Stat Allocation
What each of the six stats turns into, and the order in which stats, gear and Talents combine into your final combat values. Reallocation rules included.
Six stats flow through every Adventurer. This page covers what each of those six turns into, and the order in which stats, gear and Talents combine into your final combat values.
The six stats
| Stat | Mainly affects | Especially important for |
|---|---|---|
| Vitality | Max HP | Anyone holding the front line |
| Strength | Attack (Strength classes · secondary for Agility classes) | Guardian · Berserker · Paladin |
| Agility | Armor · Crit Chance (classes whose main stat is Agility or Strength) · Attack (Agility classes) | Archer · Brawler · Wolf Druid |
| Wisdom | Max Mana · Attack (secondary for Knowledge classes) | Priest · Grove Druid · Knowledge classes in general |
| Knowledge | Attack (Knowledge classes) · Max Mana · Crit Chance (Knowledge classes) | Fire/Frost Mage · Priest · Grove Druid |
| Luck | Chance of good items dropping | Anyone who loves farming |
Attack comes from two stats that differ by class family
This is the single most important fact about stat allocation. For each family, one main stat + one secondary stat make up Attack, and the remaining stats contribute nothing to Attack at all.
| Family | Main stat | Secondary stat | Contributes 0 to Attack |
|---|---|---|---|
| Strength family — Guardian·Berserker·Paladin | Strength | None | Agility · Wisdom · Knowledge |
| Agility family — Archer·Brawler·Wolf Druid | Agility | Strength | Wisdom · Knowledge |
| Knowledge family — Fire/Frost Mage·Priest·Grove Druid | Knowledge | Wisdom | Strength · Agility |
- The Strength family has no secondary stat. Attack comes from Strength alone.
- If you're in the Agility family, Strength raises your Attack too. Don't look only at Agility and abandon Strength.
- If you're in the Knowledge family, Wisdom raises your Attack too. It isn't just a healing stat.
- The secondary stat's share is smaller than the main stat's. The basic approach is to fill your main stat first and put leftover points into the secondary.
Crit comes from a different stat depending on class
Classes whose main stat is Knowledge (Fire/Frost Mage·Priest·Grove Druid) get their crits from Knowledge. For those four, Agility doesn't add a sliver of crit — it only raises Armor.
For the other six classes, Agility handles crits. That's why the Strength family is split — Attack from Strength, crits from Agility — and that's where allocation gets interesting.
Two more things worth knowing
- Agility alone is responsible for Armor. It's the only stat that raises Armor, so no class can completely abandon it.
- Luck plays no part in combat. It raises none of Attack, Armor, HP or crits. It only changes the chance of good items dropping (and, very slightly, your accuracy at applying status effects). The Luck option on gear is the same — it doesn't raise any combat values at all. "Raising Luck makes you stronger" is a common misconception.
"Spell Power" and "Healing Power" on the character sheet are display-only
You'll see these two lines in your character details, but they aren't used in combat calculations. Even healing skills restore based on Attack, not these values. So the reason to raise Knowledge or Wisdom isn't these two lines — it's the Attack, mana and crit listed in the table above.
A separate stat governs how well you land debuffs
Whether a status effect like Bleed or Stun takes hold on an opponent is decided by a separate stat set for each class. And that stat is designed never to overlap with your main stat — Agility for the Guardian, Strength for the Archer, Wisdom for the Frost Mage, and so on.
There's one more quirk. Stats from gear don't count toward this roll. Only class base values, level growth and points you allocated yourself count. This is the one place where manual allocation stays meaningful all the way into the late game.
If you plan to build around status effects, a stat that was sitting idle suddenly becomes the star.
Stats come from four places
- Class base values — set when you create your character.
- Automatic level growth — every level up raises all six stats a little. The rates differ by class.
- Manual allocation — you place the points you get from leveling up yourself.
- Stat options on gear — options that directly raise Strength, Vitality, Agility, Wisdom or Knowledge.
The further you go, the bigger #4's share becomes. Manual allocation never becomes meaningless, but at some point it turns into "if you want more stats, change your gear."
The order your final combat values are built in
This order is the most important part of this page. Everything is not added together in one lump — it goes through fixed steps.
- Gather all stats first — class base + automatic growth + manual allocation + stat options on gear
- Calculate combat values from those stats — Attack · Armor · Max HP · Crit Chance
- Add gear's flat values — fixed values such as a weapon's Attack or armor's Armor
- Multiply by gear's % options — options like Attack +N% or Max HP +N%
- Add Paragon on top — see Talents & Paragon
- Multiply by Talent multipliers last
Why the order matters
A boost of the same size gives different results depending on which step it enters.
- Stat options on gear (step 1) spread the furthest. A +50 Strength option doesn't go in as "+50 Attack" but as "+50 Strength", passing through the step 2 calculation again. Then all the multiplication in steps 3, 4, 5 and 6 stacks on top of it.
- % options (step 4) grow with the steps before them. A +10% when your Attack is low and a +10% after you've geared up are different real increases.
- Talent multipliers (step 6) apply to everything at the very end. So as your other axes get stronger, the real gain from Talents grows with them.
When picking gear, don't just count "number of options." Which step an option enters is what decides how much you feel it. The kinds of options are covered in Options & Affixes.
What changes as you level up
- Crit Chance: the same stats give you less of it as your level rises. It's designed so stats alone never reach the cap, and crit options on gear fill that gap. If you want crits at high level, look at gear rather than stats.
- Crit Chance has a hard cap of 50%. Stats, gear, Paragon and Talents combined can't go past this line.
- Max HP also rises with level itself. Even without putting a single point into Vitality, it grows a little from levels alone.
Power is a "summary," not "strength"
The Power on your character sheet is a display number made by converting stats, gear, Paragon and Talents into points and adding them up. It is not the sum of the Attack and Armor described above; it uses its own conversion formula.
- It isn't used for content entry or reward checks. No region is locked behind Power.
- You can get stronger even if Power barely moves. Elemental resistance, for example, counts for very little in the Power conversion, but in front of an enemy using that element it decides whether you survive. See Elements & Resistances.
- Conversely, sometimes only Power goes up. Gear with stats your class doesn't use does exactly that.
In short, Power is a gauge for seeing "roughly how geared up am I" at a glance, not a judge of which of two pieces of gear is better. To compare gear, look at the combat values that actually change.
Reallocating stats
You don't need to re-level a character because you allocated badly.
- Each character gets 1 free Respec.
- After the free one, it costs Gold, and the cost rises the more times you do it. The curve flattens out as it goes, though, so a few more tweaks won't become unaffordable.
- A Respec refunds only the points you allocated yourself, all of them. You go back to your class base values, and automatic level growth, Talents and gear stay as they are.
Feel free to experiment, then settle in once you've found your class's main stat.
Related pages
- Combat Basics — how these values are actually used in combat
- Gear Basics · Options & Affixes — the gear that fills steps 3 and 4
- Talents & Paragon — the growth axes that fill steps 5 and 6