# Critical hit

**Critical hits** (crits) are a game mechanic that gives a chance for a projectile to deal **five times** (or more if the odds of landing a critical hit is above 100%) its base damage.

This mechanic applies to damage of any type, not just Projectile damage.

You start with a 0% chance to perform a critical hit, but this chance can be improved in many ways, including:

- Blood stains ( Bloody) increase the chance of a critical by 5% per projectile in the shot
- Perks:
- Critical Hit +
- Close Call
- among others

- Spells:
- Critical Plus
- Critical on Wet (Water) Enemies, and similar modifiers
- Many spells affect critical chance, such as Spark Bolt which adds 5%

## Damage above 100%

The formula for critical damage is as follows: [Base damage] * 5 * [Crit chance if >= 1.0]

So if the chance of a critical hit is increased over 100%, not only will every hit be a critical, for each point of critical chance past 100% the critical damage is increased. For example, 300% crit chance means that it will crit 100% of the time and deal 15 times the damage, (3.00 crit chance * 5 base crit multiplier = 15).

E.g. with 7 Critical Plus modifiers (7 * 15% = 105%), a Magic Arrow (10 base damage, and 5% critical chance) will deal 55 damage on *every* hit. I.e. 10 base damage * 5 base critical multiplier * (105% chance from Critical Plus + 5% base chance from Magic Arrow itself).

This can be an efficient way of boosting damage for late-game wand builds.

## Critical on Material

The material spells and the trail modifiers can be used to force status effects on enemies. It is not necessary for them to touch the particles of liquid due to a material spell/trail modifier sharing an extra effect with projectiles shot together with them, only the projectile needs to touch the enemy to give them them the status effect for 720 frames (12 seconds). This works even if the liquid has been fungal shifted away or even if the target cannot be stained, as this mechanic does not interact with stains. Enemies might have resistance or immunity to critical hits however.

Critical On spells (water, blood, oil, burning) grant an additional 100% chance to crit per copy of the spell the wand has.

Pairing the two, we can guarantee a critical hit. E.g. This wand has 105% chance to critical hit.

## Critical hit stacking

The critical hit multipliers do add together. In a nutshell, this wand deals 20x damage:

A detailed explanation is in this video:

## Resistances

Some enemies are resistant or immune to critical damage, meaning they will take only the base damage of the projectile, plus a fraction (or zero) of the increased damage that would come from a critical hit.

For example, a Sätkymestari has 40% resistance to critical damage. So from the previous example, a Magic Arrow with 7 Critical Plus modifiers will deal 37 damage per hit: 10 base damage + (100-40)% resistance × (55 critical damage - 10 base damage).

Notable examples:

- Sauvojen tuntija, Mestarien mestari and Syväolento are immune to critical damage.
- Ylialkemisti has 80% resistance to critical damage.
- Skoude has 50% resistance to critical damage.
- Minä is immune to critical damage, so you need not worry about receiving a random critical hit from an enemy, although this also means you cannot boost the critical hit chance of a Healing Bolt to heal more.

Enemies without an AnimalAIComponent, PhysicsAIComponent, WormComponent, or BossDragonComponent cannot take critical hits. Notable examples include Syväolento and the Holy Mountain statues.