Combat

Your stats shape your attacks, defenses, and recovery. Abilities and equipment can also apply effects that deal damage, restore health, or change stats.

Building your stats

Equipment, gems, talents, and gear set bonuses can raise your stats. Flat and percentage bonuses combine differently, and gear sets unlock tiers when you equip distinct pieces.

Stat Bonuses

Flat bonuses add to a stat. Percentage bonuses add together and apply to the amount after flat bonuses.
When a stat has a minimum or maximum, its value is kept within those bounds.
When an item is generated, each possible random stat gets its own chance roll in listed order. An item with a maximum number of random stats stops accepting more after it reaches that maximum. A selected stat rolls a value within its listed range, then rounds the value.
For a creature with flat Health growth, its normal maximum Health before other modifiers is 100 plus its health bonus and its per-level health gain for each of its levels. The listed bonus alone is not its maximum health.
When a creature's spawn scales with your level, your level is first kept within that area's limits. The game then adds a random adjustment of -3 to 3 levels and keeps the result within those limits.
A creature in a fixed-level encounter keeps that encounter's level regardless of your level. The encounter can set a different level from the creature's usual range.

Gear Set Bonuses

Equip at least the listed number of different items from the same gear set to unlock a tier. Two copies of one set item count as one piece.
Reaching a higher gear set tier keeps every lower tier's stat bonuses active. Those bonuses can add a flat amount or a percentage to your stats.

Health and Resource Recovery

Health, Mana, Energy, and Endurance each have their own recovery amounts and intervals, in or out of combat. See the values below for each resource.

Outside Combat In Combat
Health +20 every 2 seconds
Mana +2 every 5 seconds +1 every 5 seconds
Energy +10 every 3 seconds +1 every 3 seconds
Endurance +3 every 3 seconds +1 every 5 seconds

Damage and Defense

Armor and matching resistance reduce damage. Armor penetration and matching resistance penetration weaken those defenses.

Damage Scaling

How damage scales depends on the effect and its rank.

A move's main damage type chooses which stat adds base damage. In this build, Physical adds the current value of Strength and Magical adds the current value of Intellect, one point of damage per stat point. The move's damage category name does not change that choice.
If a move also names a stat and a percentage, that share of the caster's current stat adds to its damage-type stat bonus. The named stat does not replace the bonus chosen by the move's main damage type.
A move can add its listed percentage of weapon damage from the weapon slots it uses. Main-hand, off-hand and ranged weapons are chosen separately. That weapon share adds to the move's own damage and its stat contributions before the target's defenses change the hit.
Armor reduces damage when an attack meets armor, while armor penetration weakens that reduction. Matching damage resistance reduces damage after penetration offsets it. Extra penetration does not increase damage beyond removing resistance.
Healing Power adds to the amount restored by healing abilities. Healing Power.
For a physical move that uses Strength, its own damage and that stat's current value combine before critical hits, Heroic Tier, and the target's defenses can change the hit. Other moves can use other stats.
A creature whose spawn scales with you can use an adjusted level for its attack stats when fighting you. Its already-spawned health maximum does not change just because an attack uses that adjusted level.
A normal heal that restores Health adds one point from every point of Intellect because its healing bonus matches the stat being restored. It adds one point from every point of Healing Power because that bonus applies to the game's Health stat. Potion and Magical are healing category labels, not selectors for either bonus. A flat-calculation heal skips these base bonuses.
An effect's authored damage or healing amount can be flat or a percentage of the target's selected stat at its maximum or current value. That base amount combines with applicable caster stats and weapon damage, so an authored percentage alone is not a guaranteed hit.

Critical Hits

Critical Hit Chance is a rating, not a flat percentage. Your level and the target's defense and level affect the chance to land a critical hit.

Your critical hit rating contributes to critical hit chance, with higher levels requiring more rating for the same chance. The target's defense and level can change that chance. The final chance stays between zero and one hundred percent. Critical Hit Chance.
A critical hit deals more damage according to that attack's critical damage bonus. Critical Hit Chance.

On-Hit Effects

Eligible hits can trigger effects from on-hit stats. Each stat has a chance and cooldown, and its linked effects may also have their own chance.

An eligible hit rolls the chance of an on-hit effect. Once it triggers, that stat's cooldown must expire before it can trigger again. Each linked effect also has its own chance to activate.
When you hit, the current value of an on-hit stat is its chance to trigger. If it triggers, each linked effect gets its own chance roll. While the stat's cooldown runs, it cannot trigger again.

Effects

Timed effects can change stats or deal damage and healing in pulses. Requirements can check whether an effect is active.

Timed Effects

Timed effects end when their duration runs out. Endless effects do not expire from that timer.
Damage and healing over time happen in pulses across the effect's duration. The duration is divided by the effective number of pulses to set the interval.
Damage and healing over time split their calculated amount across the pulses. Each pulse can still be changed by combat calculations.
Stat effects change your stats while they are active. Your stats are recalculated when a stat effect ends.
Each time an ability hits a target, it rolls the chance of each of its effects for that target, once the effect's requirements are met. An ability that hits several targets, or pulses several times, rolls again for each hit.
Each use of an item rolls the chance of each of its actions separately. An action that applies an effect applies it on a successful roll. An action that casts an ability leaves that ability's effects to their own chances.
Every damage-over-time or heal-over-time pulse calculates again using the caster's current stats. Its stat contribution is not locked in when the effect starts. Other effects and the target's defenses can still change damage pulses.

Requirement Checks

Some actions require an effect to be active or inactive on you or your target. Requirements can check a named effect, an effect tag, or an effect type.
Character Persistence
Persistent effects are saved with your character and restored when your character's effects are initialized again.