Stats
Stats are the individual aspects of your character that items, weapons, tomes, and shrines increase during a run. Focusing on specific stats for your build is crucial to success.

Player Stats
Max HP
The maximum amount of HP the player has. Can be increased with items such as Oats and Demonic Blood or the HP Tome.
HP regen
Health passively regenerated per minute.
Overheal
Allows you have extra health equal to % of your normal HP. This can be done with the Chonkplate item or having HP Regen over 100.
Shield
A shield that damage is applied to before it hits your health. Shields recharge after 5 seconds of not taking damage. A single instance of damage cannot go through a shield and damage your HP, making even 5 shields a good choice for avoiding being one-shot by an enemy.
Armor
A percentage damage reduction. Armor % increases are additive with lowered efficiency as you increase the value, so you will see diminishing returns after gaining too much. This means it is not possible to gain 100% armor and negate all damage.
Evasion
A percentage chance to completely avoid damage. Evasion % increases are additive with lowered efficiency as you increase the value, so you will see diminishing returns after gaining too much. This means it is not possible to gain 100% evasion and avoid all damage. The Ninja makes great usage of this stat, as it ties directly into his ability to execute an enemy after dodging their attack.
Lifesteal
A percentage chance to steal 1 HP from an enemy per attack. Lifesteal over 100% gives a chance to steal 2 HP per attack instead of 1.
Weapon Stats
Damage
The overall damage your weapons do, represented by a "x.x" multiplier of your base value.. For example, a Damage of 2x does 200% of your base damage, whereas a damage of 15x would do 1500% of your base damage.
Crit Chance
The chance for your attacks to be a Critical Hit, applying your Crit Damage multiplier to the damage.
Crit Damage
The extra damage your Critical Hits do, represented by a "x.x" multiplier of your base value. For example, a Crit Damage of 2x does 200% of your Damage multiplier.
For example, if you have a Damage multiplier of 10x and a Crit Damage of 5x, your Critical Hits will do 50x your base damage.
Attack Speed
The speed at which your weapons attack, represented by a percentage of your base 100% attack speed. This decreases the delay between both individual attacks as well as multi-projectile attacks like the Revolver. For Aura, this increases its damage tick rate.
Projectile Count
Increases how many projectiles are fired at once or during 1 attack cycle by your weapons. The rocks from Chunkers, shields from Aegis, and fire from Flamewalker count as projectiles and will be increased with this stat.
Projectile Bounces
The amount of times a projectile will bounce from one enemy to another. This cannot be gained from Tomes, items, or shrines and is only available on some weapons such as Revolver, Bone, Wireless Dagger, and Lightning Staff as level-up upgrades.
Miscellaneous Stats
Size
The size of your projectiles or Aura, represented by a "x.x" multiplier of your base value.. The bigger the size, the more enemies you can hit.
Projectile Speed
The speed at which projectiles move through the air, represented by a "x.x" multiplier of your base value. For weapons like Chunkers, this affects the speed at which they rotate rotate around the player.
Duration
How long a weapon lasts before disappearing, represented by a "x.x" multiplier of your base value. Only relevant for some weapons such as Axe, Firewalker, Frostwalker, Space Noodle, Chunkers, Tornado, Black Hole, and Dragon's Breath.
Damage to Elites
Increases damage done to Elite enemies, represented by a "x.x" multiplier of your base value. Stage bosses count as elites, thus are affected by this stat.
Knockback
Dictates how far back an enemy is pushed when you hit them, represented by a "x.x" multiplier of your base value.
Movement Speed
How fast your character can move, represented by a "x.x" multiplier of your base value.
Extra Jumps
How many jumps you can perform before hitting the ground. For example, 3 extra jump will allow the initial jump, plus 3 mid-air jumps before needing to touch the ground and reset.
Jump Height
How high your character can jump. Affects both initial jump and extra jumps.
Luck
Affects rarity of items from all sources, represented as a percentage increase. Does NOT affect item proc chance or crit chance. Higher luck = better upgrades more often.
Difficulty
Affects the quantity of enemies, as well as their HP, Damage, and Speed. Does NOT increase XP drops but can be considered an XP increase stat due to the increased spawn rate of enemies.
Pickup
Pick up range, represented as a vague flat number (Meters? Units?) This will allow you to pick up XP from farther away. Does NOT affect powerup drops pick up range.
XP Gain
The amount of XP you gain per XP shard, represented by a "x.x" multiplier of your base value. The higher this value is, the more XP each shard will give you.
Gold Gain
The value of gold per kill/jar, represented by a "x.x" multiplier of your base value. The higher this value, the more gold you will get per kill or broken jar.
Silver Gain
A multiplier applied to your Silver Gain for the run, represented by a "x.x" multiplier of your base value.
Elite Spawn Increase
Increases the amount of elites that will spawn, represented by a "x.x" multiplier of your base value.
Powerup Multiplier
Increases both the magnitude and duration of powerup drops, represented by a "x.x" multiplier of your base value.
Powerup Drop Chance
The chance an enemy will drop a random powerup on death, represented by a "x.x" multiplier of your base value.