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HELLCARD IINewsThe Stats!
Community

The Stats!

HELLCARD II · published 20 Mar 2026, 17:04 UTC

All newsPlayers around this dateRead on Steam

We want Hellcard II runs to be more like adventures, leaning into the RPG aspect of the dungeon crawl. And one can't have an RPG without stats!

In Hellcard, the only ways in which characters differed were their decks and, to a degree, class artifacts. In Hellcard II, we are introducing Stats - a new way to specialize your deck or pivot into an entirely different build.

Each class begins with unique base values. After every battle, when presented with card rewards, you now have the option to increase a stat instead. This means even if you don't want to bloat your deck, you can still progress your hero. Like your deck, stats will reset after every adventure.

Ok, so what stats are we talking about?

The usual suspects, each impacting the mechanics in more than one way. Most cards are affected and scaled by certain attributes. There is no iron-clad rule as to which attribute to use for which type of card. However, some combinations are natural, like melee attack cards that often use Strength to determine final damage.

For instance, a card might deal STR*2 damage (don't worry, the game will also provide the final value, no need to dust off the math books). Still, that doesn't mean there can't be an occasional melee card that benefits from Wisdom.

Each attribute interacts directly with core game mechanics, allowing you to fine-tune your hero's capabilities:

Strength

  • Determines how many artifacts the hero can carry. Artifacts have their weight (the rarer the artifact, the heavier it is, just like in real life ːarchduckː)

  • Can also be used by cards to determine effects. An incentive to invest in it for specific builds.

Dexterity

  • Your defensive potential. How much block a hero can have is Dex * 10. There are exceptions to this rule, but if you want to go defense, you should probably level this one.

  • This also often affects how much block your hero gains from cards.

  • Can also be used by cards to determine effects. An incentive to invest in it for specific builds.

Intelligence

  • Can grant bonus mana on the turn beginning. Base mana for all heroes is 2. Each point in Intelligence grants 33% chance for an extra point. Every three points in Intelligence guarantees an extra mana point every turn.

  • This is how it works:
    Int 1: 2 Mana + 33% chance for +1.
    Int 2: 2 Mana + 66% chance for +1.
    Int 3: 3 Mana guaranteed.
    Int 4: 3 Mana + 33% chance for +1.
    ... And so on ːarchduckː

  • As with other stats, Int can also be used by cards to determine effects.

Constitution

  • Increases your hero's max health. Each point gives an extra 5ːpaperheartː

  • And, yes, it can also be used by cards!

Wisdom

  • Affects how many cards you draw each turn. The base number of cards drawn is 4. Similar to how Intelligence works, every point in Wisdom grants 50% chance for an extra draw each turn. Every two points in Wisdom guarantees an extra card drawn.

  • Unexpectedly, it can also be featured on certain cards!

What else are stats good for?

All stats are taken into account during events. Some have a minimum or maximum threshold for stats. Some events might change the stats based on outcomes.

Sometimes a path is accessible only if the combined stats of all party members meet a threshold. For example, you might need enough Strength to clear rocks blocking a tunnel or sufficient Intelligence to solve a riddle lock.

Obviously, they can also be buffed or debuffed during battles, but return to their default value after the fighting is done.

And then there is the gear, which can modify the base starting stats (among other things). But that, along with events, is a topic for another post ːarchduckː

As always,
Stay Safe in Paper Dungeons ːarchduckː

Konstanty

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