Character Stats
Understand every attribute, offence, defence, resource, resistance, and combat cap on the Character sheet.
### Where to find your stats
- Press C or open Menu > Character Information, then select Stats. Hover or keyboard-focus any stat row for a concise explanation. - Values update from level growth, equipped items, passive choices, skills, and active encounter modifiers. Chance to Hit appears only while there is an active monster to compare against.
### Attributes and resources
- Strength, Dexterity, and Intelligence all contribute to base attack damage, scale skills tied to that attribute, and satisfy item, skill, and support requirements. Strength also grants Armor; Dexterity also grants Accuracy, Dodge, and Critical Strike Chance. - Every level after 1 grants +1 Strength, +1 Dexterity, and +1 Intelligence. Levels 10, 20, 30, and each later ten-level milestone also grant six natural attribute points weighted toward the Character's class strengths. - Max Life is the amount of damage your Life can hold. Current Life is what remains; reaching zero defeats the character. Life Regen restores Life each second but does not reduce an incoming hit. - Max Mana is your skill-resource capacity. Current Mana is available to pay skill costs. Mana Regen restores Mana each second; a skill cannot activate when its cost cannot be paid.
### Offence
- Total Damage combines the Physical, Fire, Cold, Lightning, and Wind ranges shown beneath it. Each range is normal-hit damage before critical strikes and enemy defenses. Damage-range endpoints display with at most one decimal place. - DPS is estimated sustained direct-hit output over a 30-second rotation. It schedules attuned skills and Basic Attacks on one shared action timeline and includes skill cooldowns, Mana costs and regeneration, Barrier costs and restoration, skill levels, compatible Support Jewels, expected Critical damage, and repeated hits. It excludes Hit Chance, enemy mitigation, Area Damage, status damage such as Bleed, and live conditional or encounter effects. - Attack Speed is normal attacks per second. Accuracy is compared with target Dodge. Chance to Hit shows the final result against the active target; player attacks cannot fall below 35% from Dodge alone. - Crit Chance is the chance for a hit to critically strike and is capped at 95%. Crit Mult is the damage multiplier applied to a critical hit.
### Defence and damage order
- Dodge is a rating compared with attacker Accuracy and can avoid an entire attack. It is not a direct percentage; monster attacks cannot fall below 65% chance to hit from Dodge alone. While a monster is active, `Dodge Chance vs Target` shows the final chance to avoid that monster's attacks. - Armor reduces physical hit damage. It is strongest against smaller repeated hits and less effective against heavy hits. Physical reduction from Armor is capped at 90%. While a monster is active, `Physical DR vs Target` estimates reduction against its average physical hit; `No physical hit` means that monster currently has no physical component to evaluate. - Fire, Cold, Lightning, and Wind Resistances reduce only their matching elemental damage. Effective Resistance is capped at 75% and cannot fall below -75%. A displayed total above 75% can still help offset penalties before the effective cap is applied. - Block applies to physical hits after Armor. Spell Block applies to elemental hits after Resistance. Both are capped at 75%, reduce a blocked hit by half, and resolve before Barrier. - Barrier is a damage buffer, not damage reduction. After avoidance, Armor or Resistance, and Block resolve, Barrier absorbs the remaining damage before Life. - The Defence section lists Current Barrier and Maximum Barrier separately. Barrier Restoration modifies immediate skill gains; Ward Barrier Restoration adds to Ward skills; Barrier Recovery modifies only recurring or delayed recovery where an allocated mechanic provides it. Barrier has no default regeneration.
The usual incoming-damage order is Dodge, matching mitigation, Block, Barrier, then Life. No single capped defense replaces Life, recovery, or coverage against other damage types.
### Itemization
- Magic Find is the raw total from equipped helmets, gloves, boots, rings, amulets, and belts that rolled the suffix. The Character sheet shows this equipment value without encounter bonuses. - At the start of each encounter, equipped Magic Find is added to that encounter's Item Rarity. It improves the normalized chances for Magic, Rare, and Unique equipment only; it does not increase quantity, change bases, or affect Reagents, Sigils, skills, vendors, or gambling.