CaveWorld Wiki

- Disclaimer: The information presented here regarding CaveWorld is based on in-development concepts and is subject to significant changes over time. The game mechanics, values, and features described in these documents are not final and may undergo major revisions before the game's final release. Please do not make decisions or take risks based on these concepts, as they may not accurately represent the final version of CaveWorld.

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CaveWorld Wiki
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All cavemen's main attribute points provide various main stats that contribute to their overall capabilities in battle. Base stats are also added to main stats to determine a caveman's total stats.

List of Main Stats[]

Health Points

Health Points[]

Caveman's health points represent their current HP. If a caveman's health drops to 0, they lose the battle. Cavemen lose one HP per incoming inflicted damage. Each HP point is worth one HP.

Max Health Points[]

Max health points represent the maximum HP that a caveman can have.

Movement Speed

Movement Speed[]

Movement speed defines how far a caveman can move during their turn. Movement speed does not apply to ranged cavemen, who remain in their position until reached by an opponent. Speed must be equal or higher to a whole number, and there are no round ups or downs. If a caveman has 2.1 or 2.9 speed, they still move 2. Slow weapons reduce a caveman's movement speed by 1. The minimum possible movement speed is always 1.

Regeneration

Regeneration[]

Regeneration allows a caveman to restore some lost HP at the start of their turn. Each regeneration point heals 1% of a caveman's max HP.

Melee Damage

Melee Damage[]

Melee damage represents the amount of damage a caveman deals when attacking from close range, one hex away (adjacent). Each point of melee damage is worth one point of damage.

Ranged Damage

Ranged Damage[]

Ranged damage represents the amount of damage a caveman deals when attacking from afar, at a distance of two or more hexes away. If the distance is adjacent (1), ranged damage is reduced by 50%. Each point of ranged damage is worth one point of damage.

Melee Damage Multiplier

Melee Damage Multiplier[]

Melee damage multiplier multiplies a caveman's melee damage, adding to their total damage. Each point of melee damage multiplier is worth 1% melee damage multiplier. A negative multiplier reduces total damage.

Ranged Damage Multiplier

Ranged Damage Multiplier[]

Ranged damage multiplier multiplies a caveman's ranged attack damage. Each point of ranged damage multiplier is worth 1% ranged damage multiplier. A negative multiplier reduces total damage.

Block chance

Melee Damage Block (Warrior only)[]

Melee damage block represents the chance to block a specific amount of incoming melee damage (default: 50%). Each point of melee damage block is worth one point of blocked melee damage.

Armor

Armor[]

Armor reduces incoming melee and ranged damage by a percentage. The actual percentage value is different than the armor points, which are calculated in their scaling type.

Pierce

Pierce[]

Pierce reduces an opponent caveman's armor. Each pierce point reduces an opponent's armor by one point.

Evasion

Evasion[]

Evasion represents the chance that an opponent misses an attack. The actual percentage value is different than the evasion points, which are calculated in their scaling type.

Accuracy

Accuracy[]

Accuracy reduces an opponent caveman's evasion. Each accuracy point reduces an opponent's evasion by one point.

Attack Speed

Attack Speed[]

Attack speed represents the chance to perform an extra attack. The actual percentage value is different than the attack speed points, which are calculated in their scaling type. Attack speed also determines who attacks first in each round (initiative). The minimum possible attack speed is always 0 and may be affected by the attack speed of weapons.

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