Pawtato Tips

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Tutorial

How to play — heroes, lands, world mechanics and adventure systems.

Heroes are not born — they rise through actions and abilities. When a new Hero awakens, one of five classes is assigned at random (20% each). Stats drive combat, quests, equipment requirements and skill scaling. Based on the official Pawtato stats docs.

Classes

Five starting classes — each with a damage profile and stat focus.

Knight

Damage
Physical
Main stat
Vitality (VIT)
Secondary
Strength (STR) · Agility (AGI)

Mage

Damage
Magical
Main stat
Intelligence (INT)
Secondary
Agility (AGI) · Dexterity (DEX)

Rogue

Damage
Physical
Main stat
Strength (STR)
Secondary
Agility (AGI) · Dexterity (DEX)

Archer

Damage
Physical / Magical
Main stat
Dexterity (DEX)
Secondary
Strength (STR) · Agility (AGI)

Druid

Damage
Magical / Physical
Main stat
Intelligence (INT)
Secondary
Vitality (VIT) · Agility (AGI)

Main stats

Core attributes that define a Hero's growth and combat role.

ShortStatHero effect
VITVitalityIncreases Hit Points
STRStrengthIncreases Physical Damage
INTIntelligenceIncreases Magical Damage
AGIAgilityIncreases Evasion
DEXDexterityIncreases Crit Damage
LCKLuckIncreases Crit Chance

Leveling & Luck

  • A newly awakened level 1 Hero starts with 6–10 of each stat except LCK, which depends on rarity tier.
  • Each level: +2 to the class main stat, +1 to each secondary stat, and 3 stat points to distribute freely.
  • Stat distribution can be reset via Ultra Rare Resources (URRs).
  • Stats affect combat, quest success (hidden thresholds), equipment requirements, and skill scaling.
Starting LCK by rarity
  • CommonLCK 0
  • UncommonLCK 3
  • RareLCK 6
  • EpicLCK 9
  • LegendaryLCK 12
  • MythicLCK 15

Combat stats

Derived from main stats and gear. Equipment and buffs can modify these directly.

ShortStatEffectFormula
HPHit PointsHow much damage you can receive before being defeated50 + 8 × (VIT−6) + 100 × √((VIT−6) / 10)
DMGBase DamageBasic damage from the Hero's weapon — physical or magical16–20 physical (bare Paws)
HITHit ChanceChance to successfully land an attack0.85 + (0.05 × (DEX−6) + 25 × ((DEX−6) / ((DEX−6) + 100))) / 100
EVAEvasionIncreases chance for the enemy to miss(3 + 0.05 × (AGI−6) + 25 × ((AGI−6) / ((AGI−6) + 100))) / 100
SPDSpeedHigher speed means acting sooner in turn order (1,000 Ticks base per turn)500 × effectiveAGI / (effectiveAGI + 10) · effectiveAGI = max(0, AGI−6) × (1 + 0.1 × (level−1))
PDMPhysical Damage ModifierIncreases all sources of physical damage(10 × (STR−6) + 20 × ln(1 + (STR−6)/10)) / 1000
MDMMagical Damage ModifierIncreases all sources of magical damage(10 × (INT−6) + 20 × ln(1 + (INT−6)/10)) / 1000
CSCCritical Strike ChanceChance for any attack to deal additional damage(3 + 0.05 × LCK + 25 × (LCK / (LCK + 100))) / 100
CDMCritical Damage ModifierIncreases the multiplier of a critical strike1.5 + 0.005 × (DEX−6) + 0.05 × √((DEX−6) / 10)
PDRPhysical ResistanceReduces all physical damage receivedNo base stat (75% cap)
MDRMagical ResistanceReduces all magical damage receivedNo base stat (75% cap)
BLKBlockChance to block an attack, reducing damage by 50%No base stat

Speed & turn order

Speed reduces Ticks per turn (base 1,000). Higher SPD acts more often over time.

Example: Hero 300 SPD (700 Ticks/turn) vs Enemy 50 SPD (950 Ticks/turn)

  1. 700 Ticks — Hero
  2. 950 Ticks — Enemy
  3. 1400 Ticks — Hero
  4. 1900 Ticks — Enemy
  5. 2100 Ticks — Hero
  6. 2800 Ticks — Hero (Hero acts twice!)
  7. 2850 Ticks — Enemy

Stamina

Level 1
12 points
Per level
+2 points
Recovery
Recovers automatically over 24 hours, or instantly via Second Wind (Signal Horn) or consumables.
Patrol
Stamina recovery is halted while a Hero is on Patrol.