From Dungeons of Dredmor Wiki
The Character Sheet (hotkey c) displays many Stats that affect gameplay. The character's stats are broken into primary and secondary stats. Primary stats only have an indirect effect-- they influence secondary stats. In addition to these primary and secondary stats, the character sheet also displays other information such as the melee and ranged damage, the resistances and the inventory.
 Primary Stats
|Icon||Name||Affected Stats||In-Game Description|
|Burliness||Life Points||"Burliness is the primary attribute of the Warrior and pertains to getting into trouble, hitting ones head on other people, and getting hit by large objects/limbs/pseudopods. It affects hitpoints, melee power, and block chance."|
|Sagacity||Mana Points||"Sagacity is the primary attribute of the wizard, and is mostly about being a know-it-all. It affects mana points and magic power."|
|Nimbleness||Dodge Chance||"Nimbleness is the primary attribute of the Rogue and is the quality of swiftness, grace, and not getting hit by things. It affects dodge chance, sneakiness, enemy dodge reduction, and counter-attack chance. Nimbleness is pretty great."|
|Caddishness||Critical Chance||"Caddishness is the primary attribute of the Pirate and revolves around not caring about the feelings of others. It affects critical hit and counter-attack chance."|
|Savvy||Haywire Chance||"Savvy is the primary attribute of the Bard and involves being clever while avoiding trouble. It affects magical haywire chance and sneakiness."
As of Patch 1.08, Savvy also influences the cost of spells (according to a different formula for each spell) where this had previously been determined by Magic Power.
|Stubborness||Magic Resistance||"Stubborness is the primary attribute of the Monk and enhances self-righteousness and the ability to ignore mean things other people say about you. It affects magical resistance and block chance."|
 Secondary Stats
|Melee Power||"Melee Power affects how hard you hit with your weapons (or feet, if you don't have any). It's also how hard you throw stuff, but not how hard you shoot your crossbow bolts because that wouldn't make sense."||Formula: (( Burliness - 5) / 3)|
|Critical Chance||"Critical Chance affects how likely you are to land a particularly effective blow in combat, dealing double damage."||Formula: ( Caddishness / 2)
The Critical Chance stat is equivalent to the percentage chance you have of your basic melee attack being a critical hit. When a critical hit occurs, your Melee Power is doubled during the hit. However, all other damage, e.g. from weapons, remain unaffected. If a critical hit is rolled, it overrides any chance the defender had of dodging, making the Critical Chance stat a useful contributor to overall accuracy.
|Counter Chance||"Counter Chance affects how likely you are to commit a vindictive act in melee combat by returning an enemy's attack with one of your own."||Formula: ( Nimbleness + Caddishness) / 6
The Counter Chance stat is equivalent to the percentage chance you have as a defender to negate an enemy's melee attack and automatically make a free melee attack of your own. Although countering will negate damage in the exact same manner that dodging will, a dodge will take precedence over a counter if both are rolled at the same time, thereby causing the defender to lose his chance at a free attack. Counter precludes blocking.
|Magic Power||"Magic Power affects the power of your spells."||Formula: ( Sagacity / 2)
The ratio that determines how much your Magic Power stat contributes to your potency varies by spell. It applies not only to spells, but to spell-like effects, like the damage from traps, the secondary effects on projectile weapons, and the special attacks from the Staves Skill.
|Haywire Chance||"Haywire Chance affects how likely your spells are to trigger a highly unstable resonance cascade event."||Formula: ( Savvy / 2)
Haywire chance is your character's spell critical chance. Haywire chance may affect any magical abilities. For instance, vampirism is magic-based and might critically hit due to haywire. It is also possible to summon two monsters at once due to haywire. Per patch 1.0.4, vampirism and other non-spell abilities no longer trigger haywire. It was bugged in release 1.0.3, and only triggered on non-spell abilities.
|Magic Resistance||"Affects how intuitively you can (mostly) nullify a magical attack against you."||Formula: ( Stubbornness / 2)
The Magic Resistance stat is equivalent to the percentage chance you have as a defender to resist a spell or trap, taking a fraction of the damage.
|Armour Absorption||"Armour Absorption is how good your armor is at standing between you and inevitability. Each point of Armour Absorption removes one point of mundane damage types."||This stat is not affected by any Primary Stats, and has a base value of 0.|
|Block Chance||"Block Chance affects how likely you are to (mostly) block what you deserve, at least so far as physical attacks go."||Formula: ( Burliness / 6) + ( Stubbornness / 6)
The Block Chance stat is equivalent to the percentage chance you have as a defender to block, taking a fraction of the damage from a melee attack that could have been partially mitigated with Armour Absorption. Critical hits can be blocked, and performing either a dodge or a counterattack precludes blocking.
|Dodge Chance||"Dodge Chance affects how likely you are to avoid the consequences of your actions and physical attacks."||Formula: ( Nimbleness / 2)
The Dodge Chance stat is equivalent to the percentage chance you have as a defender to dodge an enemy attack, completely negating it. Critical hits cannot be dodged, and dodging an attack precludes blocking it. Dodge takes precedent over counterattacks, which means this stat may cause you to lose some opportunities at free retaliatory attacks. The likelihood of rolling a dodge is diminished by an attacker's EDR, listed below.
|Enemy Dodge Reduction||"Enemy Dodge Reduction affects how likely an enemy is to not dodge your attacks. Because heroes never miss - but sometimes their attacks are dodged."||Formula: ( Nimbleness / 3)
The Enemy Dodge Reduction stat, also known as EDR, is applied on every attack as a penalty to the enemy's Dodge Chance. Having a higher EDR than your opponent has Dodge Chance will make it impossible for them to dodge, but EDR has no effect on your opponent's capacity to counter or block.
|Sneakiness||"Sneakiness is how good you are at tip-toeing around your problems rather than facing them. Helps with sneaking by enemies, not waking sleeping enemies, and with avoiding traps."||Formula: ((0.75 ( Nimbleness + Savvy)) - 20); minimum value 0
Sneakiness will occasionally cause a monster not to notice you, causing it to wander randomly instead. Additionally when you walk over a trap, your sneakiness is used as a chance that it will not activate.
|Visual Sight Radius||"Visual Sight Radius is how far you can see in the dark dungeon."||This stat is not affected by any Primary Stats, and has a base value of 1.
The Visual Sight Radius stat contributes to how far away from your character you can see, at a rate of two tiles per point. At the baseline, 0, you can see five tiles in every direction. This stat can be reduced into the negatives by cursed equipment and debuffs, potentially making you totally oblivious to your surroundings. Monster Zoos carry a special effect that allow you to see every space in the room if even one falls within your sight radius. Spells can generally only be cast centered spaces that you can currently see, but projectiles can be fired blind.
|Trap Sight Radius||"Trap Sight Radius determines the distance at which you can spot and identify traps."||This stat is not affected by any Primary Stats, and has a base value of 1.
Trap Sight Radius is equivalent to how many tiles away you can identify the presence of a trap or invisible monster. At the base value of 1, a character can only see a trap that is directly adjacent to them. Once the location of a trap has been identified, its appearance on the ground will remain until disarmed or sprung, but only a trap that is currently within the Trap Sight Radius can be identified on mouse-over.
|Trap Affinity||"Trap Affinity is a rating of your ability to avoid and disarm traps."||This stat is not affected by any Primary Stats, and has a base value of 0.
Trap Affinity is compared to the level of a trap to determine your prospects of disarming it. If your Trap Affinity is less than the level of a trap, you will have a percent chance of disarming it, starting at 45% for a trap one level greater than your affinity, 40% for a trap two levels greater, and so forth. If your Trap Affinity is equal to the trap's level, you will spot it on the ground in full color and detail instead of as a faint outline, and you can disarm it without fail. If your Trap Affinity exceeds the trap's level, and the trap is not reliant on wall-mounted turrets to function, you can also pick it up. Because no trap has a level greater than 14, anything above 15 in this skill has no effect.
|Wandcrafting Level||"This is a rating of how good you are at wandcrafting."||This stat is not affected by any Primary Stats, and has a base value of 0.
Wandcrafting Level determines which recipes you can use and the quality of output when crafting with an N-Dimensional lathe, as well as increase the damage of several wands. This stat can be increased by one level while wearing a Hat of Burgstrom.
|Smithing Level||"This is a rating of how good you are at smithery."||This stat is not affected by any Primary Stats, and has a base value of 0.
Smithing Level determines which recipes you can use and the quality of output when crafting with a Smithing Kit or Ingot Press. It is possible to gain a temporary Smithing level bonus while wielding the Kronghammer.
|Alchemy Level||"This is a rating of how good you are at alchemizing."||This stat is not affected by any Primary Stats, and has a base value of 0.
Alchemy Level determines which recipes you can use and the quality of output when crafting with a Alchemy Box or Porta-Still. Unlike most stats, Alchemy Level bonuses cannot be found on equipment. However, there is a rather rare potion that will increase it by one for a short time.
|Tinkerer Level||"This is a rating of how good you are at tinkering."||This stat is not affected by any Primary Stats, and has a base value of 0.
Tinkering Level determines which recipes you can use and the quality of output when crafting with Tinkerer Parts or an Ingot Press. Tinkering level can be increased by one while wearing Tinkerer's Goggles. This allows even non-smiths/non-tinkerers to grind ores into 2 ingots by wearing the goggles while grinding.
|Life Points||"This number shows how not-dead you are. When it hits zero you cease to live. Try not to let that happen."||Formula: ( Burliness + Caddishness + 5)
Any effect that increases or decreases the Life Points stat directly itself will affect both your maximum and current HP totals, which makes it possible to die from a buff wearing off. Any effect that increases or decreases Burliness or Caddishness, however, will only affect you maximum HP total, leaving your current HP unaffected.
|Health Regeneration Bonus||"Listen up, this one is tricky: This number is your health regeneration bonus. It is subtracted from the base health regeneration rate to determine the number of steps it takes for you to regenerate one point of health. A higher number is better."||This stat is not affected by any Primary Stats, and has a base value of 0.
The base health regeneration rate varies by difficulty; A character naturally regains one life per 5 steps on Elves Just Want to Have Fun, every 7 steps on Dwarvish Moderation, and every 13 steps on Going Rogue. Having a Health Regeneration Bonus equal to or greater than the base health regeneration rate does not further improve your rate of healing; the best possible rate is one health every one step. Vampires do not naturally regenerate health under any circumstances; this stat governs their vampiric damage and life steal rate instead.
|Mana Points||"This number shows your capacity to cast magic spells, all of which cost mana to some degree or other."||Formula: ((2 Sagacity) + 5)
Any effect that increases or decreases the Mana Points stat directly will affect both your maximum and current mana totals. Any effect that increases or decreases Sagacity, however, will affect only your maximum mana total, leaving your current mana unaffected.
|Mana Regeneration Bonus||"Listen up, this one is tricky: This number is your mana regeneration bonus. It is subtracted from the base mana regeneration rate to determine the number of steps it takes for you to regenerate one point of mana. A higher number is better."||This stat is not affected by any Primary Stats, and has a base value of 0.
The base mana regeneration rate varies by difficulty; A character naturally regains one mana per 5 steps on Elves Just Want to Have Fun, every 7 steps on Dwarvish Moderation, and every 8 steps on Going Rogue. Having a Mana Regeneration Bonus equal to or greater than the base mana regeneration rate does not further improve your rate of recharging; the best possible rate is one mana every one step.
|Magic Reflection||This stat is not affected by any Primary Stats, is generally only found on items, and has base value of 0.
Magic Reflection represents a percentage chance to reflect a missile-type spell back at its caster.
*When calculating the result of a formula, round down to the nearest integer after every step, and keep in mind the order of operations.
 Life and Mana
A character's Health is represented by its Life Points, displayed as X/Y in the bottom-left of the Character Sheet. The number on the left is the character's current amount of Life Points, and on the right is his maximum amount. If the Life Points drop below 1, the character dies. You can regenerate Life Points using food, certain mushrooms, potions, fountains, natural Health Regeneration or through the Vampirism skill. Skills and Equipment can directly increase a character's maximum Life Points, and indirectly through increasing Burliness or Caddishness.
Likewise, every character has an amount of Mana Points. As your character casts spells, the number on the right decreases as your Mana Points get consumed. Using all of a character's Mana Points has no ill effects, but being unable to fuel sustained buffs will cancel them. Mana Points can be regenerated using drinks, certain mushrooms, potions, fountains, natural Mana Regeneration or with the Blood Magic skill. Skills and Equipment can directly increase a character's maximum Mana Points and indirectly through increasing Sagacity.
 Leveling Up
Every point you spend in a skill, including the first 7 points used to pick your skill paths, affect secondary attributes as well as enhancing bonuses on equipment in their respective areas at higher levels.
Each Level requires a specific number of experience points to level up. Experience can be gained by killing monsters, picking locks, disarming traps, acts of heroic vandalism, and sending artifacts to the museum. Once you meet the needed experience you gain a level and your experience is set back to zero. Certain bugs may cause you to level up multiple times at once.
|Level||Experience for next level||Difference|
This is a quadratic function. A level N character, to reach level N+1, needs 125(N(N-1)/2+1) points.
- The description of Haywire Chance is a reference to the video game Half-Life.