Stats & Gearing
The six attributes
You spend attribute points here (3 per level). Each point pays off as concrete combat stats:
| Attribute | Per point | Primary for |
|---|---|---|
| Might | +2 Damage, +4 Health | Arbiter |
| Fortitude | +0.6% Mitigation, +10 Health, +1 Endurance | Warden |
| Precision | +2 Damage, +0.3 Crit | Sentinel, Artisan |
| Intuition | +2 World Sense, +0.1% Phase Mitigation | Oracle |
| Presence | +3 Threat, +5 Health, +0.4% Mitigation | Vanguard |
| Attunement | +2 Skill Potency | Pathfinder |
Note
Offense
| Stat | What it does |
|---|---|
| Damage (DPS) | Your raw, sustained damage output. |
| Elemental Damage | Extra elemental damage added on top of physical hits. |
| Skill Potency | Strengthens ALL talents, not just combat abilities. |
| Crit | Chance to land amplified, high-damage hits (up to 50%). |
| Enrage | Damage that ramps the longer a fight lasts. |
Defense
| Stat | What it does |
|---|---|
| Health (HP) | Your total health pool. |
| Mitigation | Flat reduction of incoming physical damage (from armor). |
| Block | Chance to absorb part of a hit with a shield (up to 60%). |
| Phase Mitigation | Reduces phase/cascade damage that carries between fights. |
| Fire / Cold / Poison / Elemental Resist | Reduce that damage type. Cap 75% each. |
| Corruption Resist | Reduces corruption damage. Cap 65%. |
Resource (sustain)
| Stat | What it does |
|---|---|
| Endurance | Your stamina pool; low endurance saps offense and defense. See the Endurance page. |
| Endurance Regen | How much endurance you refill at the start of each tick. |
| Recovery | Base health regained each tick. |
| Heal Potency | Percentage amplifier on all healing you deal. |
Yield & exploration
| Stat | What it does |
|---|---|
| Treasure Sense (Magic Find) | Improves the rarity and amount of your drops. |
| Gold Gain | Increases gold from idle sessions. |
| XP Rate | Increases experience from idle sessions. |
| Bond Growth | Speeds companion experience gain. |
| Bond Affinity | Strengthens the bonuses your companion provides. |
| World Sense | Battlefield awareness. Quiet solo, but THE deciding stat in raids. See the World Sense page. |
What to gear for, by role
These are the game's own default priorities (its Fit Score buckets gear as Core, Wanted, Minor, or Ignore for you). Gear for Core first, fill Wanted where you can, and don't sweat Ignore.
Tank
| Priority | Stats |
|---|---|
| Core | Mitigation, Health, Block, Fortitude, all 5 Resistances |
| Wanted | Presence, Endurance, Endurance Regen, Recovery, Phase Mitigation, Skill Potency, World Sense, Intuition |
| Minor | Damage, Crit, Might, Precision, Attunement, Heal Potency |
DPS
| Priority | Stats |
|---|---|
| Core | Damage, Elemental Damage, Skill Potency, Crit, Might, Precision |
| Wanted | Health, Enrage, Attunement, World Sense |
| Minor | Fortitude, Intuition, Mitigation, Phase Mitigation, Endurance, Recovery, Endurance Regen, all 5 Resistances |
Healer
| Priority | Stats |
|---|---|
| Core | Heal Potency, Skill Potency, Recovery, Attunement |
| Wanted | Health, Endurance, Endurance Regen, Intuition, World Sense, Presence, all 5 Resistances |
| Minor | Mitigation, Phase Mitigation, Fortitude, Precision, Damage |
Gearing for raids
Raids rewrite the priority list. Whatever your role, World Sense becomes a Core stat the moment you step into one, because nearly every raid check rolls against it — and a failed enrage check is an instant death, not a scratch. Corruption resistance is the other raid-specific priority, since the deepest bosses lean on it heavily.
Tip
How Fit Score turns this into upgrades
Fit Score scores each item as the sum of its stats times their weight for your build — Core x3, Wanted x2, Minor x1, Ignore x0. That's what powers the green upgrade arrow, the Upgrades-only filter, and priority-aware auto-equip. You can re-tier any stat per character on the in-game Stat Priorities screen, so a hybrid build can bend the defaults to taste.
Tip
Questions this page didn't answer? Ask in the Discord — and we'll add the answer here.
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