Iron Soul Dungeon Sub-Stats: All 7 Rolls Explained
Sub-stats roll at random when gear is crafted or dropped. Ore choice does not influence which sub-stat appears — only item level affects how high the roll can go. Weapons, armor, the equipped pet and the equipped scroll all carry them, and one piece can roll the same bonus twice.
The seven sub-stats
| Sub-stat | Roll rarity | Rolls most on | How many to stack | What it does |
|---|---|---|---|---|
| Health Bonus | Common | Heavy weapons, staffs, heavy armor | Recommended maximum 2 rolls | Additive multiplier on character health; shows as the green + in the stats menu. |
| Attack Bonus | Uncommon | All weapon types, rarely armor | Recommended maximum 4 rolls | Additive multiplier on all damage — despite the name it is not limited to basic attacks. |
| Base Attack Bonus | Uncommon | All weapons, almost never armor | Avoid unless you basic-attack often | Only raises standard melee/normal attack damage; not visible in the stats menu, only on the training dummy. |
| Skill Damage | Uncommon | All weapon types, rarely armor | Recommended maximum 4 rolls | Additive multiplier on skill damage only, with its own line in the stats menu. |
| Critical Damage | Rare | Every gear slot, easier on weapons | Recommended maximum 3 rolls | Raises all damage provided critical chance is high enough to land crits. |
| Critical Chance | Uncommon | Mostly weapons | Target range depends on weapon type | Raw crit rate. Expensive to stack early; the wiki advises ignoring crit until Tier 3. |
| CD Reduction | Uncommon | Late-game gear rolls up to 24% per piece | At least one roll recommended | Shortens ability cooldowns — at 100% CDR a 30-second skill returns in 15 seconds. |
The trap here is Base Attack Bonus. It reads like the best offensive roll and is almost always the worst one: it only raises standard attack damage, it does not show in the stats menu, and the official advice is to run none of it unless you genuinely basic-attack for a large share of your damage. Plain Attack Bonus, despite the name, raises all damage.
Critical chance targets by weapon
| Weapon type | Target critical chance |
|---|---|
| Light weapon | 65-90% |
| Staff | 80-90% |
| Heavy weapon | 90-100% |
| Gauntlet | 65-90% |
| Bow | 90-100% |
Heavy weapons and bows want 90-100% because their hits are slow and expensive to waste; light weapons and gauntlets are fine at 65-90%. Crit is expensive to reach early, and the official recommendation is to ignore crit stacking entirely until your character reaches Tier 3.
Why re-crafting is the real upgrade path
Sub-stats roll randomly on craft or drop, and ore choice has no influence on which ones appear — only item level affects how high a roll can go. That is why the progression guide tells stalled players to re-craft rather than grind: a fresh light weapon at 3 ore is the cheapest lottery ticket in the game, and a light helmet at 3 ore is the cheapest way to fish for Attack Bonus or Skill Damage on the armour side.
Sub-stat data transcribed from the official wiki (update 10.4):