Combat & Stats
Combat uses Better Combat (directional attacks, proper weapon movesets — closer to Minecraft Dungeons than vanilla’s “click and pray”) plus a stamina-based dodge roll from Combat Roll (bind/spam it to i-frame out of attacks). See Core RPG & Combat Mods. The New Mechanics quest chapter is the in-game tutorial for all of this — it’s mostly reading, and it’s essential.
How combat actually plays
- Each weapon has its own attack animation and timing (Better Combat) — no more uniform vanilla swing.
- Combos: consecutive attacks chain into combos; you can hold the attack button to keep attacking.
- Shields are overhauled (Shield Overhaul): bash while blocking to perform a shield bash that stuns the target for 1 second (bosses are immune to the stun).
- Dodge roll (Combat Roll) costs stamina and gives i-frames — your main way to survive telegraphed hits. Movement Speed even scales your rolling.
The stat system
Gear and talents grant Diablo/WoW-style stats (“attributes”), not vanilla armor points. Other things scale off them (e.g. Haste defines how fast you attack).
Core stats (everyone uses these):
- Physical Damage — increases melee swing/punch damage; the main melee stat, scales all physical weapons/abilities.
- Armor & Toughness — Armor reduces incoming physical damage; Toughness reduces it more on big hits (the “anti one-shot” stat). Enemies and bosses have Armor too.
- Health & Stamina — Health is your damage buffer; Stamina reduces how fast you lose Energy (hunger), fueling dodging/abilities.
- Haste — attack/cast speed (also switch-weapon speed). Huge for almost every build, top priority for Rogues.
- Movement Speed — how fast you move; also scales rolling.
Ranged & magic stats:
- Ranged Damage — scales projectile weapons (bows/crossbows/guns). From talents, jewelry and the weapons themselves.
- Draw Speed — draw rate for bows/crossbows, fire rate for guns.
- Spell Critical Chance / Spell Critical Damage / Spell Haste — the caster’s crit and cast-speed stats (Spell Haste shortens casts).
Penetration & hybrid stats:
- Lethality (physical) & Magic Penetration — the same stat, different names: they ignore a % of the target’s Armor / Magic Protection. Worked example: 16% Lethality vs an enemy with 100 Armor makes you hit as if they had 84 Armor.
- Astral Power — the combination of Arcane + Fire + Frost; fuels the hybrid endgame elemental-mage path and artifacts like Supernova and Ekavar’s Singularity.
- Physical-Magic (Hybrid) conversion — “Attack to X” adds spell power as a % of your Physical Damage; “X to Attack” adds Physical Damage as a % of a spell power. For Spellblade-style builds.
Where these numbers come from
- Zenith Renewed / Zenith Attributes Renewed — the affix engine behind gear rarity and its bonus stats. See Gear Rarity & Reforging.
- Tierify — a separate tier scale (Common/Uncommon/Rare/etc. per item) layered on top.
- AttributeFix, Custom Entity Attributes, Custom Item Attributes and friends — the invisible plumbing that widens how high these stats can go without breaking the game.
Full mod list: Core RPG & Combat Mods.
Reading your stats
Your attributes show on the character/inventory screens and on gear tooltips. When comparing two items, compare the stats that matter for your build — a “better rarity” item with the wrong affixes can be a downgrade for you.
Common mistakes
- Ignoring Toughness against bursty bosses. Armor alone won’t stop a one-shot; Toughness is the anti-one-shot stat.
- Never binding/using the dodge roll. Rolling through attacks is often more valuable than more armor.
- Stacking a stat your build doesn’t scale. e.g. Ranged Damage does nothing for a melee build; Spell Haste does nothing for a bow.
- Forgetting penetration on tanky targets. Lethality/Magic Pen cut through high-armor enemies far better than raw damage.
Anticipated questions
Why do numbers feel so different from vanilla? The pack replaces vanilla armor points with a full attribute system (Zenith + Tierify + attribute mods). Gear grants stats like Physical Damage, Haste, Crit, etc.
What’s the difference between Armor and Toughness? Armor reduces all physical damage; Toughness scales harder against big hits — it’s your anti-one-shot stat.
What does Haste do? Speeds up attacks, casts and weapon-switching. It’s a top stat for almost every build and the #1 stat for Rogues.
Are Lethality and Magic Penetration different? Same mechanic, different names — each ignores a % of the target’s Armor / Magic Protection.
How do I dodge? Bind and use the Combat Roll — it costs stamina and gives brief invulnerability. Keep Stamina/Energy up.
How do I stun an enemy with a shield? Bash while blocking (Shield Overhaul) — 1-second stun on non-bosses.
What’s Astral Power? Arcane + Fire + Frost combined; the endgame hybrid-mage resource used by Astral builds and artifacts like Supernova.
Do I need crit on everything? No — Fire mages and some builds prioritize Crit Chance, Arcane leans Crit Damage, but Rogues want Haste and Tanks want Health/Armor first. Match crit to your build.