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

HPMaximum 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.
AttackPhysical power. Feeds the damage of basic attacks and physical abilities before the target’s Defense mitigates it.
DefensePhysical mitigation. Reduces incoming physical damage through the diminishing-returns curve below. It never fully stops a hit.
MagicMagical power. Feeds spell damage and, for the Healer, the size of heals.
ResistanceMagical mitigation. The Defense of the spell world, reducing incoming magical damage through the same curve.
SpeedTurn 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 ChanceProbability (0 to 100%) that a hit critically strikes for extra damage.
Crit DamageThe critical multiplier. 1.5x means a crit deals 50% more than a normal hit.
AccuracyOffsets the target’s Dodge. Your effective chance to land is accuracy weighed against their dodge, so accuracy is the counter to evasive foes.
DodgeChance to completely avoid an incoming attack, taking zero damage.
Attack SpeedA 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.

Sustain

LifestealThe 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 PowerA 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 (talent / rune only)

Reflect (Thorns)Returns a fraction of damage taken straight back at the attacker. Only the Might keystone sets it; zero for every base statblock.
Execute BonusBonus damage dealt while the target is below a low-HP threshold, for finishing wounded foes faster.
Last Stand BonusBonus 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.

Curse Mechanics (cursed-rarity relics only)

Death WardSurvive 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 PowerAn 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 CooldownA 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 ConvertA 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.