Hero Stats
Every stat on the character sheet, what it does, how it is worked out and where it comes from.
Where to find them
Open your Character window (C on a computer, or the Hero tab of the bag on a phone). Beside (or under) your paper doll is the full list of your stats, in four groups: Offense, Defense, Utility and Gathering. Stats you have nothing in yet are dimmed.
- Computer: hover over a stat to see what it does and exactly where every point comes from.
- Phone: tap a stat to open the same explanation under it; tap again to close it. The panel scrolls.
Where stats come from
Every stat adds up from the same places:
| Source | What it gives |
|---|---|
| Base | Every hero starts with 5% critical chance, and fists that hit for 1–3 when no weapon is worn. |
| Skills | 10 life for each |
| Gear | The base stats and bonuses (affixes) of every identified item you wear, plus the runes in its sockets (or its rune word). Unidentified items give nothing until identified. See Affixes and Runes & Sockets. |
| Companion | The pet following you gives a small bonus, doubled once your house menagerie is built up. See Pets. |
| Rites | Active rites, such as |
| Shrine blessings | Boons from shrines in the Ashen Depths, such as Fortune. They last until you leave. |
| Delve depth | Extra magic find the deeper you go in the Depths. |
| Rift modifiers | Extra magic find and gold find inside an Ember Rift, for each modifier its key carries. |
The tooltip lists each of these separately, item by item, so you can see which piece of gear is doing the work.
Offense
- Weapon damage: your weapon's damage range, plus flat damage from other gear.
- Hit damage: what a basic hit deals before the target's defences. It is weapon damage, times a bonus from your weapon's combat skill level (
Melee,
Ranged or
Magic), times your damage bonus. Abilities multiply it further. - Damage bonus: raises all the damage you deal.
- Critical chance: the chance that a hit is critical. A critical hit deals ×1.75 damage and knocks foes back harder.
- Attack speed: shortens the time between basic attacks. The tooltip shows your attacks per second with your weapon.
- Life per hit: life you regain every time one of your own attacks hits (your summons' blows don't count).
Defense
- Life: your maximum life.
- Armour: blocks a share of every hit: armour ÷ (armour + 60), up to 50%. Each point is worth a little less than the last:
| Armour | Blocks |
|---|---|
| 20 | 25% |
| 60 | 50% |
| 120 | 50% |
| 240 | 50% |
- Damage reduction: takes a further share off every hit after armour, up to 50%. It comes from rites.
- Life regen: out of combat you heal on your own once you have gone a few seconds without hitting or being hit. In safe places you heal at least 8% of your life a second.
| Combat level | Calm needed | Heals per second |
|---|---|---|
| 1+ | 2.5 s | 6% of life |
| 15+ | 3.5 s | 3.5% of life |
| 30+ | 4 s | 2% of life |
Utility
- Move speed: how fast you walk and run.
- Magic find: raises the chance that items drop as magic, rare or unique. It has diminishing returns: 100% magic find makes those drops ×1.71 as likely, 300% only ×2.36. See Loot.
- Gold find: more gold from monsters, bosses and chests.
- Melee, Ranged and Magic XP: extra experience in that skill from every kill.
Gathering
- Gathering speed: speeds up woodcutting, mining, fishing and other gathering, so you get more attempts in the same time.
- Mining XP: extra
Mining experience from every ore. - Mining speed, Woodcutting speed, Fishing speed: one row per gathering skill, with everything that skill gets: your pickaxe, hatchet or rod plus gathering gear. The tooltip lists the tool's other effects too (extra resources, gathering XP, rare finds, refining, gold). Tools only count for their own skill, and never in a fight. See Gathering tools.