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Compendium

Abilities & stats

Modifier = (score − 10) ÷ 2, rounded down — 10–11 is +0, 12–13 is +1, 20 is +5. Level-ups cap scores at 20; gear adds on top.

The six abilities

STR Strength

Melee weapons use your STR modifier for to-hit and damage (daggers and rapiers use STR or DEX, whichever is higher). Primary ability of Fighters, Paladins, Barbarians and Dread Knights — so it also sets their spell save DC — and many Barbarian and Dread Knight skills scale with it.

Primary ability of

Skills that scale with it

DEX Dexterity

Adds to Armor Class: unarmored AC is 10 + DEX, light armor adds all of it, medium armor up to its cap, heavy armor none. Bows and other ranged weapons use DEX for to-hit and damage. Primary ability of Rogues, Rangers and Monks — most of their skills scale with it.

Primary ability of

Skills that scale with it

CON Constitution

Hit Points. Every level gives (hit die ÷ 2 + 1 + CON modifier) × 3 HP, so +1 CON modifier is worth +3 HP per level — and it counts for every level you already have. Useful to every class.

Skills that scale with it

INT Intelligence

The arcane ability: for Wizards and Necromancers, staff, wand and unarmed bolts, nearly every spell and their spell save DC use INT. Little use to other classes.

Primary ability of

Skills that scale with it

WIS Wisdom

The divine and primal ability: for Clerics and Druids, staff and wand attacks, nearly every prayer (damage and healing) and their spell save DC use WIS. A few Ranger and Monk skills use it too.

Primary ability of

Skills that scale with it

CHA Charisma

Primary ability of Bards, Sorcerers and Warlocks: their spells and spell save DC use CHA. Paladin oath skills (Lay on Hands, Shield of Faith, holy auras and smites) scale with it too, and Aura of Protection (Paladin level 6) adds your CHA modifier to AC.

Primary ability of

Skills that scale with it

Combat stats

How the numbers on your hero sheet work.

Hit Points
At 0 you fall — or go down for a few seconds if an ally or a scroll can still raise you. Max HP comes from your class hit die + CON every level, × 3, plus +HP and +% Max HP gear. There is no natural regeneration: heal with the flask, skills, life on hit, lifesteal or regen.
Armor Class (AC)
Monsters roll d20 + their to-hit against your AC: lower and the attack misses (a natural 1 always misses, a natural 20 always hits and crits). Area and telegraphed attacks don't roll at all — AC won't save you there, so step out. AC = armor + DEX (capped by armor) + shield, helm, gloves and boots + AC affixes.
To Hit
Your attack roll is d20 + this bonus against the foe's AC — meet or beat it to hit. A natural 1 always misses; a crit always hits. It's your weapon ability modifier + proficiency + the weapon's magic (+N) + to-hit affixes.
Proficiency bonus
Added to your to-hit and spell save DC. +2 at levels 1–4, +3 at 5, +4 at 9, +5 at 13, +6 at 17.
Spell save DC
Skills marked "save" make each foe roll d20 + its save bonus (bosses +2). If it meets your DC it takes half damage and shrugs off the effect. DC = 8 + proficiency + your class's primary ability modifier + Runic affixes.
Damage
Average damage of one basic hit: weapon dice × the material/upgrade multiplier + your weapon ability modifier + flat damage, then × your Damage % bonus. Skills roll their own dice on top of (or instead of) the weapon.
Critical chance
Base 5% — a natural 20. Every +5% widens the crit range by one (19–20 at 10%, 18–20 at 15%); fractions roll separately. Crits always hit and roll extra damage dice. Frozen or stunned foes are easier to crit.
Critical damage
A crit rolls ×2 the damage dice; +Crit Damage % raises that (+30% → ×2.3 dice).
Dodge
Chance to avoid an incoming hit completely — any hit, even area attacks. Capped at 40%.
Damage reduction
Cuts all damage you take by this percent, after resistances. Capped at 50%.
Resistance
Cuts damage of that element (fire, cold, lightning, poison, necrotic…) by this percent. Capped at 75%. All Resistances adds to every element.
Cooldown reduction
Skills recharge faster by this percent. Capped at 40%.
Resource
Skills cost your resource; it refills every second (the /s number). The pool grows each level. Every class has its own: Stamina, Rage, Cunning, Focus, Ki, Spell Points, Inspiration, Sorcery Points, Pact Magic, Essence or Dread.
Move speed
Tiles per second. Base 4.2; +Move Speed % bonuses cap at +60%. Being chilled slows you.
Life on hit
Heals you this much every time you damage a foe — best with fast attacks and skills that hit many foes.
Lifesteal
Heals you for this percent of the damage you deal.
Regeneration
Heals this many HP every second, always. There's no natural regen — it only comes from gear, traits and buffs.
Thorns
When a foe hits you from close range, it takes this much piercing damage back.
Magic find
Raises the odds that drops are Rare or better (it multiplies their weight). Harder difficulties and world tiers add more.