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.