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List of charater stats

Peter Gill edited this page Sep 23, 2019 · 6 revisions

Adding a new stat

  • Add the stat to Player.stats in savedata.js.
  • Add the stat to Dom.inventory.stats in dom.js.
  • Add the stat to Dom.inventory.displayIdentification in dom.js.
  • Copy Dom.inventory.stats from dom.js to Stats in archaeology/dom.js.
  • Add the stat to a class in main.js.
  • Add the stat information to the character stats table below.
  • Add the stat information to StatsInfo in archaeology/dom.js.

Character stats table

Javascript What it does Player default
damage: x Changes damage dealt from an attack. Can interact with some spells and abilities to affect how strong they are.
maxHealth: x Changes character maximum health. Generally 50 is the level 1 maximum health, and this increases by 5 for every level. Try to keep this consistent with the character's level. 50
defence: x Reduces damage taken. 1 defence = 0.1 less damage taken.
reloadTime: x Time between attacks in seconds. For the player, this is counted from when the player finishes channeling their attack.
range: x Distance from the character in pixels that a projectile can be shot. Not changed by items. Bow: 1000, Staff: 200, Sword: 100, Rod: 200
rangeModifier: x Player only. The value that should be added to the range of the player - can be changed by items.
walkSpeed: x Changes character's movement speed on land. Measured in pixels per second (one tile = 60 pixels). 180
swimSpeed: x Changes character's movement speed in water (and mud). Measured in pixels per second (one tile = 60 pixels). Often 1/3 of walkSpeed. 60
healthRegen: x Changes rate of health regeneration (in health per second). 0.5
looting: x Player only. Changes chance of receiving any item (e.g: junk item, unidentified item, gold, quest item) from a corpse. Percentage value. Your roll (1 to 100) is multiplied by this value. 100
focusSpeed: x Player archer weapons only. Changes the speed that the archer can focus their shots. 1
variance: x Player archer weapons only. Overrides the distance in pixels that the arrow can vary from the mouse when the projectile is fired from 600 pixels away. 100
maxDamage: x Player mage weapons only. Changes the maximum damage of the attack (after the player has fully channeled their attack - takes one second). Damage is the minimum damage. Displayed as damage-maxDamage.
blockDefence: x Player knight weapons only. Changes the defence gained when the player blocks (holds their right click button - takes up an attack cooldown).
criticalChance: x Changes chance of dealing double damage with an attack. Percentage value - maximum 100. 1
dodgeChance: x Changes chance of ignoring an enemy attack. Percentage value - maximum 100. 1
flaming: x x = tier of flaming (displayed in game as roman numerals). Makes the attacks flaming, meaning 1 damage is dealt every second for 3 seconds for tier 1 and is more powerful at higher tiers. On attack, this status is refreshed (cannot stack). Ignores defence.
poisonX: x Deals bonus damage to the enemy (poisonX) over a time period in seconds (poisonY). This ability can stack. Ignores defence.
poisonY: x See poisonX above.
reflection: x Changes the amount of damage dealt back to enemies when the character is attacked, as a percentage of the damage that they deal to the character. Doesn't reflect status effects. Percentage value.
stun: x Sets the amount of time (in seconds) that the character stuns an enemy for after it attacks. When stunned, an enemy cannot move, attack, cast or channel. The enemy continues to regen.
lifesteal: x Changes the amount of health healed for when a character is damaged by this, as a percentage of the damage that they deal to the character. Doesn't heal for status effects. Percentage value.
fishingSkill: x Player only. Changes the fish that can be fished up from a location. If this is too low for a particular rarity at a particular location, a junk item is fished up instead. Can be increased by some fishing gear and also by fishing up items at the player's fishing level.
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