This page gives a brief overview all of the different stats that can be found on items. "On Equip" or "On Use" effects are not discussed here, nor are weapon attributes.
Many attributes have different values at different levels. For an explanation of how attributes and ratings convert in to game terms, see the
stat conversion page.
[top]General Stats
These are stats that apply to all classes.
[top] Armor Class
Decreases the amount of physical damage taken when you are struck in combat. Mitigation from armor class is the only non-linearly scaling stat (that is, each percent of mitigation granted by Armor Class requires more than the point before it).
Strength increases the amount of damage done by melee attacks and increases shield block value slightly.
Stamina increases hit points by 10 per point.
Agility increases Dodge chance and Critical Strike chance; this amount varies with level and by class. See the
stat conversion page for more information. Agility provides Attack Power for Rogues and Druids in cat form. Agility also provides Ranged Attack Power for Hunters, Warriors, and Rogues. Increases armor by a small amount for all classes.
Intellect increases the maximum size of your mana pool by 15 per point and adds a small amount of spell critical strike chance (varies by class).
Spirit increases the regeneration rate of mana when outside the effects of the
Five Second Rule. This amount varies by class; see the stat conversion page for more information.
[top]Physical Damage
These are stats that deal with melee or ranged physical combat.
Items that specify "Feral" or "Ranged" as a prefix to any of the stats below will only affect attacks made in feral form and attacks made with a ranged weapon, respectively. (Feral Attack Power or Ranged Critical Strike Rating have no influence on normal melee attacks, for example.) They are identical to the mechanics below in all other respects. Any item that does not explicitly state what kind of attack it applies to will apply to all attacks (an item that adds 20 Attack Power will add 20 melee attack power and 20 ranged attack power and 20 feral attack power, for example).
[top] Attack Power
Attack power increases the damage done by auto attacks and some special abilities.
[top] Hit Rating
Hit rating decreases the chance that you will miss your target with an attack.
[top] Critical Strike Rating
Critical Strike Rating increases the chance that your attacks will critically hit your target.
[top] Haste Rating
Haste rating increases the speed at which your auto attacks will occur. Also decreases the amount of time it takes to perform some attacks (such as Steady Shot). Does not lower the global cooldown.
[top] Expertise Rating
Decreases the chance that your target will parry or dodge a melee attack.
[top]Spellcasting
These are stats that deal with damage or healing spells.
As a general rule, the coefficient for a spell (that is, the percent of your +Damage or +Healing that applies to a spell) is:
Direct damage or healing: Cast time / 3.5
Damage over time: Duration / 15
This was done to prevent fast-casting spells from being vastly superior to slow-casting spells. Over a set time period, the total amount of your +damage or +healing is approximately the same no matter the cast time of the spell.
Damage and healing stats do not affect all spells the same and there are a great many exceptions to the rule above, usually due to the spell having a secondary effect such a snare component. See the
Spell Coefficients page for more information.
[top] Damage done by Arcane, Fire, Frost, Holy, Nature, or Shadow spells
Increases the amount of damage done by spells of a specific school.
[top] Spell Damage
Increases the amount of damage that your damage-dealing spells inflict as well as increases the amount of healing that your healing spells restore. Commonly referred to as +damage or +dmg.
Increases the amount of hit points that your healing spells restore. Commonly referred to as +heal or +healing.
[top] Spell Hit Rating
Decreases the chance that your damage-dealing spells will be resisted.
[top] Spell Critical Strike Rating
Increases the chance that your spells will critically hit your target.
[top] Spell Haste Rating
Decreases the time it takes for your spells to finish casting. Does not affect the spell's coefficient, but may lower the
Global Cooldown to a certain point.
[top] Spell Penetration
Decreases the amount of resistance your target has to your spells. Cannot drop a target below zero resistance.
These are stats that apply when you are the target of a physical attack from other players or from NPCs.
[top] Resilience
Reduces the amount of damage that critical hits will hit you for, as well as decreasing your opponent's chance to critically hit you. Resilience will also reduce the amount of damage done by damage over time spells and effects and reduce the mana drained by over-time drains.
Increases your target's chance to miss you and increases your chance to dodge, parry, and block. Also reduces the chance that NPCs will critically hit you.
[top] Block Rating
Increases the chance you will block an attack while using a shield.
[top] Block Value
Increases the amount of damage that is absorbed by a successful shield block.
[top] Dodge Rating
Increases the chance you will dodge an attack.
[top] Parry Rating
Increases the chance you will parry an attack.
Resistance gives you a chance to avoid or reduce damage taken when a player or NPC targets you with a spell.
Testing has suggested that resistances are tiered. This means that there are certain "break points" on resistance totals that are better than one point less resistance. The maximum resistance you can have in any single resistance type is 375 at level 70.
[top]Fire, Frost, Arcane, Shadow, Nature Resistance
Increases the chance you will resist a spell from a specific school. Holy resistance technically exists but it is not found on any item in the game.
Increases the chance you will resist a spell from any school of magic.
[top] Health per 5 seconds
Restores an amount of hit points over the course of five seconds. Will restore this amount in two and a half "ticks".
[top] Mana per 5 seconds
Restores an amount of mana over the course of five seconds. Will restore this amount in two and a half "ticks".