> For the complete documentation index, see [llms.txt](https://nbmofficialwiki.gitbook.io/nbm-shadow-depths/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://nbmofficialwiki.gitbook.io/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/bestiary/logic-and-stats.md).

# Logic and stats

The bestiary offers an overview of the statistics of each **monster** at level 1. With each level up, each monster becomes stronger and some of their stats are increasing. Therefore, monsters from the same family tend to become stronger in particular stats, but they all maintain a unique identity.

<figure><img src="/files/YBreU8T1AqeS7opkodtT" alt=""><figcaption><p>Hydra monster base stats</p></figcaption></figure>

Therefore, two LVL 3 Hydra are very likely to **have different stats leading to easier or harder fights** depending on the clone's statistics.&#x20;

{% tabs %}
{% tab title="Level Attribution" %}
The first parameter which influences the level of each monster is the depth at which the clone is exploring:

* The deeper a clone goes, the stronger the monsters become.
* After reaching the level required to unlock the next mission (e.g. level 100 for the first mine, the hot mine), each monster will gain +1 level every time that the clone will go 10 level deeper.
  {% endtab %}

{% tab title="Stats Distribution" %}
With each level up, the stats of the monsters are evolving and those creatures become stronger. The way that the monsters' stats increase follow a particular logic.

Every level up, a monster gains 0.5 skill point per base stat which are then spread among them :

* 6 base stats : +3 skill points
* 7 base stats : +3.5 skill points
* 8 base stats : +4 skill points
* etc.

On the top of that, monsters earn +1 additional skill point every 10 level above your clone level. For instance, if your clone is level 150, a monster level 150 with 8 base stats with gain +4 skill points while a monster level 170, +6 skill points.&#x20;

Lastly, 50% of monsters skill points will be distributed equality among its base stats while the remaining 50% will be spread randomly.&#x20;

#### Base stats and associated bonus

Find bellow the **12 possible base stats** a monster can have, each skill points is subject to increase one of them. Keep in mind that monsters can have additional specific stat not part of this list, those specific stats are not effected by level up.

<table><thead><tr><th width="317">Attribute</th><th>Bonus</th></tr></thead><tbody><tr><td>HP</td><td>+50</td></tr><tr><td>Damage</td><td>+3</td></tr><tr><td>Defense</td><td>+3</td></tr><tr><td>Accuracy</td><td>+1.3</td></tr><tr><td>Evasion </td><td>+1.2</td></tr><tr><td>Speed</td><td>+1</td></tr><tr><td>Chemical damage *</td><td>+2</td></tr><tr><td>Electrical damage *</td><td>+2</td></tr><tr><td>Fear damage *</td><td>+2</td></tr><tr><td>Life steal *</td><td>+0.2</td></tr><tr><td>Combat regeneration *</td><td>+0.03</td></tr><tr><td>Reduce enemy regeneration *</td><td>+0.5</td></tr></tbody></table>

{% hint style="info" %}
(\*) Only specific monsters have those specific attributes. A monster with none will spread its skill points among the **6 default stats** where a monster with all of them among **12**.
{% endhint %}

#### Example&#x20;

A Hydra <mark style="color:blue;">**LVL 30**</mark> will get +120pts (4 skill points per level) distributed across its 8 possible base statistics. The first 60pts will be spread equally among its available base stats while the remaining 60pts randomly.\
\
Find bellow a Hydra <mark style="color:blue;">**LVL 30**</mark> stat projection as if all stat points where equally spread between each stats (only shows one scenario here).&#x20;

<table><thead><tr><th width="174.66666666666666">Stats</th><th width="118">Hydra lvl 1</th><th>Hydra lvl 30 (+120pts)</th></tr></thead><tbody><tr><td>Health</td><td>500</td><td><strong>1250</strong> (+15pts, equal to 750HP)</td></tr><tr><td>Accuracy</td><td>100%</td><td><strong>130%</strong> (+15pts=30%)</td></tr><tr><td>Evasion</td><td>20%</td><td><strong>50%</strong> (+15pts=30%)</td></tr><tr><td>Speed</td><td>10</td><td><strong>25</strong> (+15pts=15)</td></tr><tr><td>Defense</td><td>50</td><td><strong>95</strong> (+15pts=45)</td></tr><tr><td>Damage</td><td>50</td><td><strong>95</strong> (+15pts=45)</td></tr><tr><td>Critical damage</td><td>10%</td><td>10%</td></tr><tr><td>Critical chance</td><td>250%</td><td>250%</td></tr><tr><td>Range</td><td>6</td><td>6</td></tr><tr><td>Chemical damage</td><td>10</td><td><strong>55</strong> (+15pts=45)</td></tr><tr><td>Reduce enemy regeneration</td><td>3</td><td><strong>10.5</strong> (+15pts=7.5)</td></tr></tbody></table>
{% endtab %}

{% tab title="Damage Variation" %}

* **Physical** damages are subject to a +/-20% variation.
* **Chemical** damages are not subject to variation.
* **Electric** damages are 10% fix and 90% dynamic (+/-90% variation).

For instance more information, check the [Fight and stats section.](/nbm-shadow-depths/overview/nft-battle-miners-official-wiki/vii-shadow-depths/games-logic/fight-and-stats.md)
{% endtab %}

{% tab title="Loot Chance" %}
Each monster has a chance to drop a **unique material** (E.g. Hydra Scale for every Hydra) <br>

When defeating a monster, it can drop one of the following:

* One exemplar of the specific monster material.
* Some standard materials/tokens available in the mine the clone is located in.
* Nothing.

{% hint style="info" %}
If a clone dies while fighting a monster, it will not receive anything.
{% endhint %}
{% endtab %}

{% tab title="Skills" %}
After the first season, many Arcadian monsters evolved and developed skills to better fight the clones. These skills represent specific attributes that can change the dynamics of a fight. Amongst those skills :

<table><thead><tr><th width="284">Name</th><th>Description</th></tr></thead><tbody><tr><td><img src="/files/XJjqnUzGwDWOx6tjUcyl" alt="" data-size="original"> <strong>Collateral Damage</strong></td><td>If the enemy misses the clone, it still deals 30% damage.</td></tr><tr><td><img src="/files/1nUKPzIaHlxcTmFWm9Oj" alt="" data-size="original"> <strong>Armor Breaker</strong></td><td>The enemy ignores 30% of the clone's armor.</td></tr><tr><td><img src="/files/b9vjGPnvvMDnYWEyr286" alt="" data-size="original"> <strong>Longshot Protection</strong></td><td>The enemy is able to take cover, reducing damage from ranged attacks by 30%.</td></tr><tr><td><img src="/files/1bblJzNybbeQgaybf8hy" alt="" data-size="original"> <strong>Corrosion</strong></td><td>If the enemy attacks a clone part not protected by equipment, it deals 3 times more damage.</td></tr><tr><td><img src="/files/5ulSyfHZpFohYJZHDg7V" alt="" data-size="original"> <strong>Melee Shield</strong></td><td>In close combat, the enemy better protects itself, reducing damage dealt by the clone in melee combat by 30%.</td></tr><tr><td><img src="/files/kh1T1T11BtSTMtnGck8o" alt="" data-size="original"> <strong>Charge</strong></td><td>The enemy skips ranged attacks and automatically initiates a melee fight.</td></tr><tr><td><img src="/files/StKqOTxYFuvZOJsCdCQp" alt="" data-size="original"> <strong>Blurred Motion</strong></td><td>The enemy can throw acid, a blast of light, or use other techniques to blind the clone and gain up to 99% evasion.</td></tr></tbody></table>
{% endtab %}
{% endtabs %}

{% hint style="info" %}
Reminder: Every monster will always have a **5% chance** to hit the clone, disregarding its evasion.
{% endhint %}
