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-statRoll rarityRolls most onHow many to stackWhat 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 typeTarget critical chance
Light weapon65-90%
Staff80-90%
Heavy weapon90-100%
Gauntlet65-90%
Bow90-100%

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):