Stats Glossary
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This Stats Glossary explains every stat in Mistfall Hunter: the ones on the character screen, the hidden ones that only appear on gear and affixes, and the combat words the game uses in tooltips. Stats are grouped the way the character screen groups them.
- Stats shown with a % add up as percentages; the others are flat numbers.
- A few stats only appear for some classes; the Classes column says which.
- Your stats come from your weapon, armor, affixes, talents, Soul Brands and drinks.
Basic
The core stats at the top of the character screen.
| Stat | Shown as | Classes | What it does |
|---|---|---|---|
| Attack | Number | All | Your base damage. Skills and attacks deal damage as a share of Attack, so raising it raises almost all your damage. Mostly comes from your weapon. |
| Defense | Number | All | Lowers the damage you take from hits. Mostly comes from armor. Enemy Defense Penetration ignores part of it. |
| Maximum Health | Number | All | How much damage you can take before you go down. Restored by Springhorn charges, healing skills and some consumables. |
Energy
Everything about Energy, dodging and stagger.
| Stat | Shown as | Classes | What it does |
|---|---|---|---|
| Maximum Energy | Number | Mercenary, Sorcerer, Blackarrow, Shadowstrix, Withered Knight | The size of your Energy bar. Energy pays for dodging, blocking and many skills; when it runs out you cannot dodge or use those skills until it refills. |
| Energy Recovery Speed | Number | Mercenary, Sorcerer, Blackarrow, Shadowstrix, Withered Knight | How fast Energy refills, in points per second. |
| Skill Energy Cost Reduction | % | Mercenary, Sorcerer, Blackarrow, Shadowstrix, Withered Knight | Lowers the Energy that skills cost. |
| Max Dodge | Number | All | How many dodges you can store. Each dodge uses one charge. |
| Dodge Recovery Speed | Number | All | How fast spent dodge charges come back. |
| Dodge Energy Cost Reduction | % | All | Lowers the Energy that each dodge costs. |
| Max Stagger | Number | All | How much impact you can take before you are staggered (stunned for a moment). Higher means you are knocked around less. |
| Stagger Recovery Speed | Number | All | How fast your stagger bar drains back after taking impact. |
Damage
Stats that raise the damage you deal.
| Stat | Shown as | Classes | What it does |
|---|---|---|---|
| Physical Damage | % | All | Raises all physical damage you deal: most weapon attacks, arrows and javelins. |
| Magic Damage | % | All | Raises all magic damage you deal: spells, runes and other magical skills. |
| Critical Damage | % | All | Extra damage on critical hits. Hits on a weak point, such as the head of a Gyldhunter or most monsters, are always critical hits and also deal more impact. |
| Defense Penetration | % | All | Ignores part of the target's Defense, so your hits lose less damage to armor. |
Survival
Stats that lower the damage you take, and healing.
| Stat | Shown as | Classes | What it does |
|---|---|---|---|
| Physical Resistance | % | All | Lowers the physical damage you take. |
| Magic Resistance | % | All | Lowers the magic damage you take. |
| Critical Damage Resistance | % | All | Lowers the extra damage you take from critical hits, for example headshots. |
| Block Damage Reduction Rate | % | Mercenary, Withered Knight | How much of a hit's damage your block stops. |
| Healing Done | % | All | Raises the healing you do with skills and items. |
| Heat Resistance | % | All | Slows how fast Heat builds up in the Season 2 Wildfire Zones. See Wildfire Zones and Heat. |
Speed
How fast you move, cast and act.
| Stat | Shown as | Classes | What it does |
|---|---|---|---|
| Movement Speed | % | All | How fast you walk and run. |
| Chanting Speed | % | Sorcerer, Seer | How fast you chant (cast) spells that need a chant. |
| Skill Cooldown Speed | % | All | How fast skill cooldowns run out. |
| Interaction Speed | % | All | How fast you open chests, search containers, revive allies and use other interactions. |
Other
Stats that are not listed on the character screen but appear on gear, affixes and talents.
| Stat | Shown as | Classes | What it does |
|---|---|---|---|
| Monster Damage Bonus | % | All | Extra damage against monsters only (PvE). Has no effect on other Gyldhunters. |
| Monster Damage Reduction | % | All | Less damage taken from monsters only (PvE). |
| Poise Reduction Rate | % | All | How much poise your hits remove from monsters. When a monster's poise breaks, it is staggered. Melee attacks reduce poise more than ranged ones. |
| Block Energy Cost Reduction | % | All | Lowers the Energy that blocking a hit costs. |
| Springhorn Healing | % | All | Raises how much each drink from your Springhorn heals. |
| Springhorn Charge | Number | All | How many drinks your Springhorn holds. |
Other stats on gear and affixes
These stats appear on affixes, gems and some items, but not on the character screen.
| Stat | What it does |
|---|---|
| Buff Duration | Makes the good effects you put on yourself and allies last longer. |
| Debuff Duration | Makes the bad effects you put on enemies last longer, such as slows, poison or bleeding. |
| Construct Duration | Makes things your skills summon or build last longer, such as sigils and other summoned objects. |
| Execution Damage | More damage with executions, the finishing attacks on staggered or downed targets. |
| Charging Speed | Charge-up attacks, like a drawn bow or a charged hammer swing, charge faster. |
| Dodge Distance | Each dodge carries you farther. |
| Effective Range | Ranged attacks keep their full damage over a longer distance. |
| Fall Damage Resistance | Less damage when you land from a high fall. |
| Shield Strength | Shields from skills absorb more damage before they break. |
| Healing | Raises healing received, on some affixes. |
| Amount of Gyldenblod dropped | Monsters and containers drop more Gyldenblod. |
| Gyldhunter Knockdown Cooldown Refund | Knocking down another Gyldhunter takes time off your skill cooldowns. |
| … per stack | Some affixes give a bonus each time a condition is met, up to a stack limit. The value shown is for one stack. |
Combat terms
| Term | Meaning |
|---|---|
| Weak point and critical hit | Hitting a weak point is a critical hit: it deals more damage (raised by Critical Damage) and more impact. The head is a weak point for Gyldhunters and most monsters. |
| Impact | How hard a hit knocks the target around. Enough impact staggers the target or knocks it back. |
| Stagger | A short stun from taking too much impact. Your Max Stagger and Stagger Recovery Speed decide how easily it happens. |
| Breakaway | When you take two impact hits in quick succession, the Breakaway icon lights up: press Dodge to break out of the stagger. See Breakaway. |
| Poise | A monster's resistance to stagger. Your hits wear it down (see Poise Reduction Rate); when it breaks, the monster is staggered. |
| Super Armor | While a skill grants super armor, hits do not stagger you. If two melee attackers with super armor hit each other, a Super Armor Clash interrupts both and both lose the same amount of Energy. |
| Energy | The resource for dodging, blocking and most skills. See Maximum Energy and Energy Recovery Speed. The Seer's character screen does not show Maximum Energy, Energy Recovery Speed or Skill Energy Cost Reduction. |
| Heat | A Season 2 meter that fills inside Wildfire Zones and burns you when full. Heat Resistance slows it. |
| Downed and execution | At zero health a Gyldhunter goes down instead of dying at once, and teammates can revive them. An execution finishes a downed or staggered target. |
| PvE and PvP | PvE means fighting monsters; PvP means fighting other Gyldhunters. Monster Damage Bonus and Monster Damage Reduction only work in PvE. |