Game Mechanics
InflationRPG is an Incremental RPG: the goal of the game isn't to get to a certain level, but to get to the highest level you can before running out of Battle Points. But in the process, you will be getting a ton of Experience per kill. So much in fact, that most of the time, you will gain tens, hundreds, or even thousands of levels per kill.
You play the game over multiple runs, increasing your item inventory that you can use during a run, and improving your ability modifiers, to explore further and further into the game's maps.
Battle Points (BP)[]
- When you begin a run, start with 30 Battle Points (BP).
- Encountering a monster will consume one Battle Point (-1BP).
- Losing a fight will result in the loss of two BP (or four BP in Hard mode) + the one you spent by encountering the monster (-3BP, or -5BP in hard mode).
- You will win additional BP by killing Bosses (+xBP), and different bosses reward different amounts of BP.
- Accessories called BattlePoint(BP) Rings can grant you temporary BP (+1 to +7BP), which will disappear if you unequip said items.
- The game ends whenever you reach 0BP, either by finishing a fight, or unequipping a BP Ring, regardless of if you can do something to grant you additional BP or not.
Character Stats[]
For each gained level, you are granted 4 Stat Points (SP). These can be applied to the following categories:
- HP: (Starting Value: 100, +5 per Stat Point) Hit Points.
- ATK: (Starting Value: 10, +3 per Stat Point) Primary damage attribute.
- DEF: (Starting Value: 10, +3 per Stat Point) DEF is a percentage modifier on enemy's damage with diminishing returns. Though it is possible to reach an amount of DEF that would almost completely negate damage taken, it'd be an amount generally impossible to reach.
- AGI: (Starting Value: 5, +2 per Stat Point) AGI slightly increases your chances to generate Combos and Critical Hits, so slightly that we recommend not to invest Stat Points into AGI at all, since that would be a sacrifice of useful HP, ATK, and DEF.
- LUC: (Starting Value: 1, +1 per Stat Point) LUC is the base value to increase Gold and (very slightly) Drop Rate. The more LUC you have, the more you generate Gold per kill, and increase your chances at getting loots (Drop Rate is also modified by the Area level, and thus, a higher level area requires a higher amount of LUC to increase an item's Drop Rate). LUC also slightly increases your Critical Rate.
For all modifiers (except HP), they are modified by an enemy's Point Value, which means you need more Stat Points to keep up with how strong enemies will get.
When you level up, you will be applying THOUSANDS of points per stat. Once you get the Recovery necklace, a good general rule, for a while at least, is this distribution: 1/2 to Attack, 1/4 to hp, 1/4 to defense.
Main Ability modifiers[]
There are 3 types of permanently acquired ability modifiers which will boost your stats during a run:
- Base Ability level level modifiers,
- Character Selection modifiers,
- Character Level modifiers.
The details for how these add together can be found at Player Values
Base Abilities[]
Your Base Abilities level increases (for all characters) as you kill specific bosses, in both Normal Mode and Hard Mode. The first time you kill a boss from the list below (9 per mode), your Base ability level increases by 1. You can only level up your base abilities once per run, even if you kill more than one of the bosses, but you can still kill the other boss in another run to level all the way up. You can't receive more Base Level ups from a boss you already killed. For more information on Base Abilities and stats, check out Player Values.
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The Maximum Base Abilities Level is 18, achievable by killing those 9 bosses in both Normal and Hard Mode.
See Player Values for more details.
Character Selection[]
Character Selection is arranged in a 4x4 grid, with 16 characters to choose. Each Character has different stat multipliers which will be upgraded after each Base Level up and Character Level up. Those stat multipliers appear as Bonus Stats in game, and their efficiency depends on which character you chose:
- Characters towards the Top will acquire up to a 2ATK stat multiplier.
- Characters towards the Right will acquire up to a 2LUC stat multiplier.
- Characters towards the Bottom will acquire up to a 2DEF stat multiplier.
- Characters towards the Left will acquire up to a 2AGI stat multiplier.
- Characters closer to the Center will acquire up to a 2HP stat multiplier.
See Player Values for more details.
(The Best Character is the Gray-Haired Hero (Second Char on the top) with 1HP, 2ATK and 1AGI multipliers.)
Character Level[]
The more you play with a specific character, the higher its Character Level gets. Character Level is the second Bonus Stats Multiplier, giving you additional bonus when you spend Stat Points. Those Bonus Stats applies to gems too: a HP Gem on a HP character grants more HP than equipped to a pure ATK/AGI character.
After a run, the total levels you got are counted as EXP points toward your total character level, leveling up at specific thresholds, up to the current maximum of 20.
Character Level Experience |
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Levels past 20 have EXP requirement values, but can't be reached; once a character reaches Level 20, the game treats that character as if it's reached the max level, which means it stops receiving Character EXP at the end of each run.
See Player Values for more details.
Miscelaneous[]
Critical Rate Calculation[]
Critical Rate and Damage calculations can be found at the Critical Hits page.
Enemy HP Calculation[]
The HP of enemies is divided into several HP bars with different colors and amounts of HP.
Each bar has more HP than the previous one (except for 2 cases), counting the previous bar as the one you'd see next when you're damaging an enemy. In most cases, the last HP bar will be displayed as full for aesthetic purposes but it will not actually have the HP listed below. The following is a table of how much HP each bar holds when completely filled:
- 1st Red Bar - 1,000 HP
- 1st Orange Bar - 1,000 HP
- 1st Green Bar - 2,000 HP
- 1st Light Blue Bar - 2,000 HP
- 1st Dark Blue Bar - 4,000 HP
- 2nd Red Bar - 10,000 HP
- 2nd Orange Bar - 30,000 HP
- 2nd Green Bar - 50,000 HP
- 2nd Light Blue Bar - 100,000 HP
- 2nd Dark Blue Bar - 200,000 HP
- 3rd Red Bar - 600,000 HP
- 3rd Orange Bar - 2,000,000 HP
- 3rd Green Bar - 3,000,000 HP
- 3rd Light Blue Bar - 4,000,000 HP
- 3rd Dark Blue Bar - 10,000,000 HP
- 4th Red Bar - 30,000,000 HP
- 4th Orange Bar - 50,000,000 HP
- 4th Green Bar - 100,000,000 HP
- 4th Light Blue Bar - 300,000,000 HP
- 4th Dark Blue Bar - Currently has no limit. Holds all the HP exceeding the previous bars.