The single combat-strength number shown on the sheet and on inspect.
Character Power
Power is one number that answers the question players actually ask when they size someone up: am I stronger than them? It appears on the character sheet, and on the inspect panel for players, mobs and NPCs alike — all on the same scale, so comparing yourself against a wolf means something.
A brand-new character with no gear is always 100. That holds no matter how you tune your world: whether your starting attack is 10 or 10,000, a fresh character reads 100 and everything is measured from there. Decent early gear lands somewhere around 400–600; a fully kitted endgame character runs into the thousands.
Where players see it#
| Surface | What shows |
|---|---|
| Character sheet (default P) | Your own Power, at the top of the Combat section |
| Inspect | The target's Power above their vitals — right-click a player, or use the Inspect button on a selected mob or NPC |
| Chat | Right-click a name in chat and choose Inspect |
What moves it#
Power reads your character's real, fully-resolved combat stats. That means it already accounts for:
- Gear — including tier, rolled quality, durability wear, and the weapon tier multiplier (or, when your world uses item power, the power of the main-hand weapon)
- Enchantments, +N upgrades, and prefix/suffix affixes
- Skill levels — the passive stat bonuses each skill grants as it levels
- Passives from skills, gear, quests and achievements
- Active pet bonuses
- Survival penalties — but only if the survival feature is on (see the gotchas)
Two players carrying the identical sword will genuinely read different Power if their skills differ. That is the intended behaviour, not a rounding artifact.
Temporary buffs are deliberately excluded. Food, potions and shrine effects do not inflate Power. It describes the character, not the current second — otherwise no two readings would ever be comparable.
How it is calculated#
You do not configure this, but it helps to know what the number means when you are balancing:
- Offense — attack (or magic power, whichever your build leans on), with crit chance, crit damage and attack speed folded in, multiplied by the equipped weapon's tier.
- Survivability — max HP scaled by how much of an incoming hit your defense and magic resist actually stop.
- The two are multiplied, then square-rooted, and reported relative to a fresh character.
They multiply rather than add for a reason worth knowing when you tune gear: a character who deals huge damage but dies instantly, and one who is unkillable but harmless, both score lower than a balanced build with the same total investment. If you want a stat to raise Power meaningfully, it has to contribute to a build that can actually finish a fight.
Combat-modifier stats#
Five stats change how abilities and heals behave rather than how hard a character hits. Every character starts at 0 on all of them — nothing changes until something grants them — and they are not part of the Power number.
| Stat | What it does | Cap |
|---|---|---|
| Cooldown Reduction | Shortens every ability cooldown the character starts. 0.2 = 20% shorter. | 0.8 (80%) |
| Cost Reduction | Shaves every ability's mana cost. 0.25 = a 40-mana spell costs 30. | 0.8 (80%) |
| Lifesteal | Heals the character for a share of the damage its direct hits deal (attacks, spells, projectiles, beams, chain hops, pet attacks — never damage over time). 0.1 = 10%. | 1 (100%) |
| Healing Done | Every heal the character casts is this much stronger. 0.2 = +20%; negative weakens. | — |
| Healing Received | Every heal landing on the character is this much stronger. Negative = anti-heal. A heal never turns into damage. | — |
The values are fractions — 0.1 means 10% — and the character sheet shows them as percentages. A row only appears on the sheet once the character has some.
Where to grant them#
They are ordinary stats, so every stat picker offers them:
| Source | Where |
|---|---|
| Gear affixes | Database → Items → Affixes → a modifier targeting Cooldown Reduction, Lifesteal… (use flat values like 0.05) |
| Socketed runes | Database → Items → Enchantments → a stat effect |
| Passives | Effects → Passives → Stat bonuses |
| Skill levels | Skills → a skill's Per-Level Bonuses |
| A timed buff | Effects → Status Effects → Stat Buff / Stat Debuff with the stat picked (Flat 0.2 = +20%) |
Gotchas#
- Cost Reduction lowers both costs — an ability's mana cost and its stamina cost.
- Cooldown Reduction applies when the cooldown starts. Gaining it mid-cooldown does not shorten a cooldown already running.
- Lifesteal is cut by anti-heal on the attacker (it is healing). It is separate from an ability's own Absorb drain — a hit with both pays out both.
- There is no feature flag; the stats are inert at 0.
Renaming it#
"Power" is a strong flavour word and it will not suit every world. Rename it in Studio → Localization → Vocabulary:
- Open the Vocabulary editor.
- Filter to the character namespace.
- Edit the three rows below.
- Save. The change applies everywhere Power is shown — sheet, inspect and tooltip — with no republish of anything else.
| Key | Default | What it controls |
|---|---|---|
character.power | Power | The label on the character sheet and inspect panel |
character.power.short | PWR | The abbreviated form, for tight spaces like nameplates |
character.power.tooltip | Overall combat strength… | The hover text explaining the number |
A survival world might use Threat; a gear-driven one Gear Score; a sci-fi one Combat Rating.
Gotchas#
- Rewrite the tooltip when you rename the label. The default tooltip says "Overall combat strength… 100 = a new character." If you rename Power to Gear Score, that sentence should change too — nothing rewrites it for you.
- With survival on, Power moves during play. A starving or freezing player really does read weaker, because the penalty is applied to their actual combat stats. This is intended: an inspected target's Power is a live reading, not a static gear score. With the survival feature off there are no penalties, and Power only changes when gear, skills or passives do.
- Inspecting a player takes a moment. A player's equipment travels as appearance data, so the panel asks the server for the real item list and shows "Loading…" until it arrives. Mobs and NPCs carry their real gear already and fill in instantly.
- Inspect is same-zone only. You cannot inspect a player who has moved to another zone, even if their name is still visible in chat history.
- A character with zero offense or zero health reads 0. That is correct, not a bug — a target that cannot damage anything, or that dies to one hit, has no fighting strength to report.