Strength
Each point raises resolved damage by 2% and adds 0.4 armour. Applies to attacks using your damage stat, including spells.
Every point has a purpose. Understand what makes a hit stronger, a hero harder to kill, or the next find worth keeping.
Build foundations
Each point raises resolved damage by 2% and adds 0.4 armour. Applies to attacks using your damage stat, including spells.
Each point adds 1.5% attack speed and 0.5% dodge chance, up to 30% dodge.
Raises maximum life and armour. Each point grants +2% life and 0.6 armour.
Raises effect area and magic resistance. Each point grants +2% area and 0.25% resistance.
Favors stronger item stat rolls and lower mastery requirements, within their allowed ranges. It gives optional projectile penetration a bounded favourable retry and increases the relative offer weight of Rare traits without guaranteeing one. It does not change drop quantity or wager odds.
Luck also improves equipment rarity through a favourable second roll and reduces adverse cursed-item rolls. It complements Magic Find; neither guarantees a unique.
The total damage you can survive before dying.
Life restored automatically each second.
Increases explicit ability healing. 20% raises a 25%-of-maximum-life heal to 30%. Does not change regeneration, potions, life on hit or progression relief.
Base power used by all attacks before skill multipliers. A basic hit also rolls within its equipped weapon range.
Shortens the basic attack interval together with weapon speed. Also speeds orbiting weapons and their launch cadence where supported; other ability cooldowns use Cooldown reduction.
Chance for an eligible hit to deal critical damage.
Damage multiplier applied when a hit is critical.
Changes the reach, radius or spread of abilities that use Area. Abilities without an Area rule are unaffected; inspect the ability for its actual coverage.
Adds missiles to supported projectile skills and weapons to supported orbiting skills. It does not add extra casts to every ability.
Optional penetration rating after a projectile spends its guaranteed pierces. One rating starts at 35% against a light body; ratings stack with diminishing returns, Luck favours the roll, heavier bodies resist it, and later bodies are less likely. Each body leaves 80% damage for the next hit.
How quickly the hero moves across the battlefield.
Reduces incoming physical damage with diminishing returns.
Reduces fire, cold, lightning, poison, holy and shadow damage.
Makes friendly projectiles travel faster.
Makes dashes, leaps and charges travel faster.
Each qualifying physical-impact trigger restores this flat amount of life. Shared cooldown: 0.12 seconds. Pure magic fields, damage over time, summons, reflected damage and field consumables do not trigger it.
Restores this percentage of effective direct damage dealt by your hero. Physical and magical abilities qualify; overkill, damage over time, summons, reflected damage and field consumables do not.
Life restored when you or one of your summons kills an enemy.
Distance at which nearby XP, gold and potions begin gravitating to you.
Increases experience received from collected crystals.
Increases the quantity in each gold pile. It does not change how often enemies drop gold.
Improves the quality of dropped equipment with diminishing returns. Does not increase item quantity.
Shortens ability cooldowns, including basic attacks, capped at 75%. Basic attacks also use hero and weapon speed. A flat +5% adds 5 percentage points.
Extends timed buffs, statuses, summons and zones.
Physical damage returned to enemies that directly hit you.
Damage multiplier for all friendly summons.
Additional summons allowed above a skill base limit.
Flat bonuses add to the base. Increased bonuses add together before multiplying that total. More bonuses each apply a separate multiplier. A modifier tagged for melee, spells or another attack type only applies when those tags match.
For example, 20 base damage with +5 flat damage and 20% increased damage becomes 30, before attributes and the ability’s damage multiplier.