All 11 Sub-Stats and Crit Targets

By Iron Soul Guides Team Published Updated Verified with official sources · reviewed September 4, 2026
All 11 Sub-Stats and Crit TargetsIron Soul: Dungeon · Updated 2026-09-04

What this page helps you decide: how many of each sub-stat to keep on a piece of gear, and whether you should be chasing crit chance yet at all.

Sub-stats are rolled when an item is forged or dropped and they come from gear, pets and whichever scroll you have equipped. The ore you forge with does not influence which sub-stats appear, although item level appears to affect the ceiling on their percentages, and a single item can roll the same sub-stat twice. There are eleven of them and the wiki attaches a recommended cap to most, which is more concrete guidance than any competing page carries. Two of the eleven are named in a way that will mislead you if you take them at face value. Attack Bonus sounds like it should only affect basic attacks and in fact raises all damage. Base Attack Bonus is the one that only raises basic melee damage, and it does not appear anywhere in the character panel, so the only way to see it working is to hit a training dummy. Getting those two the wrong way round is the most expensive mistake available in this system.

Official promotional image from Iron Soul: Dungeon
Target crit chanceWhyLight weapon65 to 90 percentFast hits, fewer linesStaff80 to 90 percentMiddle of the rangeHeavy weapon90 to 100 percentSlow hits must crit
Crit chance targets for the three weapon classes at the extremes of the recommended range

The three comfort lines that are worse than they look

Movement Speed, Dash Distance and Dash Charge Rate all roll commonly on light armour and occasionally on heavy helmets, and none of the three is a damage or survival line. The wiki is direct about Dash Distance in particular: it does not extend the invulnerability window on a dash, so a longer dash is essentially a worse movement speed line. Dash Charge Rate is a survivability comfort stat that the same page rates below simply stacking health. Movement Speed it describes as fun rather than core. If you are optimising, these three are the lines you accept as the price of a good roll elsewhere rather than the lines you re-forge to obtain. Ultimate Charge Rate gets a similar caution for a different reason: the ultimate already charges quickly, so heavy investment there produces little.

What the character panel will and will not show you

Four sub-stats have their own visible readouts. Health Bonus shows as a green plus figure on the health line. Attack Bonus shows in yellow. Skill Damage, Critical Damage and Critical Chance each get their own labelled entries. Base Attack Bonus has no readout at all, which is why the wiki tells you to test it on a training dummy. That asymmetry matters when you are comparing two forged items: one of them can be carrying a line that never appears in any comparison screen. It also explains a common complaint that two apparently identical weapons hit differently. Rarity is the other half of the picture, because rarity governs how many sub-stat lines an item carries, with the second wiki stating four lines for the top rarity.

The main attribute list is not a primary source

Neither wiki has a page for main attributes as distinct from sub-stats. The only list in circulation comes from a third-party database, which names five: Health Bonus, Attack, Move Speed, Cooldown Reduction and Range. That page admits it cannot verify the per-point scaling or the caps and publishes no numbers. One of those five, Range, does not exist among the eleven sub-stats at all, so either the list is mixing skill tree nodes with sub-stats or Range is a skill tree exclusive. We have no way to tell from the sources available, and neither does anybody else publishing on this game, so it stays on the unresolved pile rather than being written up as fact.

Step-by-Step

  1. Read Attack Bonus as a global damage line and Base Attack Bonus as a basic-attack-only line. The wiki caps the first at four lines and advises keeping none of the second unless you genuinely spend your time on basic attacks.
  2. Take at least one Cooldown Reduction line. It is division rather than subtraction, so at 100 percent a thirty second skill becomes a fifteen second skill, and a single item can reach 24 percent late in the game.
  3. Cap Health Bonus at two lines and Skill Damage at four. Both are additive multipliers on their own tracks, and stacking beyond the cap crowds out the lines that scale better.
  4. Do not chase crit until Tier 3. Crit Damage does nothing without crit chance behind it, and the wiki calls early crit investment too expensive to be worth it.
  5. Aim your crit chance at your weapon class, not at a universal target. Heavy weapons and bows want 90 to 100 percent, staves want 80 to 90, and light weapons and gauntlets are fine at 65 to 90.

Data Tables

All eleven sub-stats with what each does, where it rolls and the recommended cap
Sub-statWhat it doesWhere it rollsRecommended cap
Health BonusAdditive multiplier on health, shown green in the panelCommon; heavy weapons, staves and heavy armourNo more than 2 lines
Attack BonusAdditive multiplier on all damage, not only basic attacksUncommon; all weapon classes, rare on armourNo more than 4 lines
Base Attack BonusRaises basic melee damage only, and is invisible in the panelUncommon; weapons, almost never armourKeep none unless you live on basic attacks
Skill DamageRaises skill damage only, with its own panel entryUncommon; all weapons, rare on armourNo more than 4 lines
Critical DamageRaises crit damage, worthless without crit chanceRare; every slot, weapons most oftenNo more than 3 lines
Critical ChanceRaises crit rate, with its own panel labelUncommon; weapons most oftenTarget depends on weapon class
CD ReductionDivides cooldowns: at 100 percent a 30s skill becomes 15sRare; more common on weaponsAt least 1 line; up to 24 percent on one item late
Movement SpeedRaises movement speedCommon on light armour, sometimes heavy helmetsOptional, described as fun but not core
Dash DistanceLonger dash, with no extra invulnerability windowSame slots as movement speedNot recommended
Dash Charge RateFaster dash recharge, a survivability comfort lineSame slots as movement speedRated below simply stacking health
Ultimate Charge RateFaster ultimate charge from dealing damageCommon on both weapons and armourDo not stack; the ultimate charges fast anyway

Read from the sub-stats page on the official-branded wiki, last edited 2026-07-19, which states it is current as of game version 10.4. The two highlighted rows are the pair whose names invite the wrong reading.

Recommended crit chance by weapon class
Weapon classTarget crit chanceNote
Light Weapon65 to 90 percentFast attacks reach the target with fewer lines
Staff80 to 90 percentMiddle of the range
Heavy Weapon90 to 100 percentSlow, heavy hits want near-certain crits
Gauntlet65 to 90 percentSame band as light weapons
Bow90 to 100 percentSame band as heavy weapons

From the same sub-stats page. This table is one of two independent places on that wiki where Gauntlet and Bow appear as classes, the other being the forge cost table, which is why we treat both as real classes despite the weapon template having no gauntlet tag.

FAQ

What is the difference between Attack Bonus and Base Attack Bonus?

Attack Bonus raises all of your damage despite the name suggesting otherwise, and the wiki caps it at four lines. Base Attack Bonus raises only basic melee damage, has no readout in the character panel, and the wiki advises keeping none of it unless basic attacks are your main damage source.

How much cooldown reduction should I aim for?

At least one line, according to the wiki, and it is worth more than it looks because the reduction is a division. At 100 percent reduction a thirty second skill comes back in fifteen seconds. A single late-game item can carry up to 24 percent.

When should I start building crit?

Not before Tier 3. The wiki calls early crit investment too expensive to be worth it, and Critical Damage in particular does nothing until you have the crit chance to trigger it.

Can one item roll the same sub-stat twice?

Yes. The wiki states that duplicate sub-stats on a single item are possible, which is one more reason to compare rolled items line by line rather than by rarity.

Sources