Contents
Reference / Glossary
Deskrawl glossary
The vocabulary the game never explains. The demo ships no tooltips and no glossary of its own, so the terms below are quoted from the game’s own strings where they exist there, and labelled as player findings where they do not.
- Stats defined
- 46
- Ability tags
- 8
- Equipment slots
- 10
- Grades
- 5
Every stat the game defines
These are the game’s own definitions, word for word. Where a definition carries a value in braces, the number is one the build computes at runtime and this page prints the sentence without it.
Every stat the game defines
| Stat | What the game says it does |
|---|---|
| Strength | Increases damage for Strength-based classes. Currently adding —% increased damage. Also grants — Armor. |
| Dexterity | Increases damage for Dexterity-based classes. Currently adding —% increased damage. Also grants —% Dodge Chance. |
| Intelligence | Increases damage for Intelligence-based classes. Currently adding —% increased damage. Also grants — Magic Resist. |
| Damage | Flat bonus added to weapon base damage. |
| Critical Hit Chance | Chance for an attack to critically strike. |
| Critical Hit Damage | Bonus damage multiplier on critical strikes. |
| Attack Speed | Final attacks per second. |
| Attack Speed Bonus | Percentage bonus to attack speed from gear. |
| Max Health | Total hit points before death. |
| Bonus Health | Increases Max Health by a percentage. Applied after all flat health bonuses. |
| Armor | Reduces physical damage taken. Currently cutting —% against enemies of your level. |
| Bonus Armor | Increases Armor by a percentage. Applied after all flat armor bonuses. |
| Magic Resist | Reduces magical damage taken. Currently cutting —% against enemies of your level. |
| Dodge Chance | Chance to fully avoid a direct attack. Does not apply to damage over time. |
| Move Speed | How fast you move through the world. |
| Life on Hit | Health restored each time you hit an enemy. |
| Life on Kill | Health restored each time you kill an enemy. |
| Cooldown Reduction | Reduces ability cooldown times. |
| Max Mana | Total mana pool available for abilities. |
| Gold Find | Bonus to gold dropped by enemies. |
| Magic Find | Improves the rarity of items dropped by enemies. |
| Health Potion Find | Increases the chance for enemies to drop health potions. |
| Weapon Damage | — |
| Weapon Speed | — |
| Physical Damage | Increases all Physical damage you deal. |
| Fire Damage | Increases all Fire damage you deal. |
| Cold Damage | Increases all Cold damage you deal. |
| Lightning Damage | Increases all Lightning damage you deal. |
| Poison Damage | Increases all Poison damage you deal. |
| Arcane Damage | Increases all Arcane damage you deal. |
| Damage vs Healthy | Increases damage dealt to enemies above 80% health. |
| Damage vs Injured | Increases damage dealt to enemies below 30% health. |
| Damage vs Slowed | Increases damage dealt to enemies affected by a slow. |
| Damage vs Stunned | Increases damage dealt to enemies affected by a stun. |
| Damage vs Elite | Increases damage dealt to Elite and Boss enemies. |
| Vulnerable Damage | Added to the bonus damage Vulnerable enemies take. |
| Basic Attack Damage | Increases damage dealt by your basic attack. |
| Strong Attack Damage | Increases damage dealt by your strong attack. |
| Mana on Kill | Mana restored each time you kill an enemy. |
| Life Regeneration | Health restored every second. |
| Mana Cost Reduction | Reduces the mana cost of abilities. |
| Bonus Potion Charges | Additional health potion charges. |
| Thorns | Reflects flat physical damage back to attackers that hit you. |
| XP Gained | Increases amount of EXP gained. |
| Toughness | Estimated raw damage you can survive, factoring in Health, Armor, Magic Resist and Dodge. |
| Recovery | Estimated effective healing per second, factoring in life regeneration, life on hit, life on kill and your damage mitigation. |
The tags the game prints in brackets
Abilities carry tags, and equipment effects key off them — the Hellstorm Mace’s lightning fires every ten basic attacks, which is a tag, not a skill name. The eight tags below are the game’s own list; the count beside each is how many of the build’s abilities carry it.
The tags the game prints in brackets
| Tag | Abilities | Carried by |
|---|---|---|
| Basic Attack | 31 | AOE Vulnerable, Blood Strike, Blood Strike, Blood Strike |
| Strong Attack | 0 | — |
| Special | 0 | — |
| AOE | 0 | — |
| Warcry | 0 | — |
| Blood | 0 | — |
| Enchanted | 0 | — |
| Physical | 0 | — |
Two more words appear in brackets without being ability tags: the status effects the game inflicts — [Bleeding] and [Vulnerable] — and the creature families a talent can name, such as [Undead]. The statuses are listed on the status page; the families are the same species column the minion pages print.
Slots and grades
Gear is worn in ten slots and drops in five grades. Both lists are the game’s own; the counts are what this build fills them with.
Slot
| Slot | Entries in this build |
|---|---|
| Necklace | 11 |
| Belt | 11 |
| Chest Armor | 12 |
| Pants | 12 |
| Ring | 12 |
| Boots | 11 |
| Gloves | 9 |
| Shoulder | 12 |
| Helm | 11 |
| Weapon | 13 |
Grade
| Grade | Entries in this build |
|---|---|
| Common | 39 |
| Uncommon | 29 |
| Rare | 29 |
| Legendary | 17 |
| Divine | 0 |
The fifth grade exists in the game’s own rarity strings and in the equipment filter, and no equipment entry in this build is in it — which is a statement about this build, not about the game.
What the build does not define
Two things players need and the build cannot supply: the affix pool, because affixes are rolled when an item drops, and the talent nodes’ per-node caps, which live in the talent tree rather than in the strings.
The affix pool, as players recorded it
The English build guide lists fourteen affixes alphabetically — damage, fire and cold damage, strong-attack damage, critical hit chance and damage, strength, increased attack speed, basic-attack damage, physical damage, vulnerability damage, damage to healthy enemies, cooldown reduction, max mana, bonus health and bonus armor — and the Chinese guide orders its own list by priority instead: agility, damage, critical hit chance, critical hit damage, lightning damage, strong-attack damage and mana-cost reduction. Two write-ups in different languages agreeing on the same pool is why it is printed at all; the exact ranges, the number of rolls per item and any reroll mechanic are not recorded anywhere the site can cite.
Talent node caps, as players recorded them
Player write-ups show named nodes with per-node caps — strength, critical hit chance and critical hit damage at five points, brutality at four — alongside single-point nodes such as rage infusion and an ability-enhancing node named for the undead family, plus ability-specific enhancers. The build stores each talent’s level gate and rank cap; it does not store the tree’s total, which is why no page states one.
What the build does not define
Both blocks above are player readings, captured for the demo build of August 2026. They are printed because the questions they answer are asked constantly and no page could otherwise answer them; they are not the game’s strings, and the site marks them as such.
Where these terms are used
A definition is only worth having next to the thing it describes.
- Progression The growth rates and elite multipliers these stats run against.
- Equipments Every piece, its slot, grade and the game’s own effect sentence.
- Status effects The bleeding, vulnerable and stun the ability text names.
- Warrior The abilities behind the tags, with their cone, delay and standing time.
- Minions The creature families the talent names refer to.