Stats for Remnant: From the Ashses covers the various attributes of the playable character. All Classes start off with the same number of stats, and as the game progresses, players can choose to spend points and upgrade their preferred Traits or use materials to upgrade Weapons and Armor to increase their stats. This page lists all the known attributes that are in the game.

 

Stats in Remnant: From the Ashes

Offensive Attributes

  • Long Gun Firearm - determines the attack power of Long Gun firearms.
  • Short Gun Firearm - determines the attack power of Short Gun firearms.
  • Melee Weapon - determines the attack power of Melee Weapons.
  • Critical Hit Chance - determines the odds of acquiring a Critical Hit Chance on enemies and/or bosses.
  • Critical Hit Damage - indicated the damage value dealt for Critical Hit Damage on an enemy/boss.
  • Fire Damage - specifies the damage dealt for Fire Damage.
  • Radiation Damage - indicates the damage dealt for Radiation Damage.
  • Shock Damage - specifies the damage dealt with enemies and bosses for Shock Damage. 
  • Corrosive Damage - indicates the damage value dealt with enemies and bosses for Corrosive Damage.
  • Melee Damage - determines the damage value when dealing damage with Melee Weapons.
  • Ranged Damage - determines the damage value when dealing with damage while using firearms.

 

 

Defensive Attributes

  • Armor - determines the overall value of the player's defensive armor. The higher this number, the less damage a player receives - in general, every 6 points of Armor provides a 1% damage reduction.
  • Bleed Resistance - identifies the value of damage reduction taken from attacks inflicting Bleed.
  • Fire Resistance - specifies the value of damage reduction taken from attacks that inflict Fire.
  • Rot Resistance - determines the reduction of damage taken from attacks that inflict Rot, as well as the application of Rot status aliment.
  • Radiation Resistance - indicates the reduced value of damage taken from attacks that inflict Radiation, as well as the application of Radiation status aliment.
  • Shock Resistance - specifies the value of reduced damage taken from attacks that inflict Shock, as well as the application of Overloaded status aliment.
  • Corrosive Resistance - determines the value of damage reduction taken from attacks that inflict Corrosive, as well as the application of Corrosive status aliment.
  • Melee Damage Reduction - identifies the reduced value of damage taken from enemy Melee Attacks.
  • Ranged Damage Reduction - identifies the reduced value of damage taken from enemy Range Attacks.

 

Physical Attributes

  • Health (HP) - indicates the total Health value of the player.
  • HP/s - specifies the value of HP recovered per second.
  • Health Regeneration Effectiveness - identifies the percentage of how potent health regeneration items are to a player. Affects healing received from any source.
  • Stamina (SP) - indicates the total Stamina value of the player.
  • SP/s - determines the value of Stamina recovered per second after a player executes actions that consume the stamina bar.
  • Encumbrance - determines which roll you have, and how much stamina your stamina-consuming actions cost. This number is determined by the weight of your currently equipped armor.
  • Scrap Boost - determines the percentage of how much scrap is collected, and how often enemies drop it upon death.

 

 

Status Ailments

The number displayed in your character's stats is a general measure of how resistant you are to the respective ailment - a higher number means it will take longer for the ailment to build up. Most ailments will not do anything until they have fully built up, at which point their full effects will kick in. Some ailments will wear off on their own, but others will last indefinitely until cured. Some ailments, such as Bleed and Fire, can have multiple stacks applied at once, causing the effects to be even more potent. Each individual ailment can be cured with their own respective items (which will also grant a significant yet temporary increase to that ailment's resistance), but any ailment can be cured by resting at a Checkpoint, dying, or being healed by the Dragon Heart while wearing the Cleansing Jewel.
Although players are capable of inflicting Rot and Radiation on enemies, it is currently unknown whether this actually does anything to them. There is no known way of inflicting Parasite on an enemy.

  • BLEEDING - slowly inflicts damage over 20 seconds and halves healing effectiveness. Stacks up to 3 times. Cured by using a Bandage, or it expires after a certain amount of time.
  • BURNING - sets the recipient on fire that inflicts damage over 10 seconds. Stacks up to 3 times. Cured by using Hydro Coolant, or it expires after a certain amount of time. Rolling will significantly reduce the amount of time remaining.
  • INFECTED - inflicts a virus that causes the player to cough which interrupts a player's actions. Cured by using an Oilskin Tonic
  • IRRADIATED - halves the recipient's Stamina. Cured by using a Heavy Water Elixir.
  • CORRODED - Halves the effectiveness of the player's armor. On enemies, it increases instead the amount of damage taken from any source by 5% per stack, stacking up to 5 times. Cured by using a Greenleaf.
  • OVERLOADED - Causes an explosive blast shortly after two overloaded entities are within 4 meters each other. Also causes a smaller blast when an overloaded entity suffers shock damage. Cured by using an Ethereal Orb.
  • PARASITE - Halves player's max health, but slightly increases health regeneration. Cured by using an Antiserum.
  • FROZEN - Reduces movement speed and stamina regeneration. Cured by using a Spiceroot, or it expires after a certain amount of time.



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    • Anonymous

      15 Sep 2020 21:17  

      i have over 730 armor so i think that the equation above is a little off because i still take damage (unless it applies the damage reduction point by point rather than adding it all together)

      • Anonymous

        11 Sep 2020 20:46  

        Anyone have the actual equation for damage reduction? I'm trying to figure out how little damage i would take when i'm using +19 Leto's, Twisted Idol, and Alchemist Jewel

        • Anonymous

          29 Aug 2020 14:21  

          I was theorycrafting with the new letos armor and I can get up to 100% incoming damage reduction.

          There's no way the game will actually let you mitigate 100% of incoming damage, so is there a cap?

          At what point is stacking reduction useless?

          • Anonymous

            19 Aug 2020 00:47  

            The mitigations of 6 points equal to 1% has to he way off because with my 464.3 ÷ by 6 = 77% then add 15% for my ring of aggressors bane and another 15% for my scrapper armor so I have 107% dmg reduction and i get 3 shot? How does that work also its melee dmg no element

            • Anonymous

              15 Aug 2020 14:11  

              I see another status effect in the advanced stats which is frost but idk what enemy or what weapons do frost

              • Anonymous

                27 Aug 2019 20:08  

                Does anyone have any idea what total armor values even mean? Like, what does 200 armor do as far as damage mitigation? The number means almost nothing without context.

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