BLESSED WIKI

Combat & Stats

Stat system

Every entity (player or enemy) carries the same runtime stat container. Stats cover offense (Damage, Melee/Ranged/Magical Damage, Attack Speed, Critical Chance/Damage), defense (Max HP, HP Regeneration, Armor, Dodge, Knockback Resistance), utility (Speed, Range, Pickup Range, Luck, XP Gain), economy (Allegiance, Loot) and the aura resource (Max Aura, Aura Regeneration, Aura Gain). Buffs and debuffs apply as stat modifiers; perk categories exist as pure tags with no numeric backing.

All formulas — damage composition, crit, armor curve, dodge, caps — are documented with exact numbers on the Mechanics page, which is kept in sync with the code.

Damage model (summary)

  • Weapons scale with their wielder’s stats via per-weapon percentage modifiers (e.g. +90% Ranged Damage) — the Brotato model. Details: Mechanics.
  • Mitigation order: dodge roll → armor curve → vulnerability multiplier.
  • Life steal heals the attacker for a percentage of damage actually dealt.

Aura & abilities

Aura is the ability resource: abilities cost aura and run on cooldowns. Abilities are one universal layer used by both players and enemies:

  • Active abilities are driver-fired (player input, or the enemy AI’s intent loop).
  • Passive abilities are server-side traits for the owner’s lifetime — the standard telegraphed melee strike, contact damage, on-death loot bursts.

Player ability kits are per-character (bombs, flares, mines, turrets, revives, deployables). Enemy attacks are authored as the same ability assets.

Readability rules

  • Every dangerous enemy action has a telegraph: the sprite ramps to a tint over the windup, on every client.
  • Rarity tiers and planets each have a fixed color language used across UI, cards and this wiki.

🚧 TBD — friendly fire policy, i-frames/revive rules, status effect roster (stun, plague/vulnerability exist — formalize the full list and stacking rules).