Stats
Every hero and enemy is described by the same block of numbers. This page is the glossary: what each
stat means and how the combat engine uses it. See any class or
enemy page for the actual values, and Combat
Mechanics for the turn loop that ties them together.
Core Stats
| HP | Maximum hit points. Reach zero and the combatant dies. A solo hero’s HP carries over between fights on a floor, so it is your single most precious resource on the descent. |
| Attack | Physical power. Feeds the damage of basic attacks and physical abilities before the target’s Defense mitigates it. |
| Defense | Physical mitigation. Reduces incoming physical damage through the diminishing-returns curve below. It never fully stops a hit. |
| Magic | Magical power. Feeds spell damage and, for the Healer, the size of heals. |
| Resistance | Magical mitigation. The Defense of the spell world, reducing incoming magical damage through the same curve. |
| Speed | Turn cadence. The auto-battler runs on a speed-driven clock: higher Speed means you act more often, landing more hits and abilities per fight. |
Precision & Tempo
| Crit Chance | Probability (0 to 100%) that a hit critically strikes for extra damage. |
| Crit Damage | The critical multiplier. 1.5x means a crit deals 50% more than a normal hit. |
| Accuracy | Offsets the target’s Dodge. Your effective chance to land is accuracy weighed against their dodge, so accuracy is the counter to evasive foes. |
| Dodge | Chance to completely avoid an incoming attack, taking zero damage. |
| Attack Speed | A cadence multiplier around 1.0. It stacks with Speed: 1.1 means you act 10% more often. Every class’s base is exactly 1.0; gear and sets raise it. |
| Atk Speed +X% (tempo readout) | The single tempo figure your Hero panel shows. It folds Attack Speed and Speed into one number and reads it as a percentage over a fresh, naked hero of your level, so pure leveling never moves it — only gear, sets, and talents do. “ATK SPEED +35%” means your effective cadence is 35% faster than an unequipped hero at the same level. (Same same-level-naked normalization as the POWER score.) |
Sustain
| Lifesteal | The fraction of damage dealt that heals you back. Applies to basic attacks and damaging abilities, but not to damage-over-time ticks. Your primary in-combat sustain on a solo run. |
| Heal Power | A healing-done bonus on the caster: heals cast via an ability are multiplied by (1 + Heal Power). Only the Healer’s talents raise it. |
Keystone Stats (Tier-3 talents only)
| Reflect (Thorns) | Returns a fraction of damage taken straight back at the attacker. Only the thorns talent keystone sets it; zero for every base statblock. |
| Execute Bonus | Bonus damage dealt while the target is below a low-HP threshold, for finishing wounded foes faster. |
| Last Stand Bonus | Bonus damage you deal while your own HP is low. Rewards fighting on the edge. |
| On-Kill Heal (Retribution) | Heals a slice of your max HP whenever one of your hits scores a kill, and cleanses a debuff. Snowballs against a horde. |
Conditional Talent Stats (class talents only)
| Immovable (Knight) | Raises both Defense and Resistance while your own HP is low, protecting against physical and magical hits alike. A defensive mirror of Last Stand: the closer to death you are, the harder you are to finish. |
| Tempo Weaver (Mage) | After you cast any non-basic ability, your next action arrives sooner. One-shot and non-stacking — casting again before you act simply refreshes it. |
| Arcane Momentum (Mage) | Every kill you land permanently raises your Attack Speed for the rest of that combat, up to a stack cap. It snowballs against a horde, which is exactly where a mage fights. |
| Sanctuary (Healer) | Casting a heal wraps the caster in a brief Defense and Resistance buff, refreshed on every heal and non-stacking. Healing yourself is also how you brace. |
| Grace Under Pressure (Healer) | Adds to your Heal Power while your own HP is low, so your heals land hardest exactly when the run is closest to ending. Applies to cast heals only, never to heal-over-time ticks or lifesteal. |
| Momentum (Archer) | Each successful dodge raises your outgoing damage, up to a stack cap — and every stack is lost the instant a hit finally lands. Rewards staying untouched. |
| Hunter's Cadence (Archer) | Your basic attacks knock extra ticks off your own ability cooldowns, on top of the normal per-turn decrement, so abilities come back sooner the more you attack. |
| Pain Is Fuel (Berserker) | Grants bonus Lifesteal that scales with how much HP you are missing, plateauing once you are deep enough into the red. The more wounded you are, the more each hit gives back. |
| Blood Frenzy (Berserker) | Landing a kill pulls your next action in sooner. One-shot and non-stacking, and distinct from Arcane Momentum: this is a single timeline shove, not a lasting Attack Speed stack. |
Curse Mechanics (cursed-rarity relics only)
| Death Ward | Survive one otherwise-lethal hit per combat: HP is restored to this fraction of max HP instead of dropping to zero, and a Revive event fires. Only one ward can trigger per fight, even with several sources equipped. |
| Ability Power | An added multiplier on an ability's damage effects — the signature power of "ability empower" cursed weapons, always paired with a steeper Ability Cooldown cost on the same item. |
| Ability Cooldown | A multiplier on an ability's cooldown after casting it (around a 1.0 baseline). A value like 1.5 means +50% cooldown — the felt cost that offsets Ability Power on the same relic. |
| Curse Convert | A structured sacrifice some cursed relics carry: a fraction of one final stat (typically max HP) is converted into a fraction of another (typically Magic). Shown on the item's own page as a line such as "Sacrifices 35% of Max HP → +7% as Magic." |
How the Numbers Resolve
Mitigation
Defense and Resistance never zero out a hit. Damage is reduced on a diminishing-returns curve: a
mitigation stat equal to 75 halves the incoming power, and each
further point matters a little less than the last. Every landed hit always deals at least
1 damage, so no target is ever fully immune.
Hit & Crit
Each attack first rolls to hit (Accuracy weighed against the target’s Dodge); if it lands, it rolls to
crit (Crit Chance), and a crit multiplies the result by Crit Damage. Damage-over-time ticks (poison, burn)
do not roll — they apply their flat amount every turn.
Turn Order
There are no rounds. Each combatant has its own action clock driven by Speed and Attack Speed; whoever’s
clock comes up next acts next (ties resolve to heroes first). Faster combatants simply act more often. All of
this randomness flows from a single seed, so a given fight replays identically every time.