Table of Contents Show
Details each ability in its current state, including the specific numbers of how they affect things.
All Abilities Explained in Detail
There has been a lot of discussion and questions around specifically how various character abilities work. So, I pulled out a decompiler and started digging through game code to try to find as many relevant details as I could about every ability currently in the game.
Included with each ability is the code name for that ability which can be used to locate it in code or in a save editor.
Warning: This game is rapidly evolving and receiving regular updates all the time. This guide will probably quickly get outdated. I am not planning to try to keep updating it every time something changes, but I will make an effort to update it once in a while.
Last updated for game version 0.784 released on July 21, 2021.
Abilities to Avoid
The abilities in this list appear to have no implementation in the game yet, meaning they don’t actually do anything.
- Ignore Pain
- Group Combat
- Summoner
Player-Only Abilities
The abilities in this list only work on the main player character. Giving them to companions currently has no effect.
- Golden Hand
- Scavenger
- Crystal Hunter
Attributes
Vitality
Adds 30 max health per rank. Characters start with 350 health at 0 vitality.
Strength
Adds 5% damage per rank for all weapons wielded by the character. Does not affect elemental damage.
Power
Increases maximum mana by 15 per rank. Characters start with 80 mana at rank 0. Increases mana regeneration by 0.35 per tick per rank (not 100% sure on this part). Also increases the effectiveness of various magical abilities.
Ability | Effect |
Fireball | Adds 10 damage per rank |
Frostbite | Adds 5 damage per rank |
Healing Aura | Adds 10 healing per rank |
Agility
Has several effects.
- Increases accuracy of bows by 2% per rank.
- Increases character animation speed by 2% per rank up to a max of 30% at rank 15.
- Increase max stamina by 10 per rank. Characters start with 120 stamina at rank 0.
- Increases max balance by 5 per rank (makes it harder to get stunned/staggered). Characters start with 50 balance at rank 0.
- Increases defense by 1 per rank.
Weapon Skills
Weapon skills.
Note about proficiency abilities
There are additional “weapon types” present in the code which are not affected by any of the weapon proficiency abilities:
spear, throwingaxe, javelin, magic |
Dagger Proficiency
Increases damage with daggers by 10% per rank.
Skill Name | Max Rank | Weapon Types |
daggerproficiency | 5 | dagger |
Sword Proficiency
Increases damage with one handed and two handed swords by 10% per rank.
Skill Name | Max Rank | Weapon Types |
swordproficiency | 5 | onehand twohand |
Axe Proficiency
Increases damage with one handed and two handed axes by 10% per rank.
Skill Name | Max Rank | Weapon Types |
axeproficiency | 5 | onehandaxe twohandaxe |
Mace Proficiency
Increases damage with one handed hammers by 10% per rank.
Skill Name | Max Rank | Weapon Types |
maceproficiency | 5 | onehandhammer |
Bow Proficiency
Increases damage with bows by 10% per rank.
Skill Name | Max Rank | Weapon Types |
bowproficiency | 5 | bow |
Blocking
Reduces incoming damage 10% per rank while actively blocking.
Skill Name | Max Rank |
blocking | 5 |
Note
This damage reduction is multiplied at the end of the damage calculation, affecting the final result.
Phantom Slashes
Increases the combo damage multiplier by 5% per rank.
Skill Name | Max Rank |
phatomslashes (misspelled) | 5 |
Notes
- The combo damage multiplier is multiplied with the heavy attack multiplier (1.5) for heavy attacks.
- The combo damage multiplier is applied before the damage is reduced by enemy defense rating.
Formula
multiplier = (1.15 + rank * 0.05) * combo_count
Examples
At rank 0, multiplier is increased by 15% per combo count up to +120% at 8.
At rank 5, multiplier is increased by 40% per combo count up to +360% at 8.
Focus
Increases the rage accumulated per hit by 1 per rank.
Skill Name | Max Rank |
focus | 5 |
Notes
- Reaching 100 rage allows a special attack to be performed via the “block” input key. Performing the attack resets rage to 0.
- Weapons have a built-in amount of rage per hit that they generate. This ability adds to that. The weapon rage numbers are not currently known.
- Rage appears as a bar below the stamina bar on the HUD. A full bar represents 100 rage.
Combat Skills
Combat skills.
Ignore Pain
Decreases chance of stun when getting hit?
Skill Name | Max Rank |
ignorpain (misspelled) | 5 |
Note
No usage of this could be found anywhere in the code. Perhaps this ability is not implemented?
Regeneration
Increases passive health regeneration by 1.5 per tick per rank.
Skill Name | Max Rank |
recreation | 5 |
Note
The regen is applied every FixedUpdate tick. It is currently unknown what the application framerate is set to, which is what controls how often FixedUpdate is called.
Constitution
Increase maximum health by 15 per point.
Skill Name | Max Rank |
ironbody | 5 |
Note
The increase per point is calculated as half of the vitality increase per point, which is set to 30. As written, if they were to change health per vitality, it would also affect constitution.
Hardened Skin
Increases defense rating by 8% of your agility per point.
Skill Name | Max Rank |
hardenedskin | 5 |
Notes
- The effectiveness of this ability is tied to your agility. At rank 5 with 5 agility, you would gain 2 defense. With 10 agility, you would gain 4 defense.
- Compared to armor, the amount of defense gained by this ability is very small unless you pour a lot of points into agility.
Athletic
Increases maximum stamina by 15 per rank and increases stamina regeneration by 0.15 per tick per rank.
Skill Name | Max Rank |
athletic | 5 |
Notes
- The regen is applied every FixedUpdate tick. It is currently unknown what the application framerate is set to, which is what controls how often FixedUpdate is called.
- The base stamina regeneration per tick is 0.5. This can add up to another 0.75 at max rank, totaling 1.25.
Dodge
Increases the invincibility time when performing a roll by 0.1 second per rank.
Skill Name | Max Rank |
dodging | 5 |
Notes
- The ability description also mentions decreasing the roll cooldown, but I could find no evidence of that in the code.
- The base invincibility time for a roll is 0.35 seconds. This can add another 0.5 seconds at max rank, totaling 0.85 seconds.
Magic Skills
Magic skills.
Healing Aura
Heals the caster for {50 * rank + 10 * power} at a rate of 0.2 per tick.
Skill Name | Mana Cost | Max Rank |
skillHealingAura | Unknown | 5 |
Fireball
Launches a projectile that deals {30 + 40 * rank + 10 * power} damage to enemies within a radius of {unknown} at the target location and sets them on fire, dealing {unknown} additional damage for 3 seconds
Skill Name | Mana Cost | Max Rank |
skillFireball | Unknown | 5 |
Frostbite
Deals {20 + 10 * rank + 5 * power} damage to enemies within a radius of {unknown} around the caster and chills them, dealing {unknown} additional damage and slowing animation speeds by 50% for 3 seconds
Skill Name | Mana Cost | Max Rank |
skillFrostbite | Unknown | 5 |
Alchemist
Increases the yield of health and mana potions by 15% per rank.
Skill Name | Max Rank |
alchemist | 5 |
Elemental Resistance
Increases base elemental resistance against all element types by 2 per rank.
Skill Name | Max Rank |
elementalresistence | 5 |
Notes
- Base elemental resistance starts at 0. This skill allows getting it up to 10. Additional elemental resistances can be found on armor sometimes, but only one element type at a time.
- Elemental resistance directly negates incoming damage. For example, an attack that would do 25 fire damage against a target with 10 fire resistance will result in 15 damage.
Other Skills
Other skills.
Golden Hand
Increases the chance that gold will drop from breakables, chests and monsters by 5% per rank.
Skill Name | Max Rank |
goldenhand | 5 |
Notes
- Only the main player character’s rank in this ability is used by the game. Giving this skill to companions has no effect.
- Whether something is killed by the player or by a companion is not a factor in determining loot.
- Whenever something lootable is killed/opened/destroyed, it will make a number of attempts to create loot each type of loot, gold being one of the loot types. See Scavenger notes for more details.
- The base gold drop chance per attempt is 20%. This skill can increase that to 45% at max rank.
- The amount of gold per attempt is not affected by this skill, nor is the number of attempts per lootable. Only the likeliness of each attempt to generate gold is increased.
Scavenger
Increases the chance for all types of loot to drop from breakables, chests and monsters by increasing the number of loot chances per object by one per rank.
Skill Name | Max Rank |
scavenger | 5 |
Notes
- Only the main player character’s rank in this ability is used by the game. Giving this skill to companions has no effect.
- Whether something is killed by the player or by a companion is not a factor in determining loot.
- Whenever something lootable is killed/opened/destroyed, it will make a number of attempts to create loot each type of loot. This ability increases that number.
- Breakables, chests and monsters have an associated rarity value which determines the base number of loot generation attempts per object.
- Each loot attempt will try to generate every type of loot: one item, gold, one lingerie, and crystals. The chance for each loot type varies as described in the tables below. Many attempts will end up generating no loot.
Number of Attempts
The number of attempts per lootable object are based the object’s rarity rating and whether it is a monster or breakable/chest. It is unknown which rarity ratings correspond to which objects/monsters.
Tier | Breakable/Chest | Monster |
1 | 6 | 3 |
2 | 11 | 5 |
3 | 14 | 8 |
4 | 19 | 15 |
5 | 29 | 25 |
6 | 55 | 50 |
Item Drop Chances
There is a single roll per attempt with a 36% chance to drop an item. That chance is split over the different types of items.
Item Type | Chance per Attempt |
Weapon | 7% |
Armor | 8% |
Potion | 10% |
Ammo | 2% |
Treasure | 5% |
Miscellaneous | 4% |
Gold Drop Chances
There is a single roll per attempt with a 20% (boosted by Golden Hand) chance to drop gold. The amount of gold in a single drop is determined by the rarity of the object/monster that is dropping the loot.
Tier | Amount |
1 | 3 |
2 | 5 |
3 | 8 |
4 | 9 |
5 | 12 |
6 | 20 |
Outside of the normal loot drop attempts, there is also a 3% chance that an item will be a “gold pinata” guaranteeing it between 10 and 17 additional gold drops, each of which follows the same rules as the table above for the amount.
Lingerie Drop Chances
Lingerie will only be attempted half as many times as other types of loot. The effect of Scavenger is also halved for lingerie. Each attempt has a 2% chance of dropping a random lingerie. If the roll succeeds, all lingerie items have an equal chance of being chosen for the drop.
Crystal Drop Chances
The chance of crystals dropping and the amount of crystals in a drop both depend on the rarity of the object/monster that is dropping the loot. The Crystal Hunter ability will increase the chance, but not the amount.
Tier | Chance | Amount |
1 | 2% | 1 |
2 | 5% | 3 |
3 | 8% | 5 |
4 | 15% | 8 |
5 | 20% | 10 |
6 | 70% | 20 |
Crystal Hunter
Increases the chance of crystals dropping by 3% per rank per loot chance.
Skill Name | Max Rank |
crystalhunter | 5 |
Notes
- Only the main player character’s rank in this ability is used by the game. Giving this skill to companions has no effect.
- Whether something is killed by the player or by a companion is not a factor in determining loot.
- Whenever something lootable is killed/opened/destroyed, it will make a number of attempts to create loot each type of loot, crystals being one of the loot types. See Scavenger notes for more details.
- The base crystal drop chance per attempt is based on the rarity of the thing being looted (see table under Scavenger skill). This skill can increase that chance by 15% at max rank.
- The amount of crystals per attempt is not affected by this skill, nor is the number of attempts per lootable. Only the likeliness of each attempt to generate crystals is increased.
Trading
Increases the sell value of all items by 3% of their buy value per rank.
Skill Name | Max Rank |
trading | 5 |
Notes
- Treasure items sell for 8% of their buy value. This ability can increase that amount by 15% to 23%, nearly triple the original value.
- All other items sell for 15% of their buy value. This ability can increase that amount by 15% to 30%, double the original value.
Group Combat
Increases party member damage?
Skill Name | Max Rank |
commanding | 5 |
Note
This ability is not referenced anywhere in the code and testing indicates no effect. It is likely not implemented yet.
Summoner
Raises minion summon limit?
Skill Name | Max Rank |
summoner | 5 |
Note
This ability is not referenced anywhere in the code. Also, the code for summoning minions does not appear to enforce any limit currently. Testing may be needed to verify.
Fast Learning
Increases all experience gains for this character by 20% per rank.
Skill Name | Max Rank |
fastlearner | 5 |
Notes
- All exp gains are affected by this ability, including exp scrolls and exp gained via the cheat menu.
- The character that gets the killing blow gets all of the exp from a monster.
- Exp resets to 0 when a new level is gained. The exp needed to gain the next level is calculated using the following polynomial expression. “level” represents the current level.
500 + level * 1500 + level * level * 500