The concept of InflationRPG is getting a lot 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. 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.
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) Attack Power, the primary damage attribute.
DEF: (Starting Value: 10, +3 per Stat Point) Defense is a percentage modifier on enemy's damage. 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) Agility 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) Luck is the base value to increase Gold and 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 high enemies will get.
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 (Attack Power) stat multiplier.
Characters towards the Right will acquire up to a 2LUC (Luck) stat multiplier.
Characters towards the Bottom will acquire up to a 2DEF (Defense) stat multiplier.
Characters towards the Left will acquire up to a 2AGI (Agility) stat multiplier.
Characters closer to the Center will acquire up to a 2HP (Hit Points) stat multiplier.
For example: the Gray-Haired Hero (Second Char on the top) has 1HP, 2ATK and 1AGI multipliers.
Base Abilitiesare granted by killing some of the Bosses. The first time you kill a boss from the list below, you are given one Base Level (Called "Base Abilities" in the Character Select Screen). These are the only 8 bosses that will grant you a Base Level upon their first death, other bosses won't, and you can't receive more Base Level ups from a boss you already killed. Base Abilities are used in combination with Character Level to calculate the Bonus Stats Multipliers the character you selected gets. For more information on Base Abilities and stats, check out Player Values.
Base Lv1: Jousting Red Panda (Lv710 BOSS), located North of starting area.
Character Level is the second Bonus Stats Multiplier, that gives you additional stats 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. Character Levels are reached upon collecting Character Experience: when you finish a game, your used character will receive 1 Character Experience for each level acquired by killing monsters. If your character hits the following EXP thresholds, your character is granted a Character Level up!
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.