Expedition of the Guild gear stats come to eighteen numbers, spread across four gear slots per hero — sword, shield, armour and off-hand. Every one of them is listed on the Equipment screen, and the ones that decide a fight are a short subset of the rest.

Expedition of the Guild gear stats: the full list of 18

The Equipment screen lists eighteen stats per hero. Here is one hero's sheet as the screen shows it, with the stat and the value it showed:

StatValueWhat it does
Strength42Attack contribution
Agility16Attack contribution
Intelligence15Attack contribution
Stamina52Survivability contribution
Health3250How much damage a hero absorbs
Mana36Resource for abilities
Phy. ATK290Physical damage
Mag. ATK10Magical damage
Phy. DEF167Reduces physical damage
Mag. DEF29Reduces magical damage
Block66Damage blocked outright
Dodge77Attacks that miss entirely
Accuracy53Whether attacks land at all
Threat Transfer1Aggro contribution
Phy. Crit59Physical critical chance
Mag. Crit20Magical critical chance
Phy. Res.223Physical resistance
Mag. Res.241Magical resistance

Note the shape of that sheet: a physical build with high Phy. ATK and Phy. DEF, low Mag. ATK, and a Threat Transfer of 1 next to Block and Dodge. Threat is a separate number from damage, which is why a hero can hit hard and still not hold a boss.

The four gear slots every hero has

Every hero carries four pieces: a sword, a shield, armour and an off-hand. Gear is class-based, so each hero's slots fill with pieces that suit their own stats — which is why a dropped weapon is only useful to the heroes of a matching class.

The same panel also shows your Crystal Stock and a Hidden equipment count, so it doubles as the place to check what you can still afford to replace. Because there are four slots and no random rolls, deciding what goes into them is the whole gear game, and the loot distribution guide covers how a drop reaches the hero it fits.

A real stat sheet and how to read it

Two habits make a stat sheet readable:

  • Read the numbers that gate the fight first. Accuracy decides whether attacks land, Health decides whether the hero survives long enough to use them, and the defence numbers decide how much of a boss's damage gets through.
  • Then read the damage numbers. Phy. ATK, Mag. ATK and the crit chances decide how fast a fight ends once nothing is missing.

The Party Status panel answers the third question — whether the build works — with Damage, Healing and Damage Taken per member. If the sheet says a hero is strong and the panel says they contributed nothing, the sheet is wrong for that fight, usually on Accuracy.

The Equipment tab for one Paladin: the hero's full stat sheet — Strength 42, Stamina 52, Health 3250, Mana 36, Phy. ATK 290, Phy. DEF 167, Block 66, Dodge 77, Accuracy 53 and Threat Transfer 1 — beside the four filled gear slots, with the party list on the left and unequipped swords, shields and armour in the rarity-coloured inventory grid on the right.
One hero's Equipment screen: the four gear slots, the eighteen stats behind them, and the inventory of pieces still to hand out.

Accuracy, defence and the affixes that matter

Not all eighteen numbers carry the same weight, because the affix pool behind them is narrow. Yellow-quality gear carries only four affixes, and the ones worth having are:

  • Accuracy
  • Physical Defence
  • Magic Defence
  • Physical Resistance
  • Magic Resistance

Those five are the practical shortlist — the rest of the sheet is context around them. The Hidden Swamp boss guide shows what happens when a hero sits below the Accuracy threshold, and the endgame gear guide covers how the score that sums all of this up is pushed higher.

Equipment Score and its milestones

Gear strength is tracked for the team as a whole through a separate Equipment Score, and the achievement list marks it at four levels:

Equipment ScoreAchievement
10,000Gearing Up
100,000Halfway Geared
1,000,000Fully Geared
10,000,000Gear Perfection

That is the number to watch when you are replacing pieces, because it is the one that moves when the whole team's gear improves rather than when a single hero does. The endgame gear guide covers how to push it.