (see Dodge). |
| Health, Regen, Absorption | Scaled: the hero sheet shows Health ×10, Regen ×1.5 and Absorption ×5 compared with the raw stat, and combat uses the scaled numbers. |
Worked examples use round numbers to show how a formula behaves, not values from a real save.
Source: closed-beta game client 0.7.2. Data from the closed beta, so values may change at launch.