Please note that some information on this wiki is still based on the demo version.
If you notice any errors, feel free to correct them.

Stats

From Super Fantasy Kingdom Official Wiki

Stats of units describe their properties which mainly affects combat.

General stats

Damage

Damage describe the amount of damage the unit applies when it attacks enemies.

Health

Health (Health Points, HP) describes the Health hit points of a unit. When attacked they can decrease and once they reach 0, the unit is downed.

Mana

Mana Some units have Mana instead of health. Attacking costs them Mana. Mana regenerates faster the fuller it is. When attacked it will decrease and once it reaches 0, the unit is downed. Mana has a regen timer, for how long it takes for Mana regen to start after attacking or getting hit.

Shield

Shield describes the Shield hit points of a unit. A Unit can only take Health or Mana damage after Shield is depleted. Shield regenerates slowly.

Rage

Rage The more rage, the more damage dealt. While rage is full Units do 10% extra damage, increasing by 1% more per 5 rage, meaning 60 max rage is 22% more damage. Attacking generates rage, but its lost over time and by the Unit taking damage. You can get more than 100% rage, full rage is 100% rage or more. You want more max rage to deal more damage and get the benefits for longer. The amount of rage a Unit build's up per attack is based on the Unit.

You build up rage by attacking. You slowly lose rage over time and when getting hit.

Rage can also reduce damage taken if you have the Barbarian Trait or the Thick Skin Relic.

Critical Chance

Critical Chance describes the probability an attack deals critical damage, which is double the usually dealt damage. If Crit is between 100% and 200% it deals double damage and has a chance to deal triple damage and etc., if damage is 50 and Crit 250% it will deal either 150 or 200 damage.

Armor

Armor describe the resistance versus physical damage.

Resistance

Resistance describe the resistance versus magical damage.

Knockback

Knockback effects the distance enemies are pushed back when attacked.

Range

Ranges in m on the fighting area

Range describes the distance of the activation zone to start an attack.

Area

Area (Area of Effect, AoE) describes the area an action has effect on. Usually its range is circular and the dimensions are given by its radius or diameter.

Speed

Speed when on a Unit is the projectile speed of a unit, units with an attack animation walking over the field count as projectiles. Speed when on a Monster is the movement speed of the monster.

Cooldown

Cooldown describes the time between a repetition of an action, e.g. the time between shooting arrows.

Duration

Duration of effects and attack, e.g. how long an attack lasts.

Piercing

Piercing describes the amount of monsters one attack can hit.

Extra player stats

These stats are exclusive to the player and can have global effects on the cycle.

Reroll

Reroll allows to exchange the displayed units with random other ones in a unit selection window, e.g. in a shop.

Banish

Banish on unit selection screens units can be banned and won't show up in later selections.

Global Stats

Curse

Curse effects the difficulty of a cycle. The higher the curse, the more and stronger the enemies (one day per curse increase). The curse of a cycle can be selected at the start.

History

Game history

This section is about how features of the game have changed. The listed features may not be in the game anymore.

  • Curse was originally a Hero power up, this was moved in Demo build 41
  • Charm Was an additional upgrade purchasable as a Hero upgrade which Increases the amount of enemies by 20% each rank. Added in Playtest RC 28 and removed in Demo build 17
  • Revival Was an additional upgrade purchasable as a Hero upgrade which was intended to revive the Hero once downed. Added in Playtest RC 28 and removed in Demo build 41
  • Magnet Was an additional upgrade purchasable as a Hero upgrade which was intended to make collection of Treasure easier. In earlier builds collection of Treasure (the Shards equivalent resource) was manual with the drops needing to be hovered over with the cursor to collect. Added in Playtest RC 28 and removed in Demo build 41
  • Greed had an effect on the amount of Shards the player gained after a run.