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:
| Stat | Value | What it does |
|---|---|---|
| Strength | 42 | Attack contribution |
| Agility | 16 | Attack contribution |
| Intelligence | 15 | Attack contribution |
| Stamina | 52 | Survivability contribution |
| Health | 3250 | How much damage a hero absorbs |
| Mana | 36 | Resource for abilities |
| Phy. ATK | 290 | Physical damage |
| Mag. ATK | 10 | Magical damage |
| Phy. DEF | 167 | Reduces physical damage |
| Mag. DEF | 29 | Reduces magical damage |
| Block | 66 | Damage blocked outright |
| Dodge | 77 | Attacks that miss entirely |
| Accuracy | 53 | Whether attacks land at all |
| Threat Transfer | 1 | Aggro contribution |
| Phy. Crit | 59 | Physical critical chance |
| Mag. Crit | 20 | Magical critical chance |
| Phy. Res. | 223 | Physical resistance |
| Mag. Res. | 241 | Magical 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.

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 Score | Achievement |
|---|---|
| 10,000 | Gearing Up |
| 100,000 | Halfway Geared |
| 1,000,000 | Fully Geared |
| 10,000,000 | Gear 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.