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Event Checks[]

Most events are checking your stats in this way:

{ Your checked Stat } vs { roll from 1 to 12 } + { threat level modifier }. Bigger value wins, draw is counted in player's favor.

Locations that you investigate can have varying threat levels that might grow during the game. There are 4 threat levels:

  • SAFE = no modifiers.
  • LOW = +1 to stat checks
  • DANGEROUS = +1 to stat checks & more Stamina/Reason penalties
  • DOOMED = +2 to stat checks & more Stamina/Reason penalties & more Doom for investigating
Event Rolls Math

Tips[]

  • Game difficulty affects threat level
  • Try to memorize (look up, or guess) what stat will be checked. Its not always obvious but most of the time you can guess
  • Check location threat level
  • Manage your stats (get followers, acquire items, treat injuries, etc)
  • Having suitable perks or items can help you evade some skill checks in events. Cover your weak stats with right items and perks


Hit Chance[]

Hit chance is partially based on your level, partially on enemy power and your weapon stat.

Your hit chance = { weapon stat } + { 10% * your level } - { enemy power }

Hit Chance Math


Battle Actions Time Consumption & Scaling[]

Oh boy, here we go. First, the things you need to know:

  • Stats do not affect every aspect of battle. Only when action scales with certain stat, this stat will affect speed of this action. Only that.
  • Only certain actions are scaling: Attack, Strong attack, Dodge, Brace, Combat Skill, Shoot, Listen Ramblings (unique action vs Doll Nurse).
  • There are "general" speed modifiers of action groups (Offensive, Defense, Spiritual, Support). This boosts accessible only by: smoking cigarettes, perks (Fast Swimmer Adrenaline, Fame), follower boosts, some items (like Karukosa Mask).Formula for action time:

Action time = { base time } x { general speed modifiers } – { scaling } x { stat }

Attack Time Scaling Math

Explanation of the above example:

Base action takes 80t, general modifier is 0.9, Dexterity is 8, Scaling value for normal "Attack" action is 3. So, (80 * 0.9) – (3 * 8) = 48

Example of how time cost for various actions scales depending on stat
Stat value --> Base time 1 2 3 4 5 6 7 8 9 10 11 12 Scaling
S.Knife normal attack 80 77 74 71 68 65 62 59 56 53 50 47 44 -3*Stat
S.Knife strong attack 120 116 112 108 104 100 96 92 88 84 80 76 72 -4*Stat
Brace 160 155 150 145 140 135 130 125 120 115 110 105 100 -5*Str
Dodge 160 150 140 130 120 110 100 90 80 70 60 50 40 -10*Dex
Combat Skill 100 95 90 85 80 75 70 65 60 55 50 45 40 -5*Knw
Listen/Shoot 120 115 110 105 100 95 90 85 80 75 70 65 60 -5*Per

Tips[]

  • General modifiers are applied before scaling. So they are very good with scaling.
  • Multiple general modifiers are multiplicative. As example for Aiko offensive actions, her innate speed buff multiplies by her Fast Swimmer perk effect: 0.9 * 0.85 = 0.76 (truncated).
  • Everything is truncated in your favor. Rejoice.
  • Scaling is fixed per action. So slow weapons scale worse and suck.
  • Getting Spiritual actions speed up will help only if you already scaled well with Strength or Dexterity to add defensive action to Clap\Bow ritual. Even after that, there aren't many ghost encounters, you need to guess the ritual only once per run, and not all ghosts will furiously bite you while you guessing.
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