WATCHER OF REALMS · PLAYER DATABASE

Worpedia

Players invest time, money and trust in this game. We believe they deserve clear, accessible information. This database is our effort to put the real numbers in the hands of the playerbase.

143 entries across 11 modes * Estimates are clearly marked. Client-data snapshot: 5 October 2026.

THE MATHS, WITHOUT THE MYSTERY

How damage works

Build your attack, subtract the enemy's resistance, then multiply what remains. This is a player-tested estimate, not an official universal formula.

1. Build your ATK

Total ATK already includes displayed gear, artifact and gallery stats. Add base-derived Pantheon ATK, then apply combat ATK bonuses and Dominance. Inspiration grants extra ATK before resistance is subtracted.

2. Reduce their resistance

Physical and piercing attacks use DEF; magic uses M.RES. Resistance reduction and penetration reduce the amount subtracted. Penetration sources are summed under our working model.

3. Multiply the remaining damage

Apply the attack's skill multiplier, armour interaction and, on critical hits, Crit DMG. Damage bonuses and vulnerability then increase the result. Their exact stacking across every source is not verified.

Full formula + plain-English terms

Percentages in the equation are decimals: 15% = 0.15. Dominance is 1.30 when active, otherwise 1.00. Each hit is calculated separately.

Final damage ≈ {[(total ATK + base ATK × Pantheon ATK bonus) × Dominance × combat ATK multiplier + Inspiration ATK] − [enemy DEF/M.RES × (1 − defense reduction) × (1 − summed penetration)]} × skill multiplier × armour multiplier × crit multiplier × damage-bonus multiplier × (1 + DMG Increase buff) × (1 + vulnerability) Inspiration ATK ≈ caster effective battle ATK × Inspiration strength Crit multiplier = (displayed Crit DMG% + Pantheon Crit DMG%) ÷ 100, or 1 for a non-critical hit Adjusted base ATK ≈ unawakened base ATK × (1 + awakening ATK bonus) + awakening ATK addition
Combat ATK / Inspiration
ATK increases work before subtraction. Multiple combat ATK bonuses are provisionally combined additively; their interaction with Dominance/Inspiration is not fully tested.
Reduction / penetration
Effective resistance = enemy resistance × (1 − reduction) × (1 − summed penetration). A 20% reduction and 55% penetration leave 36% resistance.
Skill / armour / crit
135% skill damage = ×1.35. Piercing versus light armour = ×1.20, piercing versus heavy = ×0.80, magic versus heavy = ×1.20. Other combinations are assumed neutral. Pantheon Crit DMG adds percentage points.
Damage bonuses / vulnerability
Equipment and skill DMG bonuses are provisionally one additive bonus bucket. The separate DMG Increase buff and matching vulnerability multiply it: +25% buff and +20% vulnerability = ×1.25 ×1.20 = ×1.50.

Basic versus Advanced attributes tells you which stats a bonus affects, not one universal calculation order. HP, Block and Cost do not enter an ordinary ATK-based hit; Crit Rate controls critical-hit probability and ATK Speed affects attack frequency.

BEYOND THE BASE STATS

The Mystery

Why can stronger builds still produce similar scores? We are investigating the extra combat rules. A plateau is an observation, not proof that the game has locked your account to a score.

FOUND IN SKILL DATA

Abyss changes the rules mid-fight

Unnatural Mutation describes magic damage fixed at 10 in Ancient Bloodline and physical damage fixed at 10 in Nightmare's Revenge. Dragon's Bulwark adds a shield check: breaking it opens a Weakened State; failing it wipes the field. Transcendence increases boss ATK and penetration each phase.

A build can improve on paper but still lose its damage windows, use the restricted damage type, or fail the same shield check. Base DEF/M.RES cannot capture those effects.

FOUND IN SKILL DATA

Codex has extra damage suppression

Alistair's Lawkeepers have a stackable effect that reduces damage taken by all monsters. Erisdelle's Blaze Shade applies Burning that reduces affected heroes' ATK by 50%; shade-channel outcomes can also apply further ATK suppression.

A damage-reduction effect is not the same as DEF/M.RES. Your pre-fight Total ATK may also stop describing the ATK you actually have during the encounter.

OBSERVED, NOT SOLVED

The low-damage plateau

In our level-1 Idril test, two different displayed ATK values produced the same 253 damage per arrow in Drake's Chasm. A floor or special rule is a candidate explanation, but that test alone does not identify the rule or prove a universal minimum-damage formula.

The calculator warns when resistance overwhelms ATK. It does not invent the game's minimum hit or promise that every extra point of ATK will change a floored result.

NO LINK ESTABLISHED

Account power / score ceilings

We have not established a combat calculation linking account power, spending, account age or a waiting period to an Abyss/Codex score ceiling. Similar scores across teams can also arise from timing, survival and encounter mechanics. That does not explain every reported plateau.

No confirmed 30K or 50K account gate. No claim that such a rule is impossible. The connection remains unproven.

EXPERIMENTAL BUILD TOOL

Damage Calculator

Choose a hero and target, then build your estimate step by step. Compare baseline and fully stacked damage per hit, not guaranteed scores or clears.

EXPERIMENTAL TEAM TOOL

Team Damage Benchmark

Build your team, or both Fallen Covenant phase teams, for one encounter. Compare ordinary attacks with supported effects active. Not a prediction of your actual run.