Strength increases the character's physical damage done with physical weapons. For every point of strength the damage of a weapon is increased by one.
Endurance determines the amount of hitpoints the character has. The player receives 1 hitpoint per endurance. At level up, hitpoints are increase by 50% of endurance. Endurance also adds some natural magic resistance.
Agility determines the natural armor and speed rating of a character. The player receives 1 point of natural armor and 1 point of speed for every 2 points of agility.
Magic is directly used to calculate healing and damage done by spells. It is also used to calculate the amount of mana a player has. The player receives 1 mana per magic. Magic also adds some natural magic resistance.
Hitpoints are used to determine the amount of damage a player can take before getting knocked down or killed (depending on difficulty). Hitpoints can be increased by increasing the endurance stat or by equipping items that add hitpoints.
Mana is used to determine the number of points available for casting spells. Mana can be increased by increasing the magic stat or by equipping items that add mana.
Armor is used to determine the amount of physical damage the player can absorb from a single attack. The player cannot absorb more than 80% of the damage from a physical attack using armor. Armor can be increased by increasing the agility stat or by finding equipment that adds armor.
Magic Resistance is used to determine the amount of magic damage the player can absorb from spells. The player cannot absorb more than 80% of the damage from a spell using magic resistance. Magic resistance can be increased by increasing endurance and magic stats and by finding equipment that adds magic resistance.
Speed is used to determine how fast creatures move in relation to the player. With a high speed, the player will notice that creatures move and attack slower, whereas with low speed creatures move and attack faster. Speed can be increased by increasing the agility stat.
Increases the amount of magic and mana stats derived from staffs by 50% per skill level.
Increases the amount of damage done by swords by 20% per skill level.
Increases the amount of damage done by axes by 20% per skill level.
Increases the amount of piercing damage by bows by 5% per skill level.
Increases the amount of magic and mana stats derived from cloth armor by 50% per skill level.
Increases the amount agility derived from leather armor by 50% per skill level.
Decreases magic damage by 10% per skill level when wearing scale armor.
Increases the amount of armor derived from plate armor by 10% per skill level.
Increases physical damage by 15% per skill level while active. Costs 5% of hitpoints per second while active.
Extra attack with weapon that does an additional 50% damage per skill level. Drains player of all mana. Best used with 2h weapons and with builds that do not rely on mana.
Adds an extra arrow shot with bows per skill level.
Increases the amount of armor derived from shields by 50% per skill level.
Increases the amount of health restored by health potions by 25% per skill level.
Increases the amount of mana restored by mana potions by 25% per skill level.
Provides 0.5% health regeneration per second per skill level.
Provides 1% mana regeneration per second per skill level.
Heals 33% of health per skill level on use. Requires mana to be at least half full. Expends all mana on use. If skill level 4, then expends only half mana.
Instant heal that heals for player level plus skill level multiplied by magic.
Attempts to remove all afflictions from player. Chance to remove each affliction starts at 60% and increases by 10% each skill level.
Direct damage spell. Does damage based on current magic plus 50% per skill level.
Direct damage spell. Does damage based on current magic plus 50% per skill level. Costs 50% more mana than Fire Arrow, but will do damage to all creatures in a single tile.
Area of effect damage spell. Does damage based on 15% current magic to all adjacent creatures every second.
Direct damage spell. Does damage based on 50% current magic plus 50% per skill level. There is a 10% per skill level chance that the creature will be slowed to half speed for 10 seconds.
Area of effect damage spell. Does damage based on 10% current magic per skill level to all adjacent creatures every second. There is a 5% per skill level chance that a creature will be slowed to half speed for 10 seconds.
Reduces damage taken by 10% per skill level while active.
Area of effect spell. Has a 25% per skill level chance to slow any adjacent creature to half speed for 10 seconds. Most useful at skill level 4.
Direct damage spell. Does damage based on current magic plus 33% plus 50% per skill level. Does 50% of total damage to any other creature in the same tile.
Direct damage spell. Reduces target creature's hitpoints by a percentage. Drains all mana on use.
Self buff spell. Increases the damage of the next spell cast by 50% per skill level.
Area of effect damage spell. Does damage based on 10% current magic per skill level to all adjacent creatures. Has a 20% per skill level chance to stun any adjacent creature for 3 seconds.
Deadly Dungeons is a real-time, first-person 3d dungeon crawler. The gameplay is very similar to classic RPGs such as Eye of the Beholder and Dungeon Hack.
Creatures move and attack in real-time. They move space-to-space, and up to 2 creatures may occupy a single space at one time. The player has free movement, and can move as fast as they can press buttons. This gives the player an advantage in mobility. If the player finds themselves overwhelmed, then they can easily run away or hide behind a wall out of sight of creatures. The worst thing that can happen to a player is to be surrounded by creatures. In most cases, the player will die if this happens unless the creatures are relatively weak or the player has a high defense against their attacks.
Always be sure to use your mobility to your advantage. Dancing around to avoid getting hit is a good way to minimize damage from creatures. Though, it does require good timing and plenty of space to do. When fighting against ranged creatures, it is good to pick a place near a corner or pillar so that you may quickly duck out of the way for the next attack. Some creatures can be quite fearsome, so it is always wise to avoid their attacks if you can.