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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 and item cards work. In the game, hover or tap any stat for this text plus what it means for your hero.

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.
Max HP %
Multiplies your maximum Hit Points (after flat +HP).
Armor Class (AC)
Monsters roll d20 + their to-hit against your AC: lower and the blow only grazes you (a fraction of a full hit; a natural 1 always grazes, a natural 20 lands and crits). Area and telegraphed attacks don't roll at all — AC won't soften those, so step out or dash through. AC = armor + DEX (capped by armor) + shield, helm, gloves and boots + AC affixes.
Armor Class (item)
The AC this piece adds. Body armour sets your base AC (plus DEX up to its cap; heavy armour none); shields, helms, gloves and boots add theirs on top. It grows +1 every 2 material tiers, +1 per magic +N and +1 every 4 Smithy upgrades.
Dodge
Brings your class's dash back sooner: each 1% takes 2.5% off its cooldown (at most 50% with Dash Haste). Blows are dodged by dashing through them, not by chance. Your build is capped at 40%; buffs during a run can lift it to 50%.
Damage reduction
Cuts all damage you take by this percent, after resistances. Your build is capped at 50%; buffs during a run (Rage too) can lift it to 70%.
Resistance
Cuts damage of that element (fire, cold, lightning, poison, necrotic…) by this percent. Each element is capped at 75% from your build; buffs during a run can lift it to 80%. All Resistances adds to every element. One item line carries at most 35% (20% for All Resistances): that line's ceiling.
Regeneration
Heals this many HP every second, always. There's no natural regen — it only comes from gear, traits and buffs.
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.
Thorns
When a foe hits you from close range, it takes this much piercing damage back.
To Hit
Your attack roll is d20 + this bonus against the foe's AC — meet or beat it for a full hit; under it, or on a natural 1, the attack still lands as a graze for less. A crit is always a full hit. It's your weapon ability modifier + proficiency + the weapon's magic (+N) + to-hit affixes. Only basic attacks and "rolls to hit" skills use it (each skill card shows your chance against a typical foe your level); save skills and "never misses" skills don't roll, so they never graze and never crit. A class payoff never grazes. Taunts and interrupts land on a graze too.
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.
Weapon
Your weapon's damage dice, its multiplier from material tier and Smithy upgrades, its damage type and the ability it uses (STR, DEX, or INT/WIS for caster staves and wands).
Off-hand weapon
Dual wielders (Rogue, Ranger, Fighter, Barbarian…) with a one-handed melee weapon in each hand swing the off-hand too, once per attack, for a share of its damage. Bows, two-handers and casts never pair.
Weapon damage per second
The weapon's own average hit ÷ its swing time, before your abilities, to-hit and bonuses. To compare weapons, read ▲ / ▼ Power instead: it counts all of that.
Enhancement (+N)
A weapon's +N adds to your to-hit and to every hit's damage; armour's adds to its AC. On caster gear (staves, wands, foci) each +1 gives +3% skill damage and +1 spell save DC instead. On a quiver each +1 gives +1 to hit and +3% damage.
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.
Attacks per second
How many basic attacks you make each second (×2 or ×3 with Extra Attack features).
Attack speed
Basic attacks per second. Your weapon sets the pace (daggers fast, greatswords slow); +Attack Speed % shortens the delay. Extra Attack (Fighter and Paladin 5) strikes twice per swing.
Damage %
Multiplies every hit you deal — basic attacks, skills, burns and bleeds. Summons inherit it too. Your build (gear, enchants, set lines, legend points) counts up to +150%; anything past that does nothing. Buffs during a run add on top of the cap.
Damage per Hit
Flat damage added to the weapon's damage roll, before % bonuses — so basic attacks and skills that swing your weapon. Pure-dice spells roll their own dice and skip it. Great on fast weapons.
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 deal ×1.5 damage (more with Crit Damage). Frozen or stunned foes are easier to crit. Crit chance from every source simply adds up: no diminishing returns and no cap (at 100% every attack roll crits). Each gear line carries at most 10%: that line's ceiling.
Critical damage
A crit multiplies your whole hit — weapon dice, ability modifier, Damage per Hit and elemental damage alike — by ×1.5, plus your Crit Damage: +50% makes it ×2, +100% ×2.5. Every point counts, whatever your weapon. Crit Damage from every source adds up with no cap; each gear line carries at most 40%.
Skill damage
Extra damage % on skills (not basic attacks), added to your Damage % bonus. Your build counts up to +200%; buffs during a run add on top.
Area damage
Extra damage % when a skill hits an area, on top of other bonuses. Your build counts up to +100%; buffs during a run add on top.
Damage vs Elites
Extra damage % against elites and bosses. Your build counts up to +150%; buffs during a run add on top.
Damage bonus total
Damage %, Skill, Area and vs-Elite damage add together on a hit: a skill that hits an area on an elite gets all four. From your build one hit takes at most +300% of them combined; anything past that does nothing on that hit. Buffs during a run add on top.
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.
Spell save DC bonus
Raises your spell save DC: foes fail their saves against your skills more often (full damage and the status effect lands).
Elemental damage
Extra damage of that element riding each landed basic attack (the largest element applies). Skills, spells, summons and pets get none of it. Some foes resist an element (half damage) or are vulnerable to it (+50%).
Burn resistance
Burns on you last this much shorter and land half this much less often (all status resistance caps at 80%). Fire resistance helps too, at half value.
Poisoning resistance
Poison on you lasts this much shorter and lands half this much less often (cap 80%). Poison resistance helps too, at half value.
Bleed resistance
Bleeds on you last this much shorter and land half this much less often (cap 80%).
Chill & freeze resistance
Chills and freezes on you last this much shorter and land half this much less often (cap 80%). Cold resistance helps too, at half value.
Control resistance
Stuns, fears, roots and other loss-of-control effects on you last this much shorter and land half this much less often (cap 80%). Being controlled again soon after also shortens it (diminishing returns).
Duration of harmful effects
Every harmful status on you — burns, poisons, chills, stuns, curses — lasts this much shorter and lands half this much less often (cap 80%).
Immune to chill & freeze
Chill and freeze can't land on you at all.
Status effect chance
Multiplies the chance of every status your skills and hits inflict (burns, chills, stuns…). Your class's primary ability modifier adds a little too.
Damage over time
Your burns, poisons and bleeds tick harder by this percent. Your class's primary ability modifier adds a little too.
Resource
Skills cost your resource; it refills every second (the /s number) and pauses for 2 s after you spend. Every basic attack that hits restores a little more, even during that pause — a crit restores half again, and a free attack spell (Fire Bolt, Eldritch Blast…) restores half as much. 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.
Max resource
A bigger pool of your resource for casting more skills back to back. A rolled line is scaled to your class's pool: the same line gives a Sorcerer twice what it gives a Warlock.
Resource regen
your resource refills faster by this percent.
Cooldown reduction
Skills recharge faster by this percent. Your build is capped at 40%; buffs during a run can lift it to 60%. Each gear line carries at most 15%.
Move speed
Tiles per second. Base 4.4, plus 1% every 2 hero levels (+10% at level 20). Move Speed % from gear, traits and buffs counts in full up to +60%, then at half value (soft cap) up to +100% — double speed, reached at +140%. Boots carry the most. Being chilled slows you by a share of your speed.
Magic find
Raises the odds that drops are Rare or better (it multiplies their weight). Harder difficulties and Pyre Tiers add more.
Gold find
More gold from every pile.
Experience
More XP from every kill.
Potion power
Your flask heals this much more; healing skills get half the bonus.
All abilities
Adds to all six ability scores at once.
Power
Not a stat — nothing rolls it and it adds no damage. Power is a summary score: √(damage per second × effective HP) × 10. The damage side counts weapon, to-hit, speed, crits and the bonuses that lift your skills (Skill / Area / Elite damage, cooldown reduction). The tough side is your HP stretched by AC, damage reduction, dodge and resistances, plus what regen, life on hit and lifesteal give back over a fight. Loot scores (magic find, XP, speed) don't count — Power measures fighting, not farming. ▲ on an item means it would raise your Power; it rides on player cards and the Hero power leaderboard, and the pause menu weighs it against the foes on the floor.

What reaches what

Which damage bonuses apply to basic attacks, skills, spells and summons — and which don't cross over.

Damage %
Every hit: basic attacks, skills, damage over time. Summons inherit it (they strike with your weapon's power).
Damage per Hit
The weapon's roll only: basics and skills that swing your weapon. Dice-rolled spells and summons skip it.
Elemental damage
Basic attacks only — an extra hit of your strongest element on each landing swing.
Skill / Area / vs Elites damage
Skills only; area hits only; elites and bosses only. They stack with Damage %.
To Hit & Critical chance
Everything that rolls a d20 to hit: basics and "attack" skills. Save-based skills never roll, so they can't crit.
Attack speed
Basic attacks. Summons inherit half of it on their swing.
Life on hit & Lifesteal
Every damaging hit — basics and skills alike.
Spell save DC & Status chance
Save-based skills (foes failing the save) and the chance any status lands.

How Power works

Tap the Power number on the Hero sheet to see your two halves and what gives you the most.

Power = √(damage per second × effective health) × 10. Both halves count the same: doubling either one raises Power by about 41%. Legendary, set and unique powers count too.

Offence (damage per second)
Your basic attacks per second (dice, ability, to-hit against AC 14, crits, speed) plus the skill bonuses (skill, area and elite damage, cooldowns), plus the damage your legendary, set and unique powers add in a real fight.
Defence (effective health)
Your HP stretched by AC, damage reduction, dodge and resistances, plus what regen, life on hit and lifesteal give back over a 20-second fight, plus the protection your legendary, set and unique powers add.

Not counted: magic find, gold, XP and move speed. Power measures fighting, not farming. Each legendary, set and unique power is worth what it added in test fights.

Move speed

Base 4.4 tiles per second, +1% every 2 hero levels (+10% at 20). All your +Move Speed % (gear, uniques, sets, features, talents, boons, Brand, pets, Haste) is added up: it counts in full to +60%, then at half value, up to +100% (double speed).

Move speed: full value up to +60%, then 50% value, never past +100%
+Move speed on your gearYou actually getTiles per second
+0%+0%4.4
+20%+20%5.3
+40%+40%6.2
+60%+60%7.0
+80%+70%7.5
+100%+80%7.9
+120%+90%8.4
+140%+100% (max)8.8
+170%+100% (max)8.8

Chill and other slows take their share of the final speed, so a fast hero still feels them.