Hero stats: Health, Power, Resilience, Hardiness
Four hero stats: Health, Power, Resilience and Hardiness. How Power strengthens cards, how defence works (capped at 54%) and why there are no crits.
Your hero has four stats. Health is how much damage you can take, Power is how strong your cards are, and Resilience and Hardiness are defence: the first against players, the second against creatures. There are no critical hits in the game — every number is predictable.
Health
Grows with level, gear and talents, and some races add another 3–10%. At level 60 without gear it ranges from 331 for the Mage to 632 for the Barbarian. All classes are in the Classes by the numbers reference.
What Power does
Power is your main stat: a single bonus to the damage, healing and shields of your cards, Class Power and Racial ability. It comes from gear and talents, and some races add another 3–6%. Base card numbers don't grow with level — all of your growth in strength goes through Power.
- Card: base + Power × (cost / 5)^1.2 — a 5-Crystal card gets all of your Power.
- Class Power and racial: base + 0.2 × Power, weighted per ability.
More in Card effects.
Resilience and Hardiness
Where each one works
| Defence | Works | Comes from |
|---|---|---|
| Resilience | PvP only | PvP gear |
| Hardiness | against creatures only | regular gear |
PvP gear gives 40% more Health and 15% less Power than regular gear of the same level, plus Resilience; it carries no Hardiness. Prices are in the PvP shop reference.
How defence is calculated
The Resilience or Hardiness points from all your equipped gear add up and turn into a damage reduction percentage:
- up to 210 points — every 6 points give 1%;
- above 210 — half as fast, 12 points per 1%;
- the cap is 54%.
| Points | Damage reduction |
|---|---|
| 60 | 10% |
| 120 | 20% |
| 210 | 35% |
| 270 | 40% |
| 438 or more | 54% |
A full epic set at level 60 gives about 270 points — that's 40%.
In what order a hit is calculated
First defence, buffs and debuffs, then your shield, and only what's left comes off your Health. In PvP there's one more limit after the shield: no more than 60% of Health per round — see Special PvP combat rules.
FAQ
Do I need Resilience for quests and dungeons?
No. Against creatures only Hardiness counts; Resilience isn't used there. And the other way round: Hardiness is useless in the arena.
How can I raise Health and Power temporarily?
With food: Well Fed adds Health, Power or both in fights against creatures. More in Consumables in combat.
Read next
Card effects: damage, healing, shields, DoTs and control
What cards do: single-target and area damage, healing, shields, DoTs, dispels, stuns. How card numbers grow with Power, what rarity means and what bosses do.
Special PvP combat rules
What changes in arena, battlegrounds and duels: max 60% of Health lost per round, healing fades from turn 10, 2-turn shields, fatigue, bandages only.
All classes in numbers
All 10 classes side by side: group roles, resource, armour, Health at level 60 without gear and the number of cards in the deck.
Item level: one scale up to 280
«Item Level» on an item, in comparison and in the Armory is one number up to 280: how level, rarity and source make it, and what a full set gives.