Here’s what Curse, Magnet, and Might mean
The stats in Vampire Crawlers: The Turbo Wildcard from Vampire Survivors determine your strengths and weaknesses. If you boost your Might, you will deal more damage, but if you prioritize your Recovery, you’ll be harder to kill. The game doesn’t explain the stat effects in detail, but it’s important to understand them, so you can pick the ones that best fit your playstyle.
Here’s an overview of all stats in Vampire Crawlers and how they affect the game.
All Vampire Crawlers stats, explained
Throughout your dungeon run, you can collect cards, gems, and arcanas to boost your stats. Although most stat upgrades are temporary (they affect the current dungeon run only), you can visit the Shop in the Village to purchase stat power-ups before a dungeon run. It’s possible to keep the same stats on your next run, but you may reset the stat power-ups as often as you want, so feel free to experiment.
Here’s a list of all stats in Vampire Crawlers and what they mean:
|
Stat |
Effect |
|---|---|
|
Amount |
Adds more projectiles to your attacks. So, if you use the Axe, which has three projectiles by default, an amount stat of three would turn that into six projectiles in total. |
|
Area |
This stat adds splash damage to your attacks, meaning that the attack will deal a portion of its direct damage to other enemies on the field. With 10% area, an attack might deal 100 damage to its target and an additional 10 damage to the target’s neighbor. |
|
Armor |
The amount of armor gained at the start of each turn. Armor protects you from damage; if you have 20 armor and the enemy deals 20 damage, you won’t lose any HP, but if they deal 21 damage, you will lose 1 HP. |
|
Banish |
Remove a card from the current dungeon run. Once you’ve removed the Axe, for example, you won’t be presented any more Axes until you finish this dungeon run and start a new one. |
|
Curse |
This makes enemies harder to defeat, but also grants more experience for defeating them. |
|
Duration |
Affects the duration of a Crawler’s character card. Every stack of duration makes the effect last one additional turn. |
|
Greed |
Affects the amount of gold you earn. Instead of 100 gold, a greed stat of 50% would get you 150 gold. |
|
Growth |
This stat will give you more experience. Instead of 100 experience points, a growth stat of 50% would give you 150 experience. |
|
Hand |
This is the number of cards you draw at the start of every turn. |
|
Luck |
This affects your chances of obtaining good items. Every now and then, you may receive four cards and gems to choose from instead of the usual three. |
|
Magnet |
This affects the number of extra cards you draw. So, if playing the Attractorb card, a aagnet stat of 1 would allow you to draw two cards instead of one. |
|
Mana |
This affects the amount of mana you get at the start of each turn. Every card comes with a mana cost, so you’ll need enough mana to play them all. |
|
Max health |
This is your HP. Getting hit by enemies reduces HP, and when it’s down to zero, it’s game over. |
|
Might |
Boosts your damage. If you have 20% might and use an attack that deals 100 base damage, it’ll deal 120 damage instead. |
|
Recovery |
After each encounter, you restore HP according to the recovery stat value. If you have a max HP of 60 and your recovery is 10%, you’d restore 6 HP at the end of every battle. |
|
Reroll |
When you pick a new card from a treasure chest, a reroll stack allows you to discard the first set of options and draw a new set to choose from. |
|
Revival |
For some reason, this is shown as a percentage rather than a number, but you gain one revive opportunity per 100% revival. So, if you have 200% revival, you can die and get revived twice before it’s really game over. |
|
Skip |
Instead of picking a reward, you can skip the reward and obtain more experience instead. |
