> For the complete documentation index, see [llms.txt](https://roogame.gitbook.io/roogame/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://roogame.gitbook.io/roogame/survivors-roguelike-kit/core-concepts-overview/stat-concepts.md).

# Stat Concepts

### **1. System Features**

* **Percentage-Based System**:
  * All values represent percentage multipliers (**100 = 100% = no change**)
  * Applied multiplicatively with other modifiers
* **Visual Configuration**:
  * All attributes can be adjusted directly in the Unity Inspector
  * Supports real-time editing and effect preview

#### **2. Player Attributes Configuration**

<figure><img src="/files/foAJqBGVrThEj23cttDw" alt="" width="482"><figcaption></figcaption></figure>

* **Base Path**: `Assets/RGame/RoguelikeKit/ScriptableObjects/DataSO/Player/PlayerStat.asset`
* **Core Attribute Groups**:

You can change the initial value of attributes such as HP etc. All the values in it, 100 corresponds to 100%, such as Cooldown which represents the skill CD \* This value will get the CD calculated by the skill when the game is running, and other attributes are the same, such as Recovery, 0 represents the amount of blood restored, there is no base value, so you can use it directly. Amount defaults to 0 when the skill is created. When a skill is created, it creates its own ammount + the amount of this ammount.

#### **3. Enemy Attributes Configuration**

* **Base Path**: `Assets/RGame/RoguelikeKit/ScriptableObjects/DataSO/Enemy/`
* **Design Principles**:
  * Each enemy type has its own configuration file
  * Supports attribute inheritance and overrides

#### **4. Calculation Logic**

* **Modifier Stacking**:
  * Base Value → PowerUp Value → Final Value

[A more detailed description](broken://pages/rnDwhzi1aP8QGwMR8eyW)
