Percentage Chances and RNG
Critical Hits
Every attack has a chance to proc a critical hit. For a critical hit to occur, the attack roll must be 'perfect' (all slot rolls succeeding).
Critical damage:
Critical damage varies based on the difficulty you are playing on. Higher difficulties have a lower critical damage output. Critical damage can be amplified through the Frozen debuff.
1-100 roll < ((Weapon crit chance + Crit modifiers) + (0.05 * Focus Points spent)*100)
In practice, A trapper using a bow with 10% crit chance and the Sanctum of Blood 10% crit chance boost spending 2 focus on an attack and achieving 'perfect' would have a 30% chance of performing a critical hit.
Guaranteed critical hits can also be achieved through the Hunter's Called Shot ability.
Called Shot
Hunter Only
When attacking with a Bow, the player has a 10% chance to pass all stat tests on that turn, guaranteeing maximum damage and a critical hit from the action.
The character must also not be shocked, and the player must not have spent any focus on the attack, for the effect to trigger.
Energy Boost
Upon using all of his movement actions, the hunter has a small chance to move 1 additional Hex Tile
The following conditions must be met for Energy Boost to trigger:- Not be in a Boat or Balloon
- Not have the Lethargic Curse
- Not be Poisoned
- Not skipped a turn
The roll is performed as follows: Succeeds if roll out of 100 is < total Speed stat divided by 2.
For example if the character has 82 speed, the roll would have to be 41 or lower to succeed, therefore having a 41% chance to proc.
Steadfast
Steadfast is a passive effect that can trigger, preventing an attack on the affected character.
Damage Reflection will still trigger on a blocked attack using Steadfast.
The following conditions must be met for Steadfast to proc:- Not be Entangled
- Not be Stunned
- Have a Shield equipped
The first is evasion based:
1-100 < Evasion stat
Therefore with 15 evasion, the first chance of it proccing is 15%
The second is based on potential damage received:
1-100 < ((Health total after being hit (if the attack were to connect)/ Current total health) - 1) multiplied by 100. With a minimum of 7 and maximum of 22.
In practice, the more health you are potentially going to lose from an attack, the higher chance of Steadfast proccing. The minimum chance is 7% and maximum chance is 22%
Refocus
Refocus has a chance of giving the player a focus counter at the end of this characters turn.
The following conditions must be met for collect Refocus to trigger:- Clear Weather
- Not Poisoned
- Not be standing on a Cursed or Chaos Hex
- You do not have max Focus Points
- Not be in a Boat or Balloon (May have changed in a 2021/2022 update, please comment if you find this to be true!)
The roll is made as follows: Focus will NOT be gained if a roll 1-100 > Intelligence multiplied by 0.65
In practice, a character with 82 Intelligence will have a 46.7% chance of regaining a focus.
Encourage
Encourage has the chance to turn a missed roll of your allies into a successful roll.
Only 1 Encourage is Possible at a time (Tested with 3x Encourage in the team) (You cant Encourage a ally 2 Times with the same roll, but with 2x Encourage you have a higher chance of it happening).
The following conditions must be met for Encourage to trigger:- Not Shocked
- Not Frozen
- Not Stunned
- Not Burning
- Not Frozen
- Not Confused
- Not Scared
Therefore the chance to proc is 35%
Inspire
Inspire grants the chance of giving all nearby allies a bit of XP out of combat when you end your turn.
Has a 50% chance to proc when an ally is within 1 hex.
Cannot be used when poisoned. Will not activate in rain or when at 3 Chaos.
Gather Herbs
Gather Herbs has a chance of giving the player a random herb in their inventory at the end of the character's turn if they are standing on a land hex. Confirmed possible herbs that can be gathered from Gather Herbs include Godsbeard, Panax, Hermit Grass, Scholar's Wort, Dead Lotus and Hag's Bane.
The following conditions must be met for collect herbs to trigger:- Clear Weather
- Daytime
- Not Blinded
- Standing on an unoccupied Hex. This includes Encounters, Cursed Land and Chaotic Land, but not other players.
The roll is performed as follows: Succeeds if roll out of 100 is < total Intelligence stat divided by 2.
For example if the character has 82 intelligence, the roll would have to be 41 or lower, therefore having a 41% chance to proc.
Entertain
If a Player ends their Turn within One Hex of a Town, it has a chance generate a small amount of gold. This ability is also activated at Carnivals (Day-Time Only) and at Night Markets (Night-Time Only) for the same effect.
The following conditions must be met for Entertain to trigger:- Not Poisoned
- Not in a Boat or Balloon
- Not in a Dungeon (Exception being at the Goblin Shop)
- The player is standing on or adjacent to a Town, Dark Carnival encounter, utility based Hexes or Night Markets
- Only works at Towns in the day and at Night Markets at night
A level 5 player would receive between 12 and 30 gold, assuming they did not have gold multiplier items.
Distraction
In Combat a character has a chance of disrupting a single successful attack roll against all other party members.
The following conditions must be met for Distraction to trigger:- Not Shocked
- Not Frozen
- Not Stunned
- Not Burning
- Not Frozen
- Not Confused
- Not Scared
Therefore the proc chance is as follows:
1 Slot attack: 12%
2 Slot attack: 9.6%
3 Slot attack: 7.7%
4 Slot attack: 6.1%
5 Slot attack: 4.9%
Some enemies are immune to distraction, namely end of Dungeon bosses.
Justice
It has a chance to activate after you roll a perfect attack in combat with a two-handed weapon (that is not a magical staff) equipped.
The enemies left and right to the main target will receive a percentage of the inflicted damage.
The following conditions must be met for Justice to trigger:- Not be Shocked
- Using a two handed weapon of the following type: Axe, Blunt, Bladed, or Spear
For example if 4 focus is used, the proc chance is 27%
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