Eternal Return Wiki

Statistics (also simply known as Stats) in Eternal Return are the values that help indicate the strength, resistance, etc. of a character. These statistics are grouped into four main categories: Attack, Skills, Defense and Other.

  • Attack stats are those that are related to a character's general damage output, like Attack Power and Attack Speed.
  • Skill stats are those related to enhancing skill use such as Skill Amplification and Cooldown Reduction.
  • Defense stats increase a character's survivability, such as Maximum HP and Damage Reduction.
  • Other stats are those that provide benefits that aren't necessarily linked to offense or defense, like Movement Speed and Vision Range.

The main method of increasing these statistics is by crafting different weapons and armor. Characters also gain a small amount of some of their stats every time they level up, and certain skills can also grant stat bonuses. Some items and skills can also lower enemy stats, reducing their performance. Some Augments may grant an increase to statistics.

Its worth mentioning that there is a sub stat found in items called "X per level", with X being the name of another stat. This stat will grant increasingly more of the specified stat the higher the character's level currently is.

List of statistics[]

Below is information about each of these statistics.

Attack statistics[]

Attack Power[]

Attack Power is the statistic used to measure the amount of damage a character will do with their basic attacks (before mitigation). Some character skills also scale off Attack Power, displaying the percentage scaling in orange. Each character has a different base Attack Power, and they also gain a bonus with each character level.

Attack Speed[]

Attack Speed is the statistic used to measure how many attacks a character can fire per second. The higher the value is, the sooner a character will be able throw another basic attack out. Each character has a different base value. The maximum cap for Attack Speed is 2.5.

Critical Strike and Critical Damage[]

Critical Strike is the statistic used to measure the chance of basic attacks being critical strikes (also known as Crits). An attack that procs a critical strike will do 175% damage based on the amount of damage it normally would. All characters have 0 Critical Strike, and can only increase it by equipping items, though there are a few characters who can increase their critical strike with their skills.

There is also the statistic Critical Damage that increases the percentage of additional damage that critical strikes do.

Life Steal and Omnisyphon[]

Life Steal is the statistic used to measure the percentage of damage dealt to enemies with basic attacks that will be returned to the damage dealer as HP. Most characters begin with 0 Life Steal. If a character with Life Steal kills an enemy, they will only Life Steal for the amount that it took to kill the enemy.

Similar to Life Steal, Omnisyphon is a statistic that allows characters to heal themselves from dealing damage with both basic attacks and skill damage. Omnisyphon's effectiveness is reduced by 50% on skills that deal AoE (Area of Effect) damage.

Basic Attack Amplification[]

Basic Attack Amplification (also known as Extra Basic Attack Damage) is a statistic that directly increases the damage done by the character's basic attacks on top of other damage increasing effects. All characters start with 0 Basic Attack Amplification and can only increase it by equipping certain items or with certain skills.

Armor Penetration[]

Armor Penetration is the statistic used to measure how much of the target's defense will be ignored when dealing damage. The higher the value is, the higher the amount that will be bypassed. Most characters begin with 0 Armor Penetration, though some of them can gain it through certain weapon mastery bonuses, but otherwise can obtain it from items. There are two types of armor penetration: Flat penetration and Percentage (%) penetration, where the former ignores a fixed amount of enemy defense while percentage penetration ignores a portion of the target's total defense.

Attack Range[]

Attack range (also known as Range) is a statistic used to measure how close to a target a character must be before they start firing basic attacks. The higher the value is, the further away they can be. Attack Range is uses Meters (m) for measurement, the same unit used to calculate range and radius for skills. Each character has a different base Attack Range value, and each weapon type also has their specific Attack Range which is added to the base value. Additional Attack Range is granted by equipping certain items.

Skills statistics[]

Skill Amplification[]

Skill Amplification (also known as Skill Damage) is a statistic that directly increases the damage done by the character's skills on top of other damage increasing effects. This stat may also affect skills from items. All characters start with 0 Skill Amplification and can only increase it by equipping certain items or with certain skills.

Cooldown Reduction[]

Cooldown Reduction (also known as CDR) is the statistic used to measure the percent reduction in the cooldown timer of a character's skills after they've been used. The higher the value is, the shorter the cooldown time will be. All characters start with 0 Cooldown Reduction and can only increase it by equipping certain items or with certain skills.

Cooldown Reduction has no cap, but uses a diminishing returns model, where its efficiency gradually decreases the more Cooldown Reduction the character has.

The formula for total Cooldown Reduction is: Final cooldown = Base cooldown × 100 / (100 + total CDR)

Healing Power and Healing Received[]

Healing Power is a statistic used to increase the potency of healing done by the character. The higher the value, the more HP will be restored by the skill. All characters start with 0 Healing Power and can increase it by equipping items. Healing Power does not effect healing from Life Steal or Omnispyhon.

Healing Received, as the name implies, is a statistic that increases the amount of health restored by heals applied to the character.

Defense statistics[]

Defense[]

Defense is the statistic used to reduce the amount of damage received from enemy attacks and skills. Characters have varying amounts of starting Defense and Defense per level values.

Maximum HP[]

Maximum HP (also known as Max HP, Hit Points or Health) is the statistic used to measure the maximum hitpoints pool of a character. The higher the amount of HP, the more damage a character can take before they are killed. Maximum HP increases with each character level. Each character has a different base and per level gain value, but it is mainly increased with items.

HP Regeneration[]

HP Regeneration (also known as HP Regen) is the statistic used to measure the amount of HP a character will passively regain over time. The higher the value is, the more HP will be restored. Just like Maximum HP, each character has a different base amount of HP Regen, and they also gain a bonus every time they level up.

Damage Reduction[]

Damage Reduction is a statistic that measures how much damage of a certain type will be mitigated before being applied to the character on top of Defense. There are three types of Damage Reduction: Defense from Basic Attacks (which only affects damage dealt by basic attacks), Skill Damage Reduction (which affects damage done by enemy skills) and Critical Damage Reduction (which lowers the percentage of additional damage done by enemy critical strikes).

Tenacity[]

Tenacity is a statistic used to lower the effectivity of Crowd Control effects on the character. All characters begin with 0 Tenacity by default. This stat can only be increased by a limited amount due to it being labeled as [Unique] (meaning that the effect won't stack up, even if multiple items that grant it are equipped).

Slow Resistance[]

Slow Resistance is a statistic used to diminish the potency of any Movement Speed Reduction debuffs afflicting the character. All characters begin with 0 Slow Resistance by default. This stat is mainly increased with items.

Other statistics[]

Adaptability[]

Adaptability (also known as Adaptive Force) is a special statistic that dynamically switches to be either Attack Power OR Skill Amplification based on whichever stat is currently the highest, granting its exact amount for Attack Power or double the amount for Skill Amplification (for example: An item with +5 Adaptability grants 5 Attack Power OR 10 Skill Amplification). Currently, most Mythic rarity items (such as the ones found in red Air Supply boxes) grant this statistic.

Movement Speed[]

Movement Speed is the statistic used to measure the speed a character has when moving around the map. The higher the amount of Movement Speed, the faster they will be. All characters have a unique base Movement speed and can be increased by equipping items or with certain skill effects.

Vision Range[]

Vision Range is the statistic used to measure how far a character can see through the Fog of War (the darkened regions of the map that a player can't see into). The higher a character's Vision Range, the more area they can have vision of at any given time. Vision Range is uses Meters (m) for measurement, the same unit used to calculate range and radius for attacks and skills. All characters have a default Vision Range of 8. This stat can be increased by equipping items.