Stats
All stats in the game are added either cumulatively from the equipment (equipped item with 100 vitality increases it by the same amount or 5% critical chance increases it by the same amount) or multiplicatively for anything else (e.g. +50% damage potions and +50% damage passive skill increases your damage by 125% - not by 100%).
Flat (non-percentage) values are always cumulative.
Source | Stat increase 1 | Stat increase 2 | Final value |
---|---|---|---|
Equipment | +100 from chest | +200 from weapon | +300 |
Equipment | +10% from chest | +20% from weapon | +30% |
Passive skills | +100 | +200 | +300 (flat values) |
Passive skills | +10% | +20% | +32% |
Potions + equipment | +10% (equipment) | +20% (potions) | +30% |

Stat rating
Equipment shows all percentage based stats (critical damage, haste, etc.) and armor as a stat rating which is then converted into percentage values based on your level.
The required amount of rating to gain 1% of any stat is calculated based on this formula:
Player level | Rating for 1% of stat |
---|---|
1 | 1 |
5 | 1.26247696 |
10 | 1.689478959 |
15 | 2.260903956 |
20 | 3.025599502 |
25 | 4.048934641 |
30 | 5.418387899 |
35 | 7.251025276 |
40 | 9.703507488 |
45 | 12.98548191 |
50 | 17.37750403 |
55 | 23.25502037 |
60 | 31.12046307 |
Rating is then simply converted into percentage. Stat ratings are also recalculated every time you level up, meaning your rating based stats are getting weaker every time you level up.
Player level | Rating for 1% of stat | Rating | Converted into |
---|---|---|---|
10 | 1.69 | 10 | 5.92% |
60 | 31.12 | 1000 | 32.13% |
1 | 1 | 50 | 50% |
Main stats
Hitpoints
See also: Hitpoints
Hitpoints represent how much damage can you take before you die. Your hitpoints passivelly regenerate when you're out of combat. It takes 20 seconds to regenerate all of your hitpoints and it can't be sped up in any way outside of using healing spells or instant potions. You start with 300 hitpoints.
Mana
See also: Mana
Mana is used to cast stronger spells. Your mana is always regenerating and it recharges at the speed of 10 mana per seconds by default. Regeneration can be sped up with mana regeneration or certain skills. You start with 1000 mana.
Attack
See also: Damage
Attack is the result of combining weapon damage and power by this formula:
If your pet is used for stats:
If your pet is NOT used for stats:
The result damage is then used with a multiplier of specific spells.
You start with 20 attack.
Armor
Armor reduces all damage you take. The damage reduction from armor depends on the conversion rate at your level.
Power
Power increases your attack by 0.5 per power.
Vitality
Vitality increases your hitpoints by 4 for each vitality point.
Item level
Item level is only important when generating an item. With rarity, it's the most important stat to determine how strong the piece of equipment is. However by itself, it does nothing to your strength.
Luck
The amount of luck you get from equipment depends on the conversion rate at your level.
Luck is a percentage based stat affecting many aspects of the game:
- Amount of your luck directly affects the amount of gold enemies and chests drop. Every 1% of luck increases the amount of gold gained this way by 1%.
- Increased chance to gain higher rarity items.
- Increased critical chance .
You also gain higher critical chance. You need 14% of luck to gain 1% of critical chance.
Luck | Gold drop rate | Critical chance | Chance for a rare roll | Chance for a legendary roll |
---|---|---|---|---|
0% | 100% | 5% | 10% | 2% |
10% | 110% | 5.7% | 11% | 2.2% |
28% | 128% | 7% | 12.8% | 2.56% |
70% | 170% | 10% | 17% | 3.4% |
100% | 200% | 12.14% | 20% | 4% |
Secondary stats
Critical chance
The amount of critical chance you get from equipment depends on the conversion rate at your level.
Critical chance determines your chance to deliver critical hits. These hits will do damage increased by your critical damage. All spells except damage over time effects can deal a critical hit. You start with 5% critical chance.

Critical damage
The amount of critical damage you get from equipment depends on the conversion rate at your level.
Critical damage increases the damage of your spell if they deal a critical hit. You start with 150% critical damage (increases your damage by 50% if you deal a critical hit).
Original attack damage | Critical damage | Damage if this attack deals a critical hit |
---|---|---|
10000 | 150% | 15000 |
600 | 250% | 1500 |
Mana regeneration
The amount of mana regeneration you get from equipment depends on the conversion rate at your level.
Mana regeneration increases the speed at which does your mana regenerate.
Base mana regeneration per second | Mana regeneration stat | Mana per second gained |
---|---|---|
5 | 150% | 7.5 |
10 | 200% | 20 |
Haste
The amount of haste you get from equipment depends on the conversion rate at your level.
Haste starts at 100% and affects how fast can you cast spells and your global cooldown recharges.
Original time | Haste stat | Result |
---|---|---|
2 seconds cast time | 100% (default) | 2 seconds |
5 seconds cast time | 150% | 2.5 seconds |
Cooldown rate
The amount of cooldown rate you get from equipment depends on the conversion rate at your level.
Your cooldown rate starts at 100% and it measures at which speed do your cooldowns recharge. Cooldown rate does not affect global cooldown.
Cooldown rate reduction | Cooldown rate stat | Spell with 30s cooldown after applying cooldown rate |
---|---|---|
10% | 90% | 27 seconds |
50% | 50% | 15 seconds |
30% | 70% | 21 seconds |
Evasion
The amount of evasion you get from equipment depends on the conversion rate at your level.
Evasion states the chance to completely avoid any attack. (E.g. 10% evasion means there's a 10% chance that every attack won't do any damage to you). You start with 5% evasion.
Torment
The amount of torment you get from equipment depends on the conversion rate at your level.
Increases the damage of all of your damage over time effects by 1% and the potency of your non-damage debuffs by 0.5% per each 1% of Torment. Has no effect on crowd control.
Status effect strength before | Torment stat | Status effect strength after |
---|---|---|
200 damage over time | 50% | 300 damage over time |
500 damage over time | 100% | 1000 damage over time |
Havoc
The amount of havoc you get from equipment depends on the conversion rate at your level.
Increases the damage of all area of effect spells by 1% and their radius by 0.66% per each 1% of Havoc.
Area of effect spell attributes before | Havoc stat | Area of effect spell attributes after |
---|---|---|
![]() |
50% | ![]() |
500 damage from ![]() |
10% | 550 damage from ![]() |
Precision
The amount of precision you get from equipment depends on the conversion rate at your level.
Increases the damage and projectile speed of all single target spells by 1% per each 1% of Precision.
Single target spell attributes before | Precision stat | Single target spell attributes after |
---|---|---|
200 damage from ![]() |
50% | 300 damage from ![]() |
![]() |
10% | ![]() |
Elemental stats
Hidden stats and effects
You can't see these stats anywhere but they still affect you in some way.
Damage reduction
Damage reduction reduces any damage you take. Damage reduction comes from a few sources, most importantly armor and spells. You can also use armor increasing food. Damage reduction is cumulative - applying 50% damage reduction twice doesn't reduce your damage intake by 100% but by 75% (First reduction reduces it by 50%, second one by 50% from the remaining 50% = 25% from total).
Raw damage taken | 1st source of damage reduction | 2nd source of damage reduction | Damage taken after reductions |
---|---|---|---|
10000 | 25% | - | 7500 |
10000 | 85% | - | 1500 |
10000 | 30% | 20% | 5600 |
10000 | 10% | 90% | 900 |
Healing increase / Shielding increase
Increases the potency of your healing or shielding spells.
Healing / shielding stat | Original healing/ shield potency | Healing/ shield potency with this stat applied |
---|---|---|
10% shielding increase | 500 hitpoints shield | 550 hitpoints shield |
50% healing increase | 200 hitpoints restored | 300 hitpoints restored |
Movement speed
Affects the speed you move at and is calculated by multiplying all movement speed effects together. E.g. Frostbolt (Enemy) slows you down by 30% (your movement speed is lowered to 0.7 multiplier - 70% of default speed). While you have a 10% speed boost (1.1 multiplier - 110% of default speed) active so your movement speed is set to 0.7 * 1.1 = 0.77 = 77% of original speed.

Shield
Shield extends your hitpoints as it has to be depleted before you can start losing your hitpoints. Different types of shields stack.
