Klara/Code Contact

Stats

Everhex 0.5.23 · Updated 13 November 2026

Every tower stat, what it does and how big it gets. In-run lines are bought with cash during a run and reset when it ends; each Workshop line raises the level its in-run line starts at (see Workshop). The Constellation, jewels, perks and keystones add on top.

Prices in a run: each line's next level costs its base price × 1.2 for every level the line already has, Workshop levels included. A line you have raised high in the Workshop is therefore dearer to raise further during the run.

How bonuses stack

One rule explains almost every number in the game.

Example: the web gives +300% damage and your jewels give +100% damage. Together that is +400%, a ×5 multiplier, not ×4 × ×2 = ×8. If you also have ×3 crit damage, a crit from that tower deals ×15.

Same stat adds, different stats multiply

Same stat adds, different stats multiply Top: base ×1 plus +300% from the web plus +100% from jewels is one bar five units long, ×5. Bottom: a grid five wide for damage and three tall for crit damage holds fifteen cells, ×15. Same stat: the bonuses add base web +300% +100% = ×5 jewels +400% in all: ×(1 + 400 ÷ 100) = ×5. Not ×4 × ×2 = ×8. Different stats: they multiply damage ×5 crit damage ×3 = ×15 A crit: ×5 × ×3 = ×15, fifteen cells.
The worked example above, drawn. The two Damage bonuses join one bar; damage and crit damage are the two sides of one rectangle.

What this means for choosing jewels and clusters: a bonus is worth most on the stat whose total is lowest. Adding +100% to a stat sitting at +100% takes it from ×2 to ×3, half as much again. The same +100% on a stat already at +1,000% takes ×11 to ×12, about 9% more.

Damage

Worked example: Damage level 70 (×71) and +3,000% damage from the Constellation (×31) give ×71 × 31 = ×2,201.

How one hit's damage is built

  1. 1Base1 + Damage levellevel 70 gives ×71
  2. ×Constellation×(1 + total ÷ 100)web, Deep Field, jewels and clusters summed: +3,000% gives ×31
  3. ×Perks, keystonesHeavy Rounds ×1.25 eachachievements, Overload Core ×1.6, Glass Core ×2, Patience ×1.6, Overcharge while it runs
  4. ×Weapondamage factor × Power×1.10 per in-run Power level, ×1.12 per Workshop level
  5. ×Critcrit damage × (1 + 0.5 × tiers)only on a crit; tiers come from crit chance past 100%
  6. ×Long Shot1 + 0.5 × overreachdirect hits at least 60% of the arena radius away
Every step multiplies, so the order makes no difference. Brittle, Execute and the enemy's own defences come last; see the order of a hit.

How the run's rows show it: the Damage, Crit Damage, Health, Cash Bonus, Range, Charge Rate, Fortune and Projectile Speed rows each carry a second line such as "x71 from levels · x2,201 with all bonuses · next level +1.4%". The first number is what the line's own levels multiply the stat by. The second is the stat's whole multiplier over its bare base: levels, Constellation, jewels, perks and keystones together, leaving out Overcharge while it runs and Patience during its silence. The third is what one more level adds. A row at MAX leaves the next level out. The worked example above is exactly what the Damage row reads.

Attack Speed and the 60 shots a second cap

The cap. The battle runs in fixed steps of 1/60 of a second, and each weapon can fire at most once per step, so no weapon fires more than 60 times a second of game time. After each shot the weapon's timer starts again from zero, so below the cap a weapon fires every whole number of steps: 60, 30, 20, 15 and so on shots a second. A weapon on paper at 45 shots a second really fires 30.

The fire-rate cap: paper rate against real shots

Fire rate on paper against real shots a second A staircase: real shots a second can only be 60, 30, 20, 15, 12 and so on. A weapon at 45 a second on paper really fires 30. Nothing passes 60. 15 20 30 60 0 20 40 60 80 shots a second on paper real shots a second cap: one shot a step, 60 a second on paper 45 on paper fires 30
Real shots a second are 60 ÷ a whole number of steps: 60, 30, 20, 15, 12 and so on. Between two steps, extra attack speed changes nothing until the next step is reached.
Two Workshop rows: Damage at level 0 priced 12 coins, and Attack Speed reading AT FIRE-RATE CAP · 60/s with a MAX button.
The cap, as the Workshop shows it. Attack Speed reads AT FIRE-RATE CAP · 60/s and its button says MAX, while Damage is still for sale.

Crit Chance

Super Crit

Crit chance stops at 100%, but nothing past 100% is wasted: it becomes super crits.

Worked example: 340% crit chance and crit damage of ×10. Every shot crits. 240% is past the cap, so every crit has 2 super tiers and 40% of them have a third. A 2-tier crit deals ×10 × 2 = ×20; a 3-tier crit deals ×10 × 2.5 = ×25. The game writes this as "340% · every crit is SUPER ×2 · 40% for ×2.5".

The in-run Crit Chance row late in a run: 38.8M% chance, every crit is SUPER ×193975.5, 23% for ×193976.
The same line deep in a run. At 38.8M% chance every crit carries a huge number of super tiers, and the row prints the result in the same form.

Crit Damage

Example: Crit Damage level 50 gives 1.5 + 5 = 6.5. With +200% Crit Damage from the Constellation that becomes 6.5 × 3 = ×19.5 per crit.

Multi-Shot (Cannon only)

Range

Long Shot

Range past the arena edge turns into damage on far-away hits.

Worked example: the Cannon's share is 85%. With a Range multiplier of ×5, overreach = 0.85 × 5 − 1 = 3.25, so far hits deal × (1 + 0.5 × 3.25) = ×2.625, shown as +163%. A readout of +13,903% means far hits deal about ×140.

The battle footer: DPS, ARENA 850, REACH 850, the mounted weapons, LONG SHOT +420103364% and OC SURPLUS +618%.
Where to read it. The footer under the upgrade panel shows LONG SHOT for your widest-reaching weapon, and OC SURPLUS (below).

Overcharge

Overcharge surplus

Once your charge rate is high enough that a single wave refills the gauge, the burst is effectively always on, and extra Overcharge Rate would buy nothing. So the extra becomes burst damage.

Worked example: Charge Rate level 70 (×3.1) and +1,000% Overcharge Rate from the Constellation (×11) give fill = 0.20 × 11 × 3.1 = 6.82, so the surplus is +96%. One more Charge Rate level adds only about +0.5 points, and a jewel adding +100% Overcharge Rate on top of +1,000% adds about +4 points. That is why the surplus seems to barely move.

Overcharge surplus: +0.5 × ln(fill)

Overcharge surplus against fill A curve that rises fast and then flattens: 0.5 × ln(fill). Fill 2 gives +35%, fill 4 +69%, the worked example 6.82 gives +96%, fill 10 +115%. +0% +35% +69% +115% 1 2 4 6 8 10 12 fill (0.20 × charge multiplier) extra burst damage fill 2 · +35% fill 4 · +69% 6.82 · +96% fill 10 · +115%
Each doubling of fill adds the same +35 points, so the curve flattens. The dot at 6.82 is the worked example above.

Armour

Armour: damage cut by level

Armour level against damage cut The cut is 1 − 50 ÷ (50 + 2 × level): 29% at level 10, 50% at 25, 67% at 50, 80% at 100, approaching but never reaching 100%. 0% 29% 50% 67% 80% 100% 0 10 25 50 100 Armour level damage cut never reaches 100%
1 − 50 ÷ (50 + 2 × level). The first levels do the most; the cut never reaches 100%.

Thorns

Leech

Health

Health Regen

Execute

Brittle

Frost Field

The other lines

The order of a hit

For anyone checking the maths, one hit is worked out like this:

Flat armour per hit is why many small hits do badly against Armored enemies and one big hit does well.