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Power, Levels and stats

Every weapon and armour piece has a Power number, and so do you.

Your Power = your 4 armour pieces + your best weapon (hotbar or off-hand), added up and divided by 5. An empty slot counts 0. Type /power to see yours and your role mix.

Gear Power
Leather, gold, chainmail, wood or stone 5
Copper 8
Iron, turtle helmet 10
Bow, crossbow, elytra 15
Diamond 20
Trident 25
Netherite, mace 30
Dungeon gear Its own Power, shown on the item (10 to 55)

Exotics and Riftforged pieces use their material’s Power. Worn-out gear counts 0 until repaired.

Every enemy has a Level. When you hit something, or it hits you, your Power is compared with its Level (d = Power − Level):

  • Damage you deal × (1 + 0.02 × d), never below ×0.5 or above ×1.6.
  • Damage you take × (1 − 0.015 × d), never below ×0.6 or above ×1.75.

So 10 Power above a Level means about 20% more damage dealt and 15% less taken. 10 below means 20% less dealt and 15% more taken.

Where Enemy Level
Survival and Mining Overworld mobs 10
Nether mobs 15
End mobs 20
The Cinder Colossus 30
Rift Spire floors 1-3 / 4-7 / 8-10 10 / 20 / 30
Dungeons: Initiate / Easy / Normal / Hard 3 / 10 / 20 / 30
Rift Trials 40 + the key level
  • Only damage from creatures and players changes. Falls, lava, drowning and so on stay vanilla.
  • In a duel, the other player’s Power is the Level.
  • Menus at Kael, /boss, Orla and /trials show your Power against the enemy’s Level and what that does to your damage, in green, yellow or red.

Dungeon gear rolls random stats from three families. They aren’t classes: anyone can wear anything, and the mix you wear decides your role. /power shows your totals as a role mix, like “Tank 45% / DPS 35% / Support 20%”.

Stat Family Effect Per roll (Hard) Cap
Fortitude Tank Take X% less damage from enemies 4-7% 25%
Rage Tank Build X% more threat, so mobs and bosses go for you 40-80% 300%
Steadfast Tank X% knockback resistance, and half that less damage from bosses 8-15% 50%
Vigor Tank X% more healing received 6-10% 40%
Ferocity DPS Deal X% more damage 4-8% 30%
Precision DPS X% chance to crit for +50% damage, on top of jump crits 4-7% 25%
Executioner DPS X% more damage to enemies under 30% health 6-12% 40%
Marksman DPS X% more projectile damage 5-9% 30%
Lifelink Support X% of your damage heals your most-hurt ally within 12 blocks 2-4% 15%
Bastion Support Allies within 8 blocks take X% less damage (you get half) 2-4% 15%
Rally Support Allies within 8 blocks deal X% more damage 2-4% 15%
Potency Support Your splash and lingering potions on allies last X% longer 8-15% 50%
  • Rolls are smaller on lower difficulties: Initiate gear rolls 40% of the Hard range, Easy 60%, Normal 80%.
  • Caps count everything you wear and hold.
  • Stats work everywhere on Main, Survival included. Never on Anarchy.
  • Support stats help your dungeon or Spire group, or your party, or players near you. Never in a duel. Auras from two supporters don’t stack: the strongest applies.

In dungeons, the Rift Spire and boss fights, enemies keep a threat list and attack whoever is at the top.

  • Your threat = the damage you’ve done to it × (1 + your Rage).
  • Healing an ally in the fight adds threat, and so does standing close to enemies.
  • The first hit on a mob counts double (the pull).
  • A mob only switches target when someone passes its current target by 10% (in melee) or 30% (at range), so it doesn’t flip back and forth.
  • A boss that changes target turns with a sound and particles, and its bar shows Focus: name.

So a tank with Rage holds attention while the damage dealers hit hard, and a damage dealer who out-damages the tank’s threat pulls the boss onto themselves. Ordinary Survival and Mining mobs keep vanilla targeting.

  • Dungeons: Delver’s gear along the way, set armour from the vault.
  • Rift Trials: set pieces at Power 40 + key, up to 55 this season.
  • Exotics: loot boxes, quests, the Wanderer, the Colossus and Ilsa’s shop.
  • The Riftforge: mods for your diamond and netherite armour.