Battle Mechanics

How your stats work, how damage is taken, damage over time effects and enemy types.

Your stats

Every class starts from the same base stats. Gear, talents and runes add to them, up to the caps below.

Stat Base Cap What it does
Damage 25 +350% Damage of every hit. Each hit varies by ±4%.
Critical Chance 5% 100% Chance for a hit to crit.
Critical Damage ×1.5 ×4 Damage of a crit.
Attack Speed 1.2× +300% Your attack rate counts fully up to 2.5×, then a quarter as much, up to 5×.
Max HP 100 +600% Your health.
Armor 20 +400% Flat damage reduction, see below.
Dodge Chance 0% 50% Chance to avoid a hit completely.
Life Steal 0% 150% Each 100% heals 2% of Max HP, at most once per second.
HP Regeneration 0% 200% While hurt, each 100% heals 5% of Max HP every 3 seconds.
Move Speed 1.8 +100% How fast you move.

On top of these, True Divine and higher items and the Exalted runes socketed in your set add to a final multiplier. In-run stat abilities for Damage, Max HP and Attack Speed also multiply on top, so they still help once a stat is capped.

How skill damage works

Example with 1,674 Damage, all at 1 star: Prism Barrage (120% each) deals about 2,009 per bullet. Holo Spike (180%) deals about 3,013 to each enemy in the blast. Elemental Aura (20%) deals about 335 per second, or 67 per tick, to each enemy in the ring. All before crits.

Extra Target and Extra Ricochet

Taking damage

Bosses hit much harder than other enemies. Keeping boss fights short is the best defense.

Damage over time

Elemental skills put effects on enemies. Each element appears once per enemy: hitting it again restarts the timer instead of stacking. Different elements run at the same time.

Effect Duration Tick Damage per tick
Burn 2 s every 0.5 s 3%
Poison 3 s every 0.5 s 2%
Darkness (Shadow) 1.5 s every 0.5 s 5%
Lightning instant none 3%, then chains
Freezing (Frost) 3 s none No damage: slows by 50%

Enemies never put these effects on you outside the Arena, where other players’ skills can.

Enemy types

Type What to know
Normal Colored outlines mark special attackers: orange explodes, red charges, yellow leaps, blue shoots.
Strong Tougher and faster than normal enemies.
Paragon Much tougher and bigger. Survives the screen wipe of a revive. Some tooltips call them elites.
Boss Ends each chapter. Cannot be knocked back.

Enemies get tougher the longer a run lasts. In Boss Battle, bosses enter a second phase at half HP and attack much faster. Chapters 36 to 42 are much harder: enemy HP and damage jump sharply.

Revive and death

In the campaign and the Eternal Tower you can revive once per run (see Campaign). A second death ends the run. You keep what you collected. Boss Battle, Raid, Gold Mine, Mythic Maze and the Arena have no revive.