Soulstone Survivors Wiki

In Soulstone Survivors, attributes (or stats) are core character statistics that directly influence your performance in combat. They determine various aspects such as damage output, survivability, movement speed, and skill effectiveness.

Players can enhance their attributes through several means, like picking up stat-enhancing powerup cards, investing Minor Soulstones into the skill tree provides permanent boosts to various attributes, equipping specific runes and weapons can also grant additional bonuses.

Stat Stacking[]

Bonuses to stats can stack in two primary ways: additively or multiplicatively.

Additive Stacking[]

When bonuses stack additively, each bonus is added directly to the base value. This means multiple bonuses simply sum up to increase the stat.

For example, if you have two bonuses of +20% to a stat:

This results in a 40% increase to the base.

Multiplicative Stacking[]

With multiplicative stacking, each bonus multiplies the current total, leading to compounded growth.

For example, if you have two bonuses of +20%:

This results in a 44% increase over the base value.

Multiplicative bonuses often yield greater increases than additive ones, especially when stacking multiple bonuses. Most runes provide multiplicative bonuses.

Offensive Attributes[]

DamageModifierStatIconDamage modifier[]

The Damage Modifier increases the base damage of all your skills, including passive abilities and damage over time (DoT) effects such as Burn Burn, Poison Poison, and Doom Doom. The default modifier is +0%.

This means that if you have a +50% Damage Modifier, your skills will deal 50% more damage. Let’s say a skill has a base damage of 1,000. With +50% Damage Modifier, you would have:

DoT effects are also influenced by the Damage Modifier. For instance, the Burn Burn status deals damage over 4 seconds, ticking every second for 12.5% of its total damage. If you have a +50% Damage Modifier, each tick of Burn will deal 50% more damage than it would at the base value.

  • Base Burn Burn damage = 12,000 total.
  • It ticks every second for 12.5%, or 1,500 per second, for 4 seconds
  • Total: Burn Burn damage

With +50% Damage Modifier:

  • Each tick:
  • Total: Burn Burn damage

Certain debuffs, such as Brittle Brittle and Exposed Exposed, increase the damage an enemy takes. The effectiveness of these debuffs can be influenced by the Damage Modifier. For example, you perform a skill that both deals damage and applies Brittle Brittle:

  • Base Damage per Hit: 1,000
  • Brittle Brittle Stacks Applied: 10 (each adding 30 flat damage)
  • Total Brittle Brittle Damage: 10 * 30 = 300
  • Combined Damage per Hit:

Now with +50% Damage Modifier:

  • Final Damage per Hit:

There is 1 character buff that increases damage modifier:

  • Prowess Prowess: Increases the damage modifier by 1% per stack for 6 seconds.

CriticalChanceStatIconCritical Damage Chance[]

Critical Damage Chance, commonly referred to as critical chance, determines the probability that an attack will result in a critical strike, dealing increased damage. The base critical chance is 5%.

Each hit or application of a skill independently rolls to determine if it results in a critical strike. This applies to each enemy hit and each instance of damage. Critical Tiers is a criteria that determines critical chance exceeds 100%, enabling the possibility of higher-tier critical strikes. For example:

  • 150% Crit Chance: Guaranteed Tier 1 crit (100%) and a 50% chance for a Tier 2 crit.
  • 250% Crit Chance: Guaranteed Tier 1 crit, 100% chance for Tier 2, and a 50% chance for a Tier 3 crit. Each additional 100% beyond the first guarantees the next tier, with the remainder acting as a chance for the subsequent tier.

There is a power-up, Vicious Strikes which grants 100% critical chance against enemies at full health, ensuring a critical hit on the first strike.

CriticalDamageStatIconCritical Damage Modifier[]

The Critical Damage Modifier, often abbreviated as crit damage, determines how much extra damage your attacks deal when they critically strike. The base critical damage modifier is 200%.

When a critical strike occurs, the base damage is multiplied by the critical damage modifier.

For example, with a base damage of 1,000 and a critical damage modifier of 200%, a critical hit would deal:

Each critical tier multiplies the damage by the Critical Damage Modifier. Assuming a base damage of 1,000 and critically strikes 3 times with a critical damage modifier of 200%, the damage calculations would be:

Certain damaging status effects, such as Burn Burn, Poison Poison, Doom Doom, and Bleed Bleed, can critically strike at the time of application. When a DoT effect is applied with a critical hit, its newly applied total damage is multiplied by the player's current Critical Damage. The increased damage is then distributed evenly across the effect's duration.

Skills that do not deal direct damage, such as Void Void
Void
Void
Active Skill
Conjures a void over a random enemy that pulls enemies towards its position, causing damage and applying Doom Doom every 0.5 seconds.
Skill type: Shadow, Lasting, Area, Magical
Duration:
6s
Base Damage:
50
Doom Doom | Total Damage:
190
Cooldown:
14.0s
or PiercingShout Piercing Shout
PiercingShout
Piercing Shout
Active Skill
A powerful shout that causes damage and applies Shattered Shattered.
Skill type: Thrust, Area, Physical
Damage:
450
Shattered Shattered | Armor Reduction:
20
Cooldown:
7.0s
, can still critically strike. A critical application of these skills enhances the potency of any status effects they apply.

There are 2 status effects that indirectly turn any attack by the player to become a critical strike when they are applied on enemies:

  • Dazed Dazed: Increases the chance for enemies to receive critical strikes by 1% per stack for 8 seconds.
  • Disoriented Disoriented: Increases critical strike damage taken by enemies by a certain percentage per stack for 8 seconds. These effects make enemies more susceptible to critical hits and amplify the damage they receive from them.

There are 2 character buff effects that increases critical potency:

  • Form Form: Increases the critical damage chance by 1% per stack for 6 seconds.
  • Aptitude Aptitude: Increases the critical damage modifier by 2-16% per stack for 6 seconds.


Healing skills can also critically strike, increasing the amount of health restored. For instance, a healing skill that typically restores 100 health can restore 150 health on a critical heal if the critical damage modifier is 50%. However, absorption shields, such as those from ArcaneShield Arcane Shield
ArcaneShield
Arcane Shield
Active Skill
Creates an arcane shield that absorbs damage. When the shield expires, it causes the damage based on the amount absorbed to nearby enemies.
Duration:
15.0s
Shield Health:
30
Damage per Health:
30
Cooldown:
30.0s
, do not benefit from critical strikes.


Certain skills have unique interactions with critical strikes:

CastFrequencyStatIcon Cast Frequency[]

Main article: Cast Frequency

The Cast Frequency, also known as Attack Speed, reduces the cooldowns of all active skills — including buffs, debuffs, and summons. The default value is +0%.

Cooldowns cannot go below 0.15 seconds (but is displayed ingame is 0.2s), regardless of how much Cast Frequency you have.

Cast Frequency does not affect how often DoT effects such as Burn Burn or Poison Poison tick, their intervals remain fixed regardless of your Cast Frequency.

AreaModifierStatIconArea modifier[]

The Area Modifier increases the size of your skills’ area of effect (AOE), including the radius of circular and cone-shaped attacks, as well as the size and width of projectiles. The default value is 0%.

A skill with +50% Area Modifier will have its AOE radius increased by 50%. Since area scales with the square of radius, the overall coverage becomes:

+125% total area.

Even skills that appear single-target (like missiles or beams) usually have a small impact zone - this, too, is increased. Projectiles also benefit in size and width, making them easier to hit multiple enemies. However, Area modifier does not affect projectile lifespan, which is how far they are shot.

There is 1 character buff that increases area modifier:

  • Colossal Colossal: Increases the area modifier by 1-2% per stack for 6 seconds.

MultiCastStatIconMulti Cast Chance[]

For more in-depth mechanics of Multi Cast, see this page instead.

The Multi Cast Chance grants a probability for your active skills to be cast multiple times in rapid succession. The default value is 0%.

You always perform at least one cast. Each additional cast is rolled independently and in order:

  • 1st extra cast: full Multi Cast Chance (up to 100%)
  • 2nd extra: 40% of your Multi Cast Chance
  • 3rd extra: 16% of your Multi Cast Chance (0.4²), and so on.

There is no hard cap to the number of possible multicasts, but the probability falls off quickly.

If you have 60% Multi Cast Chance, your cast probabilities are:

  • 1st extra:
  • 2nd extra:
  • 3rd extra:
  • 4th extra:

So the total probability to cast your skill 2 or more times is:

Which adds up to approximately 96% chance for at least one extra cast.

To guarantee multiple casts, your Multi Cast Chance must reach:

  • 100% → always double-cast (1 extra)
  • 250% → always triple-cast (2 extra)
  • 625% → always quad-cast (3 extra)
  • 1562.5% → always penta-cast (4 extra)


Summon skills can multicast, producing additional units instantly (as long as you haven't reached the unit limit). Summoned units themselves can also multicast their attacks.


Multi cast Chance does not affect most buff skills. For example, skills like Might Might

Might
Might
Active Skill
Temporarily increases the damage modifier of both you and nearby allies.
Damage Modifier:
+50%
Duration:
10.0s
Cooldown:
25.0s
or Bloodlust Bloodlust
Bloodlust
Bloodlust
Active Skill
Temporarily increases the movement speed and cast frequency of both you and nearby allies.
Movement Speed:
+20%
Cast Frequency:
+40%
Duration:
10.0s
Cooldown:
30.0s
will not be cast multiple times even at +100% Multi cast.

There is 1 character buff that increases multi cast chance:

  • Finesse Finesse: Increases the multi cast chance by 1% per stack for 6 seconds.

Defensive Attributes[]

MaxHealthStatIconMaximum Health[]

Maximum Health or maximum HP is the total health your character has. The default max HP is 100.

You get killed if your current health reaches 0, unless you had Death Protections, you would revived back again to 50% of the maximum health.

There is 1 character buff that increases multi cast chance:

  • Vigor Vigor: Increases the maximum health by 0.5 for 6 seconds.

ArmorPowerStatIconArmor Power[]

Armor Power (or simply Armor) reduces the amount of damage you take from all sources. The default base value is 100 Armor, which results in taking 100% of incoming damage.

(for Armor ≥ 100)
(for Armor < 100)

Every point of armor above 100 reduces damage, while every point below 100 increases it by 1%. Armor can go negative, which continues increasing damage taken with no cap. For example:

  • 150 Armor → → 20% damage reduction
  • 0 Armor → → 200% damage taken
  • -100 Armor → → 300% damage taken

Below is an example with 100 damage, and the display of the damage received as in the game

Armor Points -100 -50 0 50 100 200 300 400 500 600 700 800 900 1000 1500 2000 2500 3500 5000 10000 15000 20000
In-game % -200 -150 -100 -50 0.0 33.3 50.0 60.0 66.7 71.4 75.0 77.8 80.0 81.8 87.5 90.5 92.3 94.4 96.1 98.0198 98.6755 99.00498
Actual damage 300 250 200 150 100 66.7 50.0 40.0 33.3 28.6 25.0 22.2 20.0 18.2 12.5 9.5 7.7 5.6 3.9 2.0 1.3 1.0

There is 1 character buff that increases armor power:

  • Resilience Resilience: Increases the armor power by 1 per stack for 6 seconds.

All enemies start with a base of 100 Armor, and can be increased in various mode:

  • In Endless, Overlord, and Titan Hunt modes, enemies gain an additional 100 Armor for every cycle completed.
  • Unholy Cathedral also features higher base armor across the board.
  • If you have Captain of the Void curse enabled, enemy elites and bosses gain further armor bonuses:
    • Elites receive +10 Armor at Curse levels I, II, V, VI, and VII
    • Bosses gain +10 Armor at Curse levels I, IV, and VII

Shattered Shattered is a key debuff that significantly lowers enemy Armor, capable of reducing it down to a theoretical maximum of -1000 with enough stacks.

Even non-living targets have Armor: ores have 100 Armor, while destructible structures have only 10.

DamageReductionStatIconDamage Reduction[]

Damage Reduction (also known as Flat Damage Reduction) subtracts a flat amount from any incoming damage after all percentage-based reductions have been applied, such as from Armor or the rare rune Surefooted Surefooted. Flat damage reduction is applied after the calculation of the damage reduction from Armor.

The default value is 0.0, meaning no flat damage is reduced by default.

The minimum damage an instance can deal is capped at 1, even if the flat reduction would otherwise reduce it to zero or negative.

BlockPowerStatIconBlock Power[]

Block Power (or simply Block) provides a chance to completely negate incoming damage and associated on-hit effects, such as slows or debuffs. The default Block Power is 100, which corresponds to a 0% chance to block. The chance to block is calculated using the formula:

Points 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1500 3000
Block chance 0,0 33,3 50,0 60,0 66,7 71,4 75,0 77,8 80,0 81,8 83,3 84,6 85,7 86,7 87,5 88,2 88,9 89,5 93,3 96,7

There is 1 character buff that increases block power:

  • Bulwark Bulwark: Increases the area modifier by 1-2% per stack for 6 seconds.

There is 1 rune to directly increases your block power:

  • WarTankIcon War Tank: Increases your block power by 50% but reduces your dash charge by 1.

DeathProtectionsStatIconDeath Protections[]

If you have any Death protections, any attack that would kill you restores you to 50% of your maximum health instead, and consumes 1 Death protection. The default amount of Death protections that you have is 0. You can get up to 2 with the skill tree.

The health restored is not affected by your healing reduction, it will always be set to 50% of your maximum health.

Death protections are not reset upon entering an Endless, Overlord or Titan Hunt portal, but you will be fully healed.

There is 1 rune that directly increases your death protections number:

RunePowerFrame
ImmortalityIcon
ImmortalityRUNIC POWER COST: 1
Increases the number of Death Protections you have by 1, causing any attack that would kill you to restore your health to 50% instead.


ExtraHealthCrystalStatIconExtra Health per Crystal[]

Extra health per crystal increases the health received when destroying a health crystal. The default extra value is 0. You can get up to 15 from the skill tree.

This is affected by healing reduction.

HealthPerLevelStatIconHealth per Level Up[]

Health per level up increases the amount of HP you recover when you level up. The default HP per level is 0. You can get up to 10 from the skill tree.

This is affected by healing reduction.

Utility Attributes[]

MovementSpeedStatIconMovement Speed Modifier[]

Movement speed modifier or movement speed modifies the speed of walking and dashes. The default modifier is +0%.

If you are hit by skills that inflict Slow Slow, your movement speed is reduced based on its number of stacks.

There is one character buff that directly affects movement speed:

  • Haste Haste: Increases the movement speed modifier by 1% for 6 seconds.

DashCountStatIconDash Count[]

Dash Count or dashes is the number of times you can dash in quick succession. The default amount of dashes is 1. You can get an extra dash from the skill tree.

All dashes share the same cooldown (2.0s default) and refresh at the same time. The cooldown starts when you use your first dash.

Different characters have different number of dashes. The only character with no dashes at all is DeathKnightIcon The Death Knight.

Nothing can currently affect the dash cooldown.

ExperienceStatIconExperience Modifier[]

Experience Modifier, or exp modifier or XP modifier, increases the amount of experience you receive from experience shards. The default modifier is +0%.

PickupRangeStatIconPick Up Range Modifier[]

Pick up range modifier, or pickup modifier or magnet range, increases the radius in which you can collect items, specifically experience shards from the ground. The default modifier is +0%.

Minor Soulstones are automatically collected on kills instead.

BonusSoulstoneStatIconBonus Minor Soulstones[]

Bonus Minor Soulstones increases the amount of Minor Soulstones you collect from all sources. The default is 0.0%. You can get up to 50% from the skill tree.

This bonus appears to be multiplicative with the Minor Soulstone bonuses provided by Curses. For example, if a Curse provides a +275% bonus and you have a +50% Bonus Minor Soulstones, the total bonus would be:

RerollChancesStatIconReroll Chances[]

Reroll chances or rerolls give you the opportunity to reroll the power-ups you get from leveling up, revealing new options. The default rerolls is 0. You can get up to 5 from the skill tree. You cannot get the current 3 power-ups shown when you reroll.

There are currently 3 runes that increase rerolls:

RuneBuildFrame
RerollMasteryIcon
Reroll Mastery
You gain one extra reroll every 5 levels.
RuneBuildFrame
UnconventionalStartIcon
Unconventional Start
Start the game with 1 skill point and 5 rerolls, but without your weapon's basic skill.
RuneBuildFrame
EndlessRefillIcon
Endless Refill
Whenever you enter a portal, gain 5 rerolls and 5 locks.

BanishChancesStatIconBanish Chances[]

Banish Chances or banishes give you the opportunity to banish a power-up in a match, preventing it from appearing again. You always start the game with 10 banishes, and they can't be increased by any means.

Banishes remove all rarities of the specific power-up, and of the specific Skill or Type.

SkillLocksStatIconSkill Locks[]

Skill locks or locks give you the opportunity to lock a skill in place when you level up, keeping it available for your next level. If you lock a passive skill, you can still get it on an active skill choice.

There is only 1 rune that affect numbers of locks:

RuneBuildFrame
EndlessRefillIcon
Endless Refill
Whenever you enter a portal, gain 5 rerolls and 5 locks.


Undisplayed Attributes[]

The attributes here are not currently displayed in the Character Attributes in the Pause screen. They can however be found in certain characters and weapons' unique stats.

Body Mass[]

Body mass indicates how hard it is for you and enemies to get pushed and flung around. The more body mass you have over your enemies, the easier it is to push them around.

Healing Modifier[]

Healing modifier adjusts the amount of health you get from your own healing effects. The default healing modifier is 100%. It can be increased by character stats and reduced by Curses, Endless, Overlord, and Titan Hunt modifiers.

Each healing modifier is multiplicative with the others. It does not affect healing from health crystals.

Pushback Modifier[]

Pushback modifier adjusts the amount of pushback your skills do to enemies. The default pushback modifier is 100%.

Extra information[]

Level[]

The first level requires 2000 experience, and the experience needed for each additional level is multiplied by 1.06.

Level 1 10 20 30 40 50 55 60 65
XP for next level 2 000 3 379 6 051 10 837 19 407 34 755 46 510 62 241 83 292
Cumulative XP 0 23k 68k 147k 290k 546k 742k 1 004k 1 355k

Power Rarity[]

When in the power selection: the rarity is rolled first, then a random passive of this rarity is rolled. This means that banishing a passive that can only be found in low rarity will not increase the probability of higher rarity passives being offered.

The probabilistic weight of the rarity of each card:

  • Common: 50
  • Uncommon: 25
  • Rare: 12
  • Epic: 4
  • Legendary: 1

The probability that the highest tier of the 3 is:

  • Common: 16.1%
  • Uncommon: 38.1%
  • Rare: 30.4%
  • Epic: 12.2%
  • Legendary: 3.2%

Skill level[]

Currently does nothing, except show the total number of skill or skill type-specific Passive powers affecting the skill.

Status Effects[]

Main article: Status Effects

Status effects interact deeply with each other and with game mechanics like critical hits, armor, and synergy passives. They can be applied by both your skills and summoned units, and certain passive effects allow one status to trigger another (for example, Slow Slow may lead to Fragility Fragility, then Bleed Bleed). These synergies enable powerful chain reactions that scale with enemy debuffs and your own build.

Gameplay
Core features LoreCharactersAttributesWeaponsMapsBestiaryActive SkillSkill TypesStatus EffectPowersRunesSkill TreeMaterialsAchievements
Gamemode Void Fields (CursesEndless ModeOverlord) • Unholy CathedralTitan Hunt
Combat AscensionArtifact PowerDamage calculationCritical strikeDirect hitMulti castSkill ChainEffect chain
Others BugsDLCsVersion History1.2c