Stats and Attributes Guide
Understanding Loot of Baal stats is essential for progression, since it affects what equipment Mercenaries should use, how to build teams and how final damage is calculated.
Check out other Loot of Baal Guides for more info.
To view character attributes, open the system menu at the bottom-left and select Mercenary Info. Then click on a character in your team to see their detailed stats in the upper-right portion of the window.
Primary Attributes[edit source]
- Strength
- Increases eligibility to equip strength-restricted gear.
- Each point of Strength increases weapon damage based on the weapon’s coefficient.
- The bonus stacks additively with skill percentage boosts and other % damage increases.
Weapon | Bonus DMG % per Strength |
---|---|
Axe | 1 |
Scepter | 1 |
Wand | 1 |
Mace | 1 |
Sword | 1 |
Dagger | 0.75 |
Javelin | 0.75 |
Throwing Weapons | 0.75 |
Polearm | 1 |
Spear | 1 |
Staff | 1 |
- Dexterity
- Required for Dexterity-restricted equipment.
- Also increases Defense and Armor Penetration.
- Weapon damage scaling is the same as Strength (see weapon coefficient chart).
- This bonus also stacks with skill % boosts and other % damage increases.
Weapon | Bonus DMG % per Dexterity |
---|---|
Bow | 1 |
Crossbow | 1 |
Dagger | 0.75 |
Javelin | 0.75 |
Throwing Weapons | 0.75 |
- Vitality
- Converts into HP based on class-specific scaling coefficients.
Class | HP per Vitality |
---|---|
Ranger | 3 |
Berserker | 3 |
Mage | 2 |
Paladin | 3 |
Necromancer | 2 |
- Energy
- Converts into Mana (MP) based on class-specific scaling coefficients.
Class | MP per Energy |
---|---|
Ranger | 2 |
Berserker | 2 |
Mage | 3 |
Paladin | 2 |
Necromancer | 3 |
Secondary Attributes[edit source]
Characters also have the following stats:
- HP (Health Points)
- Determines how much damage the character can take before dying.
- MP (Mana Points)
- Required to cast skills. If MP reaches zero, the character can only use basic attacks.
- Attack Power
- Affects the damage output of weapon-based skills.
- Defense
- Reduces incoming damage based on this stat.
- Block Chance
- Chance to block an incoming attack and completely negate its damage.
- Critical Chance
- Chance to land a critical hit. Criticals deal 2× normal damage.
- Dodge Chance
- Chance to dodge physical attacks. Spells cannot be evaded.
- Attack Speed
- Determines the highest frequency at which physical skills can be executed. Higher tiers = faster attack rate.
Tier | Attack Speed |
---|---|
1 | 0 |
2 | 25 |
3 | 50 |
4 | 80 |
5 | 120 |
6 | 160 |
7 | 200 |
- Casting Speed
- Determines how quickly spell-type skills can be cast. Higher tiers = faster cast rate.
Tier | Cast Speed |
---|---|
1 | 0 |
2 | 25 |
3 | 50 |
4 | 75 |
5 | 110 |
6 | 145 |
7 | 180 |
Damage Formulas[edit source]
Characters have two independent damage formulas depending on the skill type:
Weapon-Based Skills[edit source]
Weapon-based skills rely entirely on weapon stats and skill multipliers. These skills typically do not list a base damage number in their description. For example, the skill Lightning Strike:
This skill does not provide fixed damage but instead scales with the weapon’s base stats plus the skill’s % damage bonus — a classic weapon-based skill.
- Weapon-based skills can trigger elemental damage.
- Each element is calculated separately against the target’s specific elemental resistances.
Some of these skills, like Berserker, increase damage by a fixed % per level (e.g. +8% per level). Skill scaling values are fixed.
Weapon Skill Damage Formula[edit source]
Final Damage =
(Main-hand Weapon Panel Damage + Off-hand Weapon Panel Damage / 2 + Non-Weapon Flat Damage) ×
(1 + Non-Weapon % Damage + Skill % Damage + Strength ÷ 100 × Strength Coefficient + Dexterity ÷ 100 × Dexterity Coefficient) ×
(1 − Target Damage Reduction) ×
(1 − Target Elemental Resistance)
Notes:
- Weapon Panel Damage = Weapon Base Damage × (1 + Weapon % Bonus) + Weapon Flat Damage Bonus
- Damage Reduction = Defense ÷ (Defense + 2000)
- Target Resistance is based on the skill's damage type
- If a Critical Hit occurs, final damage is multiplied by 2×
Spell-Based Skills[edit source]
Spell skills typically have large flat damage values that increase with skill level (up to level 40). These values stack directly as the skill levels up.
- Spell Limitations
- Cannot trigger life or mana leech
- Cannot trigger any on-hit or additional damage effects
Spell Skill Damage Formula[edit source]
Final Damage = Skill Base Damage × (1 + Relevant Buffs) × (100 − Target Resistance) ÷ 10000
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