Strength
Makes every ordinary physical hit land harder.
Each point adds 1.25 Attack Power.
Player guide
You prepare the gladiator; the server simulates the fight. Players never issue attacks during battle. Victory starts with understanding what your equipment actually changes.
Displayed values use the same rules as combat. Percentages shown in the manager are your equipment-based values; the fixed combat stance is applied during the fight where noted.
The four foundations of every gladiator. Equipment can raise all of them.
Makes every ordinary physical hit land harder.
Each point adds 1.25 Attack Power.
Helps you connect with attacks while making you harder to hit and easier to dodge.
Each point adds 1.5% hit chance and 0.8% dodge chance, while reducing the enemy's hit chance by 1.2%.
Raises the amount of punishment your gladiator can survive.
Each point adds 8 maximum health.
Reduces incoming physical damage before a block is applied.
Each point removes 0.75 damage from a hit before blocking.
These values decide how reliably and how heavily your gladiator threatens an opponent.
The damage of an ordinary non-critical hit before enemy mitigation.
Damage + (1.25 × Strength) + 1.5 from the fixed combat stance.
Flat weapon and item damage included directly in Attack Power.
Each point adds 1 Attack Power.
The equipment-based chance for a successful hit to deal critical damage.
Critical hits deal 1.65× damage. The fixed combat stance adds 1% to the displayed equipment chance.
These values keep your gladiator standing through direct mitigation, blocks, and health.
Soaks physical damage from every successful enemy hit.
Each point removes 0.6 damage from a hit before blocking.
The equipment-based chance to soften a successful incoming hit.
A block reduces damage by 45%. The fixed combat stance adds 2.1% to the displayed equipment chance.
The total health your gladiator brings into each battle.
50 + (5 × level) + (8 × Endurance).
Items combine a definition’s base values with four rolled modifiers. Item level and modifier budget describe different parts of the item.
Each item level above 1 raises that item's base Damage or Armor by 10% of the definition's base value. Modifiers do not scale with item level.
Current items distribute 100 normalized budget points across four modifiers. The budget measures affix allocation, not total item strength.
Base Damage, Armor, and attributes come from the item definition. Four rolled modifiers add a separate mix of combat stats.
Use Compare in the inventory to preview server-computed effective stats for that exact swap. It is more useful than a universal gear score.
A point of offense and a point of survival solve different problems, and a shield cannot be judged like a weapon. Equal modifier budgets can also distribute their points very differently. Use Compare for the server-computed result of the exact swap.
Each legal hand setup spends its two hand slots differently. There is no single best answer for every opponent or modifier roll.
Flexible weapons that can sit in either hand and leave room for another choice.
The off-hand weapon contributes 50% of its base damage but keeps all of its attributes and modifiers.
Locks both hands. Its attributes and modifiers count 2× because it consumes two slots, while its definition carries concentrated base damage.
Trades a second weapon's offense for shield Armor, Defense, block potential, and modifiers.
These are foundations, not rigid classes. Your actual modifier rolls and equipment comparison should decide the final loadout.
Favor Attack Power, Strength, Damage, Agility, and Critical Chance. Two-handed or dual-wield loadouts lean into pressure.
Favor Endurance, Defense, Armor, and Block Chance. A weapon and shield build is the clearest defensive foundation.
Keep enough Attack Power to threaten opponents while adding survivability. Compare each swap instead of chasing one displayed number.