The Word of Thoth - A Smite Mechanics Guide | Leisure

The Word of Thoth: A Smite Mechanics and

Formulae Guide Season 5 Edition
Patch 5.1: Season 5
Contents
1 Basic Mechanics 1
1.1 Protections, Damage Mitigation and Penetration . . . . . . . . 1
1.1.1 Protections and Damage Mitigation . . . . . . . . . . . 1
1.1.2 Penetration . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2 Total Effective Health/ ‘eHP’ . . . . . . . . . . . . . . . . . . 4
1.3 Lifesteal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 Attack Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.5 Healing Increase and Reduction . . . . . . . . . . . . . . . . . 6
1.6 Movement Speed: Diminishing Returns . . . . . . . . . . . . . 6
1.7 Movement Speed Penalties . . . . . . . . . . . . . . . . . . . . 7
1.8 Movement Speed – Diminishing Returns on Slows . . . . . . . 8
1.9 Crowd Control – Diminishing Returns . . . . . . . . . . . . . 9
1.10 Kill and Assist Bounty . . . . . . . . . . . . . . . . . . . . . . 10
1.10.1 XP and Gold Spooling . . . . . . . . . . . . . . . . . . 12
1.11 XP to Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
1.12 Prestige and Account Levels . . . . . . . . . . . . . . . . . . . 12

2 Structures and Minions 14
2.1 Towers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.2 Phoenixes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.3 Clash Phoenix . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.4 Titans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.5 Minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

3 The Jungle 19
3.1 XP Camps - Conquest . . . . . . . . . . . . . . . . . . . . . . 19
3.2 Buff Camps - Conquest . . . . . . . . . . . . . . . . . . . . . . 20
3.3 Jungle Bosses – Conquest . . . . . . . . . . . . . . . . . . . . 21
3.3.1 Gold Fury . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3.2 Pyromancer . . . . . . . . . . . . . . . . . . . . . . . . 22
3.3.3 Fire Giant . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.4 Jungle Bosses - Other Modes . . . . . . . . . . . . . . . . . . . 24
3.4.1 Bull Demon King – Joust, Duel . . . . . . . . . . . . . 24
3.4.2 Apophis - Clash . . . . . . . . . . . . . . . . . . . . . . 25

4 Tables of Values 27
4.1 Magical Penetration Scaling . . . . . . . . . . . . . . . . . . . 27
4.2 Physical Penetration Scaling . . . . . . . . . . . . . . . . . . . 28
4.3 XP to Level in Match . . . . . . . . . . . . . . . . . . . . . . . 29

1
4.4 Titan Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . 30
4.5 Jungle Camp Statistics by Level . . . . . . . . . . . . . . . . . 30
The Word of Thoth is designed to be an advanced and thorough look into all
of the hidden mechanics and formulae within Smite. With the new Conquest
map changes arriving with Season 5, there has been an immense amount of
changes in how the game and mode functions beneath the surface.
Even if you think you’re pretty knowledgeable, there’s always more to dis-
cover! Special thanks to HiRez and various community members for their
co-operation in putting this together.
1 Basic Mechanics
1.1 Protections, Damage Mitigation and Penetration
1.1.1 Protections and Damage Mitigation
In Smite there are a few different ways to reduce the amount of damage you
take from the enemy. The first one is not getting hit in the first place, but
there’s not much mathematics behind not getting hit.

Protections are your main form of reducing enemy damage, and are applied
to you through the following formula:
100
Damage Taken × (1)
100 + Armour
Where Armour is the number of physical or magical protections you have.
However, this will only work to stop physical or magical damage respectively.
There is also a third type of damage known as True Damage. An example of
true damage would be Serqet’s Last Breath, Bakasura’s Butcher Blades or
standing in the enemy fountain, which will deal 35% of your maximum HP
per second as true damage.

In order to reduce the amount of true damage that you take alongside an-
other way of reducing physical and magical damage, you need some of a stat
called Damage Mitigation.

These come in two forms: % Mitigation and flat mitigation. An example
of % Mitigation would be Chaac’s ultimate, Storm Call, which provides 50%
damage mitigation to himself during the cast time, or Isis’ Circle of Protec-
tion which provides 15% damage mitigation to allies within the radius. The
only source of flat Damage Mitigation in the game currently is the starter
item Warrior’s Blessing, which reduces the damage of any hit you take by 3.

The order in which all forms of damage mitigation are applied are slightly
complicated in terms of the underlying code (and a couple of tiny edge cases
where this doesn’t entirely hold), but for the purposes of simplicity can be
explained as follows:
1. % Damage Mitigation
2. Armour
3. Flat Damage Mitigation

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To show how this works, imagine you were about to be hit with an attack
that did 1000 ‘raw’ (pre-mitigation) Magical damage. If you had 100 Magical
Protections, you would be hit for
100
1000 × = 500 damage.
100 + 100
However, if you were to be hit by 1000 raw magical damage whilst having
120 Magical Protections, Warrior’s Blessing and whilst Athena is channeling
her Defender of Olympus ultimate onto you, granting you 20% Mitigation,
you would take
100
(1000 × 0.8 × ( )) − 3 = 360.63 damage. (2)
100 + 120
As stated before, there are three types of damage: Physical, Magical and
True damage. True damage just ignores enemy armour but is susceptible to
% and flat Damage Mitigation.

1.1.2 Penetration
In order to counter this, there are ways to ignore and reduce an enemy’s pro-
tection and by extension their damage mitigation. The first way is armour
penetration. Penetration ignores a certain number of the enemy’s armour
when calculating damage. For example, if I was attacking a target with 150
physical protection when I had 25 physical penetration, then the damage
calculations would be as if they only had 125 physical protections.

Penetration can come in both flat and % types. % Penetration does not
increase your flat penetration by that % value, but ignores that % of the
enemy’s armour.

The other form of armour penetration available is armour reduction, which
tangibly reduces the enemy target’s armour value, meaning that any damage
dealt to them will be calculated on that value instead of what they usually
have. This also exists in flat at % formats, such as Anubis’ passive flat re-
duction Sorrow or Nemesis’ Divine Judgement ability.

It is important to note that these are applied in a specific order, as doing it
differently would change the expected damage calculation:
1. % Armour Reduction

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2. Flat Armour Reduction
3. % Penetration
4. Flat Penetration
The most common ways of gaining % penetration as a stat are from two
different items, Titan’s Bane and Obsidian Shard. These both give you %
Penetration based on enemy gods based on their Physical or Magical Protec-
tions respectively, up to a cap. For the purposes of making the calculations
easy to follow, let’s assume 200 physical protections, and you have 40% Phys-
ical Penetration, with 50 Flat Physical Penetration, we have

(200 × (1 − 0.4)) − 50
= (200 × 0.6) − 50
= 120 − 50
= 70

Now, if we were to take the same amount of Penetration, but also have 3
stacks of the Executioner debuff, which reduces armour by a total of 36%,
we are left with

(200 × (1 − 0.36)) × 0.6 − 50
= (200 × 0.64) × 0.6 − 50
= 128 ∗ 0.6 − 50
= 28

Here, the 40% penetration is only ignoring 40% of the 128 armour left after
the Executioner has debuffed the target. Whilst armour reduction and pen-
etration work slightly against each other it does not mean you should avoid
having both at all costs - the aim is to do as much damage as possible.
Similarly to % damage reduction, there are also a few sources of % damage
increase taken. A good example of this would be the Sundering Spear relic,
which deals true damage then applies a debuff increasing the target god’s
damage taken by 20% if upgraded. This stacks as a negative % damage
reduction, meaning that if you have the 15% damage reduction from say,
Spirit Robe, then apply an upgraded Sundering Spear to a 500 damage ability
dealing true damage after penetration, it would work out as

500 × (1 + 0.2 − 0.15)
= 500 × 1.05 = 525

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It is important to note that the damage mitigation effects of items like Sun-
dering Spear or Spirit Robe are separate from ’damage boosting’ effects, like
Runeforged Hammer or Ganesha’s Turn of Fate. If you were to have an
ability that has 500 base raw damage, but then boosted by the effects of
Runeforged Hammer whilst the target has the Sundering Spear Upgrade de-
buff and Spirit Robe buff on them as in the previous example, the damage
you would deal is

500 × 1.15 × (1 + 0.2 − 0.15)
= 500 × 1.15 × 1.05
= 603.75

1.2 Total Effective Health/ ‘eHP’
Effective HP is how much damage you would need to kill you in terms of
raw damage before any mitigation, and a measurement of how useful your
armour and extra health is to you. A common example of how this works
would be that if you have 1000 HP, but 100 armour after mitigation, it would
take the same number of 100 damage attacks to kill you as if you had 2000
HP but 0 armour.

Without taking into account flat true armour, the formula for Total Effective
Health or eHP is
Health Points
(3)
Damage Mitigation Multipliers
As before, if you have 1000 health and after all % mitigation multipliers are
applied you take 40% damage, your effective HP would be:
1000
= 2500 HP (4)
0.4
It is important to note that there are NO DIMINISHING RETURNS when
it comes to protections. Whilst it may look like it as the first 100 protections
will only reduce 50% of the damage you take, whilst the next 200 will reduce it
by 75%, if you look at it carefully you will see at 1000 HP and 100 protections,
you have 2000 eHP, whilst at 200 protections you have 3000 eHP and finally
at 300 protections you have 4000 eHP.

1.3 Lifesteal
Lifesteal, as you’re probably aware, returns a % of the damage you deal as
HP. There are two types, Physical and Magical.

4
Both lifesteal types work based on the damage you deal, rather than the
damage you are expected to deal before mitigation.

If the damage you deal is more than the remaining health on the target
you are attacking, it will only heal for the % of the remaining health. If
you deal 300 damage to a target with 150 health left, you will only steal a
percentage of the 150 rather than the 300 damage.

Magical Lifesteal applies to both magical basic attacks and abilities. How-
ever, if the ability is considered an area of effect ability (very few single
target abilities exist), then it has a 0.33x coefficient applied to it. If you
had 30% lifesteal on an ability such as Flame Wave, you would only heal for
30 ∗ 0.33 = 9.9% of the damage done on each target. This can be modified by
certain passives or abilities, such as Anubis’ Sorrow or Typhon’s Fang, which
both increase healing you get from lifesteal. These two effects will apply
multiplicatively, so with 3 stacks of Sorrow for a 99% increase and Typhon’s
Fang’s 50% increase with 30% Lifesteal on an AoE ability you would have

Damage × 0.3 × 0.33 × (1.5 × 1.99) = 29.55%Lifesteal

Physical Lifesteal only applies to physical basic attacks, not physical abilities.
The only exceptions are Mercury’s Made You Look, which is treated as a basic
attack and scales from your physical basic attack power, and is subjected to
the area of effect coefficient as above and the other exception to this is if you
have Evolved Soul Eater, where your abilities heal for 10% of damage dealt.

1.4 Attack Speed
Attack Speed is a commonly confused stat in terms of how it works. If you
have an attack speed increase it states it as a % increase i.e. +15% attack
speed. That 15% isn’t just a flat 0.15, but a 15% increase on your Level
0 attack speed. For example, Cernunnos has 1.00 attack speed at level 0,
but Artemis has 0.95. A 25% attack speed increase on Cernunnos would
give him an additional 0.25 AS, but the same 25% would only give Artemis
0.25 ∗ 0.95 = 0.2375 AS.

Reduction works in the same way, except in reverse. A 30% attack speed
slow on a god with 0.9 base attack speed will have their attack speed reduced
by 0.27, even if they have 2.5 AS at the moment.

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Attack Speed can be said to be Cooldown Reduction for your basic attack.
If you have 0.4 AS, the lowest it can be brought to, you have a ‘refire time’ of
2.5s, which is determined when you fire the attack. These are then modified
by attack chain multipliers, so Ne Zha with 2.0 attack speed would take 0.5,
0.5, 0.66 and 1 second respectively to initiate each attack.

The formula for attack speed can be written as
Base Attack Speed × (1 + (AS Increase% − AS Decrease%) (5)

1.5 Healing Increase and Reduction
The way increases to healing and heal reduction works is nearly identical to
that of Attack Speed, with one small exception.

Both increases and decreases work on the base heal, so for example with a
250 heal with 20% increased healing, you would be healed for 250 ∗ 1.2 = 300
HP.

However, if someone then applies 40% healing reduction whilst you have
that heal increase on you, that 250 HP heal would be
250 × (1 + (0.2 − 0.4)) = 200.

Hel’s passive healing increase is applied before any heal reduction or increase,
so cannot be used to mitigate healing reduction additively.

The exception to this rule is during any ultimate designed to reduce healing
by 100 %( current examples of this are Odin’s Ring of Spears, Serqet’s Last
Breath and Osiris’ Lord of the Afterlife). This will completely shut down
any healing or regeneration to the target.(Fun fact - they just apply -1000%
healing.)

1.6 Movement Speed: Diminishing Returns
As your movement speed increases, the amount of movement speed (MS) you
will get from additional movement speed will decrease due to diminishing re-
turns (not the same as diminishing efficiency which every stat suffers from).

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Between 0 and 457 MS, and increase you have is normal, or 1x effective-
ness. After this, between 457 and 540.5, any increases have 20% diminishing
returns, or 0.8x effectiveness. Beyond 540.5 any MS increases have 50% di-
minishing returns, or 0.5x effectiveness.

The undiminished cap for MS is 1000. Substituting 1000 into the appro-
priate DR values would get us:

457 + 0.8 × (540.5 − 457) + 0.5 × (1000 − 540.5)
= 457 + 66.8 + 229.75
= 753.55

In certain cases you can get past the ‘soft’ cap of MS of 753.55, but they
are very extreme and for short duration. Certain abilities have a constant
multiplier outside of movement speed to them such as Cavalry Charge.

1.7 Movement Speed Penalties
Certain actions ingame apply a penalty to your movement speed. The main
examples of these are for basic attacks, strafing and backpedalling.

These penalties are as follows. Generally, the strafing penalty will be a 20%

Action Movement Speed Penalty
Melee Basic Attack 35%
Ranged Basic Attack 50%
Backpedal 40%
Strafing 20%

penalty, however there are certain cases i.e. Medusa, who can move at 100%
speed whilst strafing and 80% movement speed whilst backpedalling, Sol’s
Disapparate which removes the backpedal and strafing penalty, and Awilix
who suffers an increased strafing penalty of 50%. The basic attack movement
penalty can be ignored by the Haste effect, which can be granted by certain
god abilities, relics or items.

Only the highest of the penalties will be active at any one time, and are
calculated after diminishing returns(see below): A Neith with 480 movement
speed would have an effective 240 movement speed whilst basic attacking,
even if backpedalling or strafing. This penalty can go past the movement

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speed floor which is set at 150; so if you are at 200 movement speed and
start backpedalling, you will be moving at 120 speed.

1.8 Movement Speed – Diminishing Returns on Slows
Just as Movement Speed is subject to diminishing returns, slows are also
subject to them.

For any slow below or equal to 40%, no DR is applied to them. After this,
any slows are subject to the following formula:
100 ∗ Slow
(6)
Slow + 60
For example, if you have a 50% slow, substituting Slow=50:
(100 ∗ 50) 1000
= = 45.45% (7)
(50 + 60) 110
If you have slows from multiple sources, then to work out the pre-DR value
you add the slow% together then calculate with the formula as normal.

Another example: an 80% slow before diminishing returns. Substituting
Slow=80:
8000
= 57.142% (8)
140
Slows cannot take you below the MS floor of 150 and are calculated off of the
maximum ground speed of the target at the time (without any slows, after
diminishing returns).

Item slows follow a slow stacking rule in which only the strongest slow is
applied to a target. So if you have a Poisoned Star and Frostbound Ham-
mer, only the Frostbound Hammer slow would be applied. Item slows can
stack with Relic and god ability slows, but Relic slows cannot stack with
themselves.
From this, we can establish how to correctly calculate your movement
speed. First, you take the initial ground speed of the character, then apply
diminishing returns if the value is above the initial threshold for DR(which as
we have just stated is 457). After that, then apply any slows the character is
suffering from, making sure that if the total slow % is above 40, to make use
of the Slow DR formula. Then, after all this, if the character’s ground speed
is now below 150, push it back up to 150, unless the character is rooted.

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1.9 Crowd Control – Diminishing Returns
Crowd Control is another mechanic which has diminishing returns applied,
to prevent people from being chain stunned for extremely long periods of
time.

Whenever a hard CC is applied to a target, they gain a DR ‘stack’. If a
target has 1 stack of DR on them, the next hard CC applied to them will
have its duration reduced by a third, meaning that if I stunned someone for
2.25s when they had one DR stack, it would only actually last for 1.5s.

If a target has 2 DR stacks, then any hard CC applied to them has their
duration reduced by two thirds. This means if I stunned someone for 3s
whilst they had 2 DR stacks they would only be stunned for 1s.

The list of CC that applies DR is as follows:
Stun, Fear, Taunt, Mesmerise, Silence, Knockup, Knockback, In-
toxicate, Banish, Madness, Pull/Push, Grab, Carry, Disarm, Dis-
orient, Polymorph, Tremble, Permafrost.

It should be noted that although Knockup/Knockback, Banish, Pulls, Pushes,
Grabs, Carry, Polymorph and Permafrost apply a stack of diminishing re-
turns, they will not be impacted by it.

NB: Grabs/Carries include Khepri Abduct, Fenrir’s Ragnarok and the first
section of Tyr’s Assault Fearless. Push includes Kuzenbo’s Sumo Slam

An ability can only apply one stack of diminishing returns, and the dura-
tion of a crowd control cannot be reduced below 0.5s by diminishing returns,
meaning that Hun Batz’s Fear No Evil will not immediately apply both stacks
of DR onto a target.

The order in which reductions to crowd control durations apply are as follows:
1. Initial Crowd Control Duration
2. Unyielding passive(if applicable)
3. Crowd Control Reduction
4. Crowd Control Diminishing Returns
To explain how this would work, if you have a 2.25s Ymir Frost Breath ap-
plied to Tyr, it would be reduced by Unyielding down to 1s duration. Then

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reduced by up to 40%( or down to a minimum of 0.6s) by Crowd Control
Reduction, and finally diminishing returns would take effect, dropping it by
0, 33% or 66%. Then if that final value is lower than 0.5s due to the dimin-
ishing returns, it is raised back up to 0.5s.

DR stacks will wear off a target 15 seconds after they were last effected
by a hard CC. If a CC is applied whilst there is 2 stacks on already, the
duration of the stacks will be refreshed.

1.10 Kill and Assist Bounty
The formula used to determine kill bounty for an enemy god is relatively
simple for XP, and slightly more complicated for gold.

The XP formula for a kill in Conquest
(50 + 30 × L) ∗ (1 + (0.1 × ∆)) (9)
Where L is the victim’s level, and ∆ is the victim’s level minus the killer’s
level.

For example, if I am a level 12 god that kills a level 20 god, the XP re-
ceived is
(50 + 30 × 20) × (1 + 0.1 × (20 − 12)) = 1170XP (10)
Basically, this means that if you kill a god that is a higher level than you,
you get an extra (10×∆)% XP on top of the base value, up to a maximum
of an extra 190% XP for a level 1 killing a level 20(unrealistic but not im-
possible).Killing an enemy god that is 10 levels or more lower than you will
give you zero XP.

For the Clash mode, the formula is slightly tweaked, with 20% increased
or decreased XP per ∆. For example, for a level 15 killing a level 18
(50 + (30 × 18)) ∗ (1 + 0.2 × (18 − 15))) = 944XP (11)
Killing a god 5 levels lower than you in Clash will grant you no XP.

The accompanying gold formula for a kill in Conquest
(B + (0.01 × N etGold)) × (1 + 0.1(∆)) × (1 + 0.1 × (Spree)) (12)
Where B is the game-mode specific base value, NetGold is the total gold
earned during the game, ∆ is (victim’s level – killer’s level) as with the XP

10
formula, and Spree is the number of kills the victim has earned since he last
died.

This formula is clamped between a minimum value of 50 gold and a max-
imum value of 750 gold. An extra 200 gold is given to the First Blood in
a match which can go over the original formula cap, then any other player
adjustments are applied i.e. Kali’s passive on her marked target, Fafnir’s
bonus gold.

The different values of B for each individual mode are :

Mode Base Value
Conquest 150
Joust 300
Assault 150
Clash 300
Siege 150

Base Gold Bounty Values by Mode

Arena’s formula works slightly differently but the exact workings are cur-
rently unknown.

With regards to assists, the formula is slightly similar, except you change
the value of ∆ from (Victim’s Level - Killer’s Level) to (Victim’s Level -
Assister’s Level). Then, after this you divide by 2, then divide again by the
number of people assisting. Taking from the example in equation (11), if you
have a 2 gods assisting on a level 12 god killing a level 20 enemy, if one was
level 14 they wouldwould receive

(50 + 30 × 20) × (1 + 0.1 × (20 − 14))/2/2 = 260XP (13)

When looking at kills on minions and jungle camps, the gold is split up
evenly between those who were in assist range, with a 50% bonus afterwards
if a minion(not a jungle camp) is last-hit correctly. However, the XP values
are slightly different. If only one person kills a minion camp, then they get
100% of the base value in XP. If more than 1 person gets a reward for a
minion or jungle camp, 120% of the XP value is shared equally between

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those in assist range or who have tagged a creep with a damaging ability in
the last 5 seconds.

1.10.1 XP and Gold Spooling
For every game mode in Smite, there is a set amount of gold you gain per
second, tied to the mode you are playing. For example, you get 3 gold per
second in Conquest, with an additional 4 gold per 5 seconds if you have the
Guardian’s Blessing with the Role Quest completed. This is known as gold
spooling or gold spool. For some modes, you also gain passive XP per second,
or XP spooling.
Arena gives you 10 XP/second, Clash 4 XP/second, and Siege 5 XP/second.

1.11 XP to Level
The formula for how much XP it takes in a match to get from one level to
the next is relatively simple, and is given by

198 + 55 × Level (14)

Where L is the level you are trying to reach. For example, getting to level 2
requires 308 XP, 3 needs 363. See the Tables of Values for a full list of XP
to Level and Total XP required.

1.12 Prestige and Account Levels
As you play Smite, your account level will increase. As of the 4.13 patch,
the maximum possible level in Smite is account level 160. As you level up,
it will take increasing amounts of playtime to get the account XP you need
to level up. 3 seconds in a match is equal to 1 XP gained. Due to the table
containing 160 levels, a link to the full table, which also shows what each
level is as a percentage of the total XP required for level 160, can be found
here.
Shown below are also two graphs, showing the XP needed to get from one
level to the next, and a comparison of cumulative XP required and XP to
next level.

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Figure 1: XP required to get to next level

Figure 2: Cumulative XP to Level and XP to next level

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2 Structures and Minions
Note: The following sections will be predominantly about Conquest with some
small mentions to other gamemodes. Most stats will be inaccurate when re-
lated to other modes.

There are three main defensive structures in the game: Towers, Phoenixes
and the Titan. This section will over the stats and any other special me-
chanics, and then go over minion stats and other relevant information.

2.1 Towers
Towers are the first lines of defence for the Titan in Conquest, and share a
variety of characteristics.

Towers, Phoenixes and Titans all have a damage escalation with each shot
fired on the same target. Every shot after the first until aggro is reset will
deal 20% additional base damage when targeting enemy gods, which can be
expressed with the formula
0.2D(T + 4) (15)
Where D is the base damage of the structure and T is the shot number. Once
a tower/phoenix has fired a shot, it cannot be dodged, but if untargetable
it will follow a god’s path until they are targetable or until the shot times
out (a good example of this happening would be Kaldr in his untargetable
form).

There are two types of tower, the Tier 1 and Tier 2, however in Joust and
Clash only the Tier 1 towers are present.

Tier 1 Towers have 2000 HP, 125 physical and magical protections, with
Tier 2 Towers having 2500 HP alongside 125 physical and magical protec-
tions. However, it is important to note any physical damage to a tower is also
reduced by an additional 15%, whilst magical damage on a tower is increased
by 20%.

Tier 1 towers have 200 base damage, whilst Tier 2 towers have 230, with
both towers and Phoenixes firing once per second.(Note that Assault Tier
1 Towers also deal 230 damage) Substituting this into the previous formula
tells us that the damage increases by 40 and 46 respectively per shot. Towers

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and Phoenixes deal 15% additional damage to minions.

Killing a Tier 1 tower grants every player on that team 100 xp and 100
gold, whilst killing a Tier 2 will give each player on the team 200xp and 300
gold.

Whilst there are no enemy minions within 70 units of the tower, all damage
taken by a tower or phoenix is reduced by 50%, applied multiplicatively after
the initial damage calculation. Allied pets do not count as backdoor break-
ers.If this is applied it will last until roughly 3 seconds after

For example, if I have a basic attack that deals 265 physical damage with no
backdoor protections onto a Tier 1 tower, with no penetration against the
tower I would deal

100
265 × 0.85 × = 100 damage (16)
100 + 125
With backdoor protections online, I would only be dealing 50 damage.

Generally speaking, ability damage and debuffs cannot be applied to a tower,
with the exception of Fafnir’s Coerce or Thoth’s Glyph of Pain and the abil-
ity damage applied from these two sources, which can apply effects such as
Spear of the Magus. There is also the Emperor’s Armour item which can
increase or decrease a tower’s attack speed by 40% or 30% respectively..

2.2 Phoenixes
Phoenixes are the last line of defence before you reach an enemy Titan, and
are similar to towers. For the most part they function identically to a tower
with increased stats in some, with a base HP of 3000, 320 base damage on
shots and 125 protections, with the same damage coefficients for physical and
magical damage. (1500 HP in Joust,2000 HP in Assault/Siege) and back-
door protections work identically. However, phoenixes will also constantly
regenerate their health by 8 per second in Conquest, Siege and Assault, and
by 2 in Joust.

Killing a Phoenix will grant each player on your team 150 gold, and will
then spawn in more powerful fire minions in that lane. After 4 minutes, the
phoenix respawns with 25% of its maximum HP and will only deal 50% of its
previous damage(not applicable in Joust), and will only regenerate health in

15
the same way as before up until it reaches 70% of its maximum HP (or over
by one tick of regeneration. Note: Joust Phoenixes do not become weakened.

2.3 Clash Phoenix
The phoenixes in Clash are much different to your regular phoenix. The
protections and damage coefficients are the same, but have a base HP of
2500 instead of 2000. They also attack significantly faster than your regular
tower or phoenix, attacking once every 0.3 seconds, but their base damage
starts at 42 and their damage per shot only increases by 10%, instead of 20%
like other structures. The respawn and regeneration mechanics work as a
normal phoenix does.

2.4 Titans
Titans are the final and most important objective in all game modes apart
from Arena, and are unique in that their power depends on how many re-
maining defensive structures there are on the map. This works on a formula
of
B + S(3P + T ) (17)
Where B is the stat’s base value, S is the stat increment, P is the number of
remaining phoenixes, and T is the number of remaining towers. Put simply,
killing a phoenix is worth 3 times as much as killing a tower for weakening
the Titan.

They have a base HP of 8000(6000 in Joust), increasing by 500 per tower,
and hence 1500 per phoenix standing. They have a base power of 250, in-
creasing by 20 per tower and 60 per phoenix, with 60 physical and 45 base
magical protections, increasing by 5 physical and 2 magical per tower, or 15
physical and 6 magical per phoenix. However, the Titan is only vulnerable to
damage if at least one of the phoenixes is destroyed. If all 3 are alive, it will
regenerate 0.4% of their max HP per second. However, if the last Phoenix
respawns the Titan will not regain its immunity until it has been leashed
to it’s spawn point and nothing else is attacking it. Leashing the Titan will
cause it to immediately regenerate 15% of it’s maximum HP.

The Titan’s weapon swing is also subject to the same base formula as towers,
increasing by 20% of the first hit per hit, and additionally have 30% physical

16
penetration to make it tougher for gods to tank hits. Titans will attack once
per second like towers.

A few important things to note are that Titans are completely immune to all
forms of crowd control, critical hits and lifesteal, although heal on hit abilities
like Ravana’s 10-Hand Shadow Fist will heal him. Titans will immediately
destroy any player deployable wall they come into contact to(i.e. Odin cage),
and immune to attack speed slows, though their protections can be shredded.
The Titan’s basic attack power cannot be reduced by god abilities or items.

The Table of Values section contains a list of all possible strengths of the
titan - HP values in bold indicate the Titan is immune to damage.

2.5 Minions
Minions are the most common enemy you’ll probably be fighting in the lanes,
and are all subject to a % damage mitigation as the game progresses. This
% damage mitigation is 10% + 1% for every minute of game time, stacking
to 50% damage mitigation at 40 minutes. This only applies to damage from
gods/pets, not structures/other minions.However, it is important to note
that lane minions will deal 40% less damage than stated in the table towards
gods.

Damage EXP Gold
Minion Phys Magical
Damage Health vs Reward Reward
Type Protection Protection
Towers (Solo) (Solo)
Melee 12 420 1.5 0 5 50 17.5
Ranged 25 305 0 1.5 11 30 12.5
Brute 50 805 15 0 22 50 17.5
Fire
24 565 30 30 11 60 17
Melee
Fire
50 465 30 30 31 40 12
Ranged
Fire
100 900 45 30 45 60 17
Brute

Minion Stats at Level 1

Here are the stats of each minion type for Conquest. As an addition to
this, it should be noted that the XP and Gold rewards for killing any minion
increase by an additional 5 EXP and 1 Gold every 3 minutes. This will

17
happen 7 times, capping at 21 minutes after minions spawn.
Any XP and gold you gain is rounded down, so at level 1 you would get 17
gold for killing a melee or brute minion, not 17 and then 18. The minion
rewards are determined by when the minions are SPAWNED, not when they
are killed. A wave that you kill at 3:15 that was spawned at 2:30 will still
give level 1 rewards, not level 2.

18
3 The Jungle
Smite has a diverse jungle with multiple different camp types of varying
difficulty. Before going into detail, the most important thing to note with
jungle camps is that each of their stats has a ‘base’ or Level 0 value, and jungle
camps will level as the match progresses, gaining additional stats, alongside
an additional 9 XP and 1.5 Gold per level. For standard jungle camps this is
once every 3 minutes, so when they first spawn in just after minions spawn
they will be level 1, then at 3:00, 6:00 they will level up. For jungle camps,
this will happen 7 times whilst in game, capping camps at level 8 at 21
minutes after minions spawn. For any of the Jungle Bosses, this escalation
happens every 1 minute, beginning when minions spawn and capping at 34
minutes after minions spawn at Level 35 with individual increases to XP and
Gold rewards.
To make this easy for you, any numbers in this guide will include Level 1
values and how much a camp gains per level.
A jungle camp will not level up if it is in combat when the timer is passed:
If you start fighting a Gold Fury at 10:56, it will not increase its HP at 11:00
until you have reset it.
If a jungle camp has no target for it to aggro to when damaged, they will
simply be immune to damage. Leashing a camp will cause it to begin to
reset to their original position and begin rapidly regenerating 5% of their HP
every 0.5 seconds. Most of the basic jungle camps will first spawn at around
0:34 after minions spawn, with the exception of one camp mentioned later
on.

3.1 XP Camps - Conquest
There are 2 types of jungle creep in the game that can be killed purely to give
yourself gold and experience. There are the mid camps, which are located
on either side of the middle lane. These contain 2 Elder Harpies, and will
respawn 90 seconds after the last harpy in the camp is cleared.

The next is the ‘back harpies’. There are two of these camps, one closer
to the duo lane and one closer to the solo lane on each side of the map.
These back harpy camps consist of 2 Harpies and 1 Elder Harpy, respawning
60 seconds after the camp has been cleared.

19
3.2 Buff Camps - Conquest
Alongside the XP camps, there are also 4 different buff-wielding camps: The
Damage, Speed, Mana and Void camps. Killing the large minion in any of
these camps will drop a buff pickup on the floor for 30s that can be picked
up by anyone on the killing team, provided they are not already wielding a
jungle buff. All 4 buff camps respawn 120s after the last minion in the camp
is cleared.
Firstly, the red or Damage buff camp has an Alpha Manticore and 2
smaller Manticores. Killing the Alpha Manticore drops a buff that will in-
crease your physical power by 5, magical power by 10 and increasing physical
and magical power by an additional 20% for 120 seconds. The % power buff
from this stacks additively with Elixirs of Power(the 3000 gold offensive po-
tion).

The next buff camp is the purple or Void buff camp, which is defended
by two Chimeras and an Alpha Chimera. When the larger Chimera is killed,
it will drop a buff that reduces enemy gods physical and magical protections
by 5% plus an additional 10 flat protections in a 55 unit radius, lasting for
120 seconds. Multiple Void debuffs can stack onto an enemy.

Next, the blue or Mana buff camp is guarded by a Elder Satyr and 2
smaller Satyrs, which will attack from range with magical damage. The El-
der Satyr will drop a buff granting you 5 mana per second regeneration and
10% Cooldown Reduction for 120 seconds.

Finally we have the orange or Speed buff as it is more commonly known,
is defended by one Chief Centaur and 2 smaller Centaurs. When the Chief
Centaur is defeated, it will drop a buff that increases the holder’s movement
speed by 15% for 120s or until the holder dies. The speed buff is slightly dif-
ferent in that it spawns and becomes damageable around 0:24 after minions
spawn.

Alongside these 4 buff-wielding camps, there are also a camp located near
the Gold Fury pit known as the Oracles. If a team manages to kill both of
the harpies, they will be granted vision of the Gold Fury pit that cannot be
counterwarded for 90 seconds. This vision will not reveal enemy wards or
stealthed units.

If both teams take one of the Oracles each, neither will get the vision.

20
Shown below is a table of the Level 1 and per-level stats of the jungle camps.
All of the 4 buff wielding camps have the exact same stats, so they are noted
by the camp type and small or large minions only. Note: These stats are
PURELY accurate for the Season 5 Conquest map. Other modes have jungle
camps with different stats and in some cases different buffs.

XP Gold
Physical Magical
Camp Type Health Damage Reward Reward
Protection Protection
(Solo) (Solo)
Buff Camp
595(+125) 26(+2) Physical 10(+2) 1(+1) 125(+9) 49.5(+1.5)
Buff Holder
Buff Camp
187(+72) 7(+2) Physical 7(+2) 1(+1) 29(+9) 17.5(+1.5)
Small Minion
Elder
465(+55) 13(+2) Physical 10(+2) 1(+1) 43(+9) 31.5(+1.5)
Harpy
Small
205(+55) 10(+2) Physical 7(+2) 1(+1) 31(+9) 23.5(+1.5)
Harpy
Oracle 860(+100) 30(+2) Physical 14(+2) 1(+1) 49(+9) 34.5(+1.5)

Level 1 Jungle Camp Values (+Level Gains)

3.3 Jungle Bosses – Conquest
Even stronger than the jungle camps, within the jungle you can find some of
the very difficult Jungle Bosses. These creatures can offer powerful benefits
to your team. Each of these bosses has 30% Physical(and Magical where
relevant) penetration to make it harder for your tanks to deal with their
damage, similar to the Titan. With the Season 5 Conquest changes, the
Jungle Bosses gain more additional stats as they level alongside the increased
reward as the game progresses. As mentioned before, each boss will cap out
at 34 minutes at Level 35.

3.3.1 Gold Fury
The Gold Fury is the simplest of the three Jungle Bosses in the game, pro-
viding a teamwide XP and Gold reward for killing her.

She has 3000 base health, increasing by 225 health per level, meaning she
will spawn in with 4125 HP at 5:00, alongside 20 base physical and magical
protections, which increase by 1 per level. Her Fury Swipe attack will deal
140 physical damage once per second. As a jungle boss she also has 50%

21
resistance to all forms of lifesteal, and is immune to attack speed debuffs
and all forms of crowd control.Like the Titan, the Gold Fury will instantly
destroy any player deployable walls she touches.

By killing the Gold Fury, your team is awarded with 150 gold plus 6 gold
per level, and 50 XP + 5 per level. So, killing the Gold Fury as she spawns
immediately as she spawns would award 186 gold and 80 XP as she is level 6,
but killing her at any point after 34:00 would grant you 150 + (35 ∗ 6) = 360
gold and 50 + (35 ∗ 5) = 140 XP.

The Gold Fury will respawn 5 minutes after she has last been killed.

3.3.2 Pyromancer
The Pyromancer is the second jungle objective most teams will face in a
Conquest game, and can be found directly opposite where the Fire Giant
spawns, spawning in at 10:00 after minions spawn. Killing the Pyromancer
will buff that team’s fountain for 90s.
When buffed, the fountain will give Blazing Haste, a 40% movement speed
buff to any god when they leave the fountain, lasting for 15 seconds. This
movement speed increase will be immediately removed upon entering com-
bat. He has 3000 base health and 250 per level health scaling, with 2/Level
Physical Protection and 1/Level Magical Protection scaling.
When he first spawns in at 10 minutes into the game,meaning at 10 minutes
he will be level 11 with 5750 HP, . The Pyromancer also grants the killing
team a base 50 XP and 100 gold, increasing by 5 and 3 respectively per level,
to the killing team. This means his capped rewards are 225 XP and 205
Gold. The Pyromancer will respawn 5 minutes after being slain.
The Pyromancer has two different attacks. Infernal Swipe is almost identical
to the Gold Fury, dealing 140 + 1/Level physical damage. After 4 Infernal
Swipes, the Pyromancer will then use Withering Blast, which deals 125% of
Infernal Swipe’s damage in a 25 unit AoE.
Note: The Pyromancer will remember where in the attack chain it was if you
leash it.

3.3.3 Fire Giant
The Fire Giant is arguably the toughest NPC in the game, even more than a
Titan in some situations and should be attempted as a team not as a solo. He
has 6000 base health and 225 health scaling per level, alongside 90 physical
and 50 magical protection, meaning when he spawns in at 10 minutes and

22
level 11, he will have 8475 HP. He has 4 different attacks, used in a specific
rotation.

The first two of his attacks are identical, with the exception of range: Mighty
Swing and Boulder Toss. He will use Mighty Swing if his target is in melee
range, and Boulder Toss if not. Both of these will deal 155 +2/Level physical
damage and applies a debuff that reduces damage by 20% and healing/re-
generation by 40%. You should note that if you go in or out of melee range
during this part of the attack he will attack cancel with the other form: mov-
ing into or out of melee range whilst he is targeting you with one of his basic
attacks is definitely not a good idea.

The next attack he has is Ragnarok’s Rift. He will slam his weapon on
the ground, creating a line of lava towards his target which slows anyone in
it by 80% before diminishing returns (see: Slow DR section). It will shortly
explode, dealing 500 magical damage and knocking up anyone hit by it. You
can still use ranged basic attacks and sidestep it to dodge the explosion.

The next attack in the Fire Giant’s rotation is Ragnarok’s Fury. The Fire
Giant will summon 5 meteors above him, then quickly fire them off at anyone
who is in combat with him. These meteors deal 80 + 1/Level magical dam-
age each. The targeting is based on whoever is closest to him, then checks for
whoever is next closest. If everyone has been hit he will continue until there
are no meteors left. For example, if there are two people fighting the Fire
Giant, the person standing closest to the Fire Giant will take the 1st, 3rd
and 5th meteor, whilst the other god would take the 2nd and 4th meteors.
The last weapon in the Fire Giant’s arsenal are the Flames of Ragnarok. He
will create a fire line around his lair. Anything that crosses the line will take
25+1/Level damage every 0.5s for 3s. Standing on the flames will refresh the
DoT effect. The Fire Giant has a set attack rotation that changes depending
on how far into the fight with him you are.
1. 2× Mighty Swing/Boulder Toss

2. Ragnarok’s Rift

3. 2× Mighty Swing/Boulder Toss

4. Ragnarok’s Fury

5. 2× Mighty Swing/Boulder Toss

6. Flames of Ragnarok

23
7. 2× Mighty Swing/Boulder Toss

8. Ragnarok’s Rift

9. 2× Mighty Swing/Boulder Toss

10. Ragnarok’s Fury

11. Repeat from step 7

Killing the Fire Giant will grant every member of the team that is alive
the Fire Giant’s Might buff. This gives you 50 physical power, 70 magical
power, regenerates 0.8% of your maximum HP and 0.4% Mana per second and
increasing your damage against Towers and Phoenixes by 20% for 4 minutes.
He will spawn 5 minutes after he has been killed. He will also award a base
200xp and 150 gold to the entire team for killing him, plus an additional
5 XP and 6 gold per level. From this his final rewards are 375 team XP
and 360 team gold. Any time the Fire Giant respawns after the 25 minute
mark has passed, the Fire Giant is replaced by the Enhanced Fire Giant.
This is identical to the normal one, except the buff given for defeating him
is much stronger. Enhanced Fire Giant’s Might offers 65 physical power and
100 magical power in additional to the regeneration and structure damage
bonuses from the original Fire Giant Buff.
As with every other Jungle Boss, he will respawn 5 minutes after he has been
slain. If you look closely in the sky, shortly before he spawns a meteor will
appear flying in from the Order side of the map.

3.4 Jungle Bosses - Other Modes
3.4.1 Bull Demon King – Joust, Duel
The Bull Demon King is the main jungle objective in the Joust and Duel
game modes. It is similar to the Fire Giant, giving you a powerful regenera-
tion buff when killing it.

The BDK has 1400 base HP and gains 310 HP per level, meaning that
when the BDK spawns at 4 minutes at level 5, he has 2950 HP. He also has
25 physical and magical protections. However, if in any 1v1 game (Duel or
Custom), he has 600 less health and only 18 physical/magical protection.
Unlike the other bosses, he actually has 75% lifesteal resistance, not 50%,
meaning your lifesteal is only a quarter as effective as normal.

24
He has a set rotation for his attacks, which is 4x Slam, dealing 140 phys-
ical damage followed by his Fissure attack which is similar to the Fire Giant,
creating a line that will explode shortly after, dealing 400 magical damage.
Killing it will give the Bull Demon King’s Might buff, giving you 0.8% HP and
Mana Regeneration per second and disabling the enemy’s tower or phoenix,
depending on which is left, for 95 seconds. He also rewards the killing team
with 100 XP and 150 gold.

3.4.2 Apophis - Clash
Apophis, the embodiment of Chaos, is the resident boss of the Clash map.
Like the other bosses, he is immune to all forms of crowd control, cannot have
his attack speed slowed and has 50% lifesteal resist, and also regenerates 6
health per second whilst in combat.

He spawns in first at 10 minutes after minions spawn and with a base health
of 5600 and a level scaling of 145 health. He has 40 base Physical and
Magical protections, but gains 2 physical and 1 magical protection per level,
so spawns in with 7195 HP, 62 Physical Protection and 51 magical protection.

Apophis does have a nasty trick up his sleeve. Just before any time he
spawns or respawns, a large sound effect will play as a warning to anyone
in the sand area he spawns in, and when he arrives he will knock up any-
one in that area, dealing 2000 magical damage to them and eliminating the
damage buff that is in place in the centre of the map if it has not been cleared.

He has three different attacks. The first of which is Apophis’s basic, which
will deal 200 physical damage to the target and any targets in a small area
around it. Then, there is the Apophis Strike attack. He will create a target
area on the ground based on where his target is, then after a short delay deal
a powerful attack that does 400 magical damage.

Finally, there is his Acid Spray attack. He will paint a line of acid simi-
lar to Ah Muzen Cab’s Honey ability where his target is, which will leave
anyone who touches it an Acid debuff that reduces healing by 40%, and deals
26 physical damage every 0.25s for 3 seconds.

Similar to the Fire Giant and Bull Demon King, he attacks in a set pat-
tern:

1. 3× Apophis Basic

25
2. Apophis Strike

3. 3 × Apophis Basic

4. Apophis Strike

5. 3× Apophis Basic

6. Acid Spray

7. Return to Step 1

However, if you reset Apophis, he will remember where in his attack rotation
he was, unlike the Fire Giant and the Bull Demon King. Killing Apophis will
grant the team 50 XP and 100 gold, and grant them the Shadow of Apophis
Buff. This gives the entire team 30 physical power, 50 magical power and
allows your damaging abilities to apply a DoT to enemy gods that does 2%
of their maximum health as physical damage over 4 seconds. This buff lasts
for 120 seconds, and Apophis will respawn after 5 minutes.

Finally, like the Fire Giant, Apophis has an enhanced version, offering a
stronger teamwide buff upon defeat. However, unlike the Fire Giant Apophis’
enhanced version is actually stronger than the normal one.

Enhanced Apophis has the same base health and same protection scaling
per level but has 175 health per level and has 45 base protections instead
of 40. His basic will now also deal 300 physical damage instead of 200, and
killing him will now give your team 100 XP and 150 gold, whilst granting all
alive teammates the Veil of Apophis buff: This gives 50 physical power, 70
magical power and all your damaging abilities will apply a DoT effect that
deals 4% of their maximum HP over 4 seconds as physical damage.

26
4 Tables of Values
4.1 Magical Penetration Scaling

Graph showing Protections and relative % Penetration given by Obisidan
Shard

27
4.2 Physical Penetration Scaling

Graph showing Protections and relative % Penetration given by Titan’s Bane

28
4.3 XP to Level in Match

Level XP to Next Level Total XP
1 308 0
2 363 308
3 418 671
4 473 1089
5 528 1562
6 583 2090
7 638 2673
8 693 3311
9 748 4004
10 803 4752
11 858 5555
12 913 6413
13 968 7326
14 1023 8294
15 1078 9317
16 1133 10395
17 1188 11528
18 1243 12716
19 1298 13959
20 - 15257

Table of XP per level requirements

29
4.4 Titan Statistics

Phoenixes Towers Health Physical Protection Magical Protection Physical Power
0 0 8000 60 45 250
1 0 9500 75 51 310
1 1 10000 80 53 330
1 2 10500 85 55 350
2 0 11000 90 57 370
2 1 11500 95 59 390
2 2 12000 100 61 410
2 3 12500 105 63 430
2 4 13000 110 65 450
3 0 12500 105 63 430
3 1 13000 110 65 450
3 2 13500 115 67 470
3 3 14000 120 69 490
3 4 14500 125 71 510
3 5 15000 130 73 530
3 6 15500 135 75 550

4.5 Jungle Camp Statistics by Level

Alpha Chimera/Alpha Manticore/Elder Satyr/Chief Centaur

Mins Level HP EXP Gold Damage Phys Prot Mag Prot
0 1 595 125 49 26 10 1
3 2 720 134 51 28 12 2
6 3 845 143 52 30 14 3
9 4 970 152 54 32 16 4
12 5 1095 161 55 34 18 5
15 6 1220 170 57 36 20 6
18 7 1345 179 58 38 22 7
21 8 1470 188 60 40 24 8

30
Chimera/Manticore/Satyr/Centaur

Mins Level HP EXP Gold Damage Phys Prot Mag Prot
0 1 187 29 17 7 7 1
3 2 259 38 19 9 9 2
6 3 331 47 20 11 11 3
9 4 403 56 22 13 13 4
12 5 475 65 23 15 15 5
15 6 547 74 25 17 17 6
18 7 619 83 26 19 19 7
21 8 691 92 28 21 21 8

Elder Harpy

Mins Level HP EXP Gold Damage Phys Prot Mag Prot
0 1 465 43 31 13 10 1
3 2 520 52 33 15 12 2
6 3 575 61 34 17 14 3
9 4 630 70 36 19 16 4
12 5 685 79 37 21 18 5
15 6 740 88 39 23 20 6
18 7 795 97 40 25 22 7
21 8 850 106 42 27 24 8

Harpy

Mins Level HP EXP Gold Damage Phys Prot Mag Prot
0 1 205 31 23 10 7 1
3 2 260 40 25 12 9 2
6 3 315 49 26 14 11 3
9 4 370 58 28 16 13 4
12 5 425 67 29 18 15 5
15 6 480 76 31 20 17 6
18 7 535 85 32 22 19 7
21 8 590 94 34 24 21 8

31
Oracles

Mins Level HP EXP Gold Damage Phys Prot Mag Prot
0 1 860 49 34.5 30 14 1
3 2 960 58 36 32 16 2
6 3 1060 67 37.5 34 18 3
9 4 1160 76 39 36 20 4
12 5 1260 85 40.5 38 22 5
15 6 1360 94 42 40 24 6
18 7 1460 103 43.5 42 26 7
21 8 1560 112 45 44 28 8

Gold Fury

Mins Level HP Team XP Team Gold Damage Protections
0 1 3275 55 156 140 21
1 2 3550 60 162 140 22
2 3 3825 65 168 140 23
3 4 4100 70 174 140 24
4 5 4375 75 180 140 25
5 6 4650 80 186 140 26
6 7 4925 85 192 140 27
7 8 5200 90 198 140 28
8 9 5475 95 204 140 29
9 10 5750 100 210 140 30
10 11 6025 105 216 140 31
11 12 6300 110 222 140 32
12 13 6575 115 228 140 33
13 14 6850 120 234 140 34
14 15 7125 125 240 140 35
15 16 7400 130 246 140 36
16 17 7675 135 252 140 37
17 18 7950 140 258 140 38
18 19 8225 145 264 140 39
19 20 8500 150 270 140 40
20 21 8775 155 276 140 41
21 22 9050 160 282 140 42
22 23 9325 165 288 140 43
23 24 9600 170 294 140 44
24 25 9875 175 300 140 45

32
25 26 10150 180 306 140 46
26 27 10425 185 312 140 47
27 28 10700 190 318 140 48
28 29 10975 195 324 140 49
29 30 11250 200 330 140 50
30 31 11525 205 336 140 51
31 32 11800 210 342 140 52
32 33 12075 215 348 140 53
33 34 12350 220 354 140 54
34 35 12625 225 360 140 55

33
Pyromancer
Mins Level HP Team XP Team Gold Damage AoE Dmg Phys Prot Mag Prot
0 1 3250 55 103 141 176.25 22 21
1 2 3500 60 106 142 177.5 24 22
2 3 3750 65 109 143 178.75 26 23
3 4 4000 70 112 144 180 28 24
4 5 4250 75 115 145 181.25 30 25
5 6 4500 80 118 146 182.5 32 26
6 7 4750 85 121 147 183.75 34 27
7 8 5000 90 124 148 185 36 28
8 9 5250 95 127 149 186.25 38 29
9 10 5500 100 130 150 187.5 40 30
10 11 5750 105 133 151 188.75 42 31
11 12 6000 110 136 152 190 44 32
12 13 6250 115 139 153 191.25 46 33
13 14 6500 120 142 154 192.5 48 34
14 15 6750 125 145 155 193.75 50 35
15 16 7000 130 148 156 195 52 36
16 17 7250 135 151 157 196.25 54 37
17 18 7500 140 154 158 197.5 56 38
18 19 7750 145 157 159 198.75 58 39
19 20 8000 150 160 160 200 60 40
20 21 8250 155 163 161 201.25 62 41
21 22 8500 160 166 162 202.5 64 42
22 23 8750 165 169 163 203.75 66 43
23 24 9000 170 172 164 205 68 44
24 25 9250 175 175 165 206.25 70 45
25 26 9500 180 178 166 207.5 72 46
26 27 9750 185 181 167 208.75 74 47
27 28 10000 190 184 168 210 76 48
28 29 10250 195 187 169 211.25 78 49
29 30 10500 200 190 170 212.5 80 50
30 31 10750 205 193 171 213.75 82 51
31 32 11000 210 196 172 215 84 52
32 33 11250 215 199 173 216.25 86 53
33 34 11500 220 202 174 217.5 88 54
34 35 11750 225 205 175 218.75 90 55

34
Fire Giant
Mins Level HP Team XP Team Gold Boulder/Swing Rag Rift Rag Fury Flames Phys Prot Mag Prot
0 1 6225 205 156 132 500 81 26 90 50
1 2 6450 210 162 134 500 82 27 90 50
2 3 6675 215 168 136 500 83 28 90 50
3 4 6900 220 174 138 500 84 29 90 50
4 5 7125 225 180 140 500 85 30 90 50
5 6 7350 230 186 142 500 86 31 90 50
6 7 7575 235 192 144 500 87 32 90 50
7 8 7800 240 198 146 500 88 33 90 50
8 9 8025 245 204 148 500 89 34 90 50
9 10 8250 250 210 150 500 90 35 90 50
10 11 8475 255 216 152 500 91 36 90 50
11 12 8700 260 222 154 500 92 37 90 50
12 13 8925 265 228 156 500 93 38 90 50
13 14 9150 270 234 158 500 94 39 90 50
14 15 9375 275 240 160 500 95 40 90 50
15 16 9600 280 246 162 500 96 41 90 50
16 17 9825 285 252 164 500 97 42 90 50
17 18 10050 290 258 166 500 98 43 90 50
18 19 10275 295 264 168 500 99 44 90 50
19 20 10500 300 270 170 500 100 45 90 50
20 21 10725 305 276 172 500 101 46 90 50
21 22 10950 310 282 174 500 102 47 90 50
22 23 11175 315 288 176 500 103 48 90 50
23 24 11400 320 294 178 500 104 49 90 50
24 25 11625 325 300 180 500 105 50 90 50
25 26 11850 330 306 182 500 106 51 90 50
26 27 12075 335 312 184 500 107 52 90 50
27 28 12300 340 318 186 500 108 53 90 50
28 29 12525 345 324 188 500 109 54 90 50
29 30 12750 350 330 190 500 110 55 90 50
30 31 12975 355 336 192 500 111 56 90 50
31 32 13200 360 342 194 500 112 57 90 50
32 33 13425 365 348 196 500 113 58 90 50
33 34 13650 370 354 198 500 114 59 90 50
34 35 13875 375 360 200 500 115 60 90 50

35
‘You have learned all I possess, mortal. Now throw the book at
them!’

36

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