[Outdated starting 11-04-2024, the Wing system brought new stats, stay tuned!]
With the new Stat Source system that came out in the last update, it is maybe time I start exploring the various stats available to make your mushroom hero stand out! And there are a lot! In Legend of Mushroom, stats are named attributes, but for simplicity I’ll refer to attributes as ‘stats’.
Basic Stats
As in most games, we have access to 4 basic stats:
HP: your health points, the more points, the longer you stay alive,
DEF: the stronger your defense, the less you take damage,
ATK: the higher your attack, the stronger you hit.
ATK SPD: the higher, the faster you attack, hitting your opponent multiple times before they hit you.
All your unlocked skills, pals, relics, mounts, wings, some of the souls, artifacts, prayer statue and tech boost one or multiple basic stats. It does not matter if you actively use them, they all contribute to your basic stat boost.
Advanced Stats
Advance stats are where the fun really begins! It is where your character can outsmart others. Most active advanced stats (> 0) gets a chance to get triggered on each basic attack.
There is so far a total of 28 unique advanced stats and 7 stats/abilities unique to the some class or Awakened form of a class!
List of all Advanced Stats and what they do
Crit Rate: How often you will land a critical attack
Combo: For each basic attack, increases the chance to land an additional basic attack (as a combo attack)
Counterstrike: For each of your opponent’s attacks, increase the chance to place a counter and hit back with a counter attack
Stun: Increase the chance to stun your opponent which each basic attack and prevent them from attacking for a while
Evasion: Increase the chance to avoid an attack
Regeneration: healing rate per second (percentage of total HP per second)
Airborne/Launch (maybe unique to Warbringer): Chance to launch and immobilize your target for 0.5s for each basic attack (basically your Air Combo from Tekken)
Ignore Stun: Increase the chance to block a stun
Ignore Evasion: Increase the chance to block an evasion
Crit DMG: Increase the amount of damage of your critical hits
Crit RES: Reduce the damage taken from critical attacks
Basic ATK Multiplier: Damage Multiplier, increase the damage of your basic attacks
Basic ATK DMG RES: Reduce the damage taken from basic attacks
Combo Multiplier: Damage Multiplier, increase the damage of your combo attacks
Combo DMG RES: Reduce the damage taken from combo attacks
Counter Multiplier: Damage Multiplier, increase the damage of your counter attacks
Counter DMG RES: Reduce the damage taken from counter attacks
DMG RES: Reduce all incoming damage!
Skill Crit: Increase the chance to land a critical hit with your skills
Skill Crit DMG: Increase the critical damage of your skills
Skill DMG: Increase the basic damage of your skills
Skill DMG RES: Reduce the damage taken from skills
Boss DMG: Increase the damage dealt to BOSS enemies in dungeons and adventure mode
Boss DMG RES: Reduce the damage taken from BOSS enemies
Pal DMG: Increase the basic damage of your pals
PAL DMG RES: Reduce the damage taken from pals
Healing Rate: Increase the chance of healing with each basic attack
Healing Amount: Amount of healed HP each time healing gets activated (as a percentage of total HP)
(Skill Energy Regen for the Healer Mage: decrease the cooldown of its active skill)
(Skill CD Reduction for the Healer Mage: decrease the cooldown of all skills)
(Shield Breaker for the Prophet, awakened healer mage: Break the shield of a warrior)
(Skill CD Blocker for the Sacred Hunter, awakened longbow archer: Block Skill Regen for some time)
(Evasion Blocker for the Plume Monarch, awakened crossbow archer: Block Evasion for some time)
(Shield for the Martial Sage, awakened Longsword Warrior: block incoming damage based on 10% of max HP with some regen)
(Airborne/Launch for the Warbringer, awakened Axe Warrior: Chance to launch and immobilize your target for 0.5s for each basic attack, basically your Air Combo from Tekken)
As you can see, you have two ways of healing:
with Regeneration, you heal constantly,
with Healing, you get a chance to heal a fixed amount with each basic attack.
Advanced Stats vs. Character Class
Though all characters start with the same basic HP, DEF, ATK, ATK SPD, classes will start to differentiate based on basic, advanced stats and unique awakening abilities.
A Warrior will start with:
an additional +30% DEF,
+30% Counter,
+30% Counter multiplier.
The warrior will further differentiate based on DMG RES (+10% DMG RES for the Swordsman Warrior), Regeneration and Shield (both unique to the Martial Sage, the awakened Swordsman Warrior), or ATK, Counter DMG (+140% Counter DMG for the Axe Warrior), Airborne/Launch (unique to Warbringer, the awakened Axe Warrior, based on Counter).
It is important to max out HP, DEF, and Counter as a Warrior, and a combination of DMG RES, and/or Counter DMG depending on which Warrior class differentiation you picked. Basically, the Warrior gets stronger the more HP it has, either by providing a shield or regeneration as a percentage of total HP or increasing attack with the amount of HP lost.
Stats of the Longsword path: HP > DEF > Counter > Counter DMG Max your HP as your shield and DMG RES depends on it.
Stats of the Axe path: HP > Counter > Counter DMG > ATK
An Archer will start with:
+30% Combo,
+15% ATK SPD,
+10% Ignore Evasion.
The archer will further differentiate based on Crit/Crit DMG (+70% Crit DMG Bonus for the Longbow archer) or Combo DMG (+140% Combo DMG for the Crossbow archer). The Sacred Hunter (awakened Longbow archer) will also get Skill CD Blocker that blocks skill energy regeneration. The Plume Monarch (awakened Crossbow archer) will also get Total Ignore Evasion that blocks the opponent’s evasion for some time.
It is important to max out ATK, Evasion, Combo, ATK SPD stats as an Archer, and a combination of Combo Multiplier, Ignore Evasion, and/or Crit, Crit DMG depending on which Archer class differentiation you picked. The Archer shines based on ATK. The more you attack, the more you attack! Either increasing the damage on basic attacks or gaining additional combo attacks or additional basic attacks for each basic attack.
Stats of the Longbow path: ATK SPD > Crit > Crit DMG > ATK > Ignore Evasion > Evasion > Combo > Combo DMG
Stats of the Crossbow path: ATK SPD > Combo > Combo DMG > ATK > Ignore Evasion > Evasion > Crit > Crit DMG
A Mage will start with:
+15% Skill Crit,
+12% ATK,
some Stun chance on class Skill.
The mage will further differentiate based on Active Skill Energy Regen (+30% Active Skill Energy Regen), Active Skill Duration (+50% Duration from the base 5s), Skills Cooldown (Reduce all skills’ cooldowns for every stuns)–three abilities unique to the Healer–or Skill Crit DMG (+50% Skill Crit DMG for your all skills, an additional +80% when the target falls below 50% HP, +100% Basic ATK DMG after a skill, for the Spellcaster).
The Prophet (awakened Healer mage) will get Shield Breaker that breaks the warrior’s shield for 10s. The Darklord (awakened Spellcaster mage) gets an additional Skill Crit DMG boost for some time (+50% for 10s).
It is important to max out Stun, Skill Crit, Regeneration, ATK as a Mage, and a combination of Skill Crit DMG, Skill DMG, Crit DMG, Basic ATK Multiplier depending on which Mage class differentiation you picked. The Mage shines based on Skill Crit and its natural ability for Crowd Control. The more you attack, the more you block your opponent and are able to launch your skills! Either increasing the damage on basic attacks or gaining additional damage on your basic attacks for each skill activation.
Stats of the Healer path: Stun > Skill Crit > Regen > ATK
Stats of the Spellcaster path: ATK > Stun > Skill Crit > Skill Crit DMG > Regen
This is getting very long, I will dedicate another article to the source of each stat. As you might have noticed, some stats only appear on gears, others on statues and so on. Stay tuned!