Overview
Stat modifiers appear on weapons, armour and jewellery — thirty-four different modifiers exist in total. Every modifier is expressed as a percentage rather than a flat value, which makes comparison simple after learning each one's ceiling.
Survival and resource modifiers peak at +15%. That ceiling applies to maximum human health, maximum vampiric health, maximum stamina and every activation charge restoration line — while also serving as the floor for cost reductions, at -15%.
Damage modifiers stop at +8%. Weapon damage, claw damage, Witchcraft ability damage and all three damage-against lines are all capped there — so no single item ever shifts your damage output by a full ten percent, and hunting one flawless roll matters less than filling a gap in your build.
There are two health pools and gear treats them separately
Maximum Human Health and Maximum Vampiric Health are separate stats found on separate items: sixty-three items boost the human-side pool, while forty-three boost the vampiric-side pool.
Because your form changes at every day-night boundary and the inventory maintains a distinct preset per form, this makes the strongest case for kitting out both presets fully. A night preset loaded with human health bonuses is hauling useless bulk.
Three stats key off what you are hitting
Damage against Mortals appears on thirty items, Damage against Supernatural Enemies on thirty-nine, and Damage against Animals on twenty-seven. Each caps at +8% and each is conditional, so their true worth depends wholly on what the coming days have in store.
For similar coverage, the crafting bench offers Bane Brews, which perform the same role for a single fight. When a run segment is nothing but soldiers, a brew is better than reworking your gear for it.
Cost reductions read as negative numbers
Attack Stamina Cost, Dodge Stamina Cost and Block Stamina Cost all bottom out at -15%. Ability cooldowns go down to -5%, with a separate line per tree. The health cost of a Vampiric or Witchcraft ability goes down to -8%.
For these six, negative values are the desirable outcome — worth stating plainly, since the UI's comparison arrows do not always convey that.
Activation charges are the largest theme in the whole set
Activation charges are restored by five distinct stats: passively, from actions, from an attack, from a block, and from a perfect block. Together they make up close to twenty percent of the game's modifiers.
This is not decorative padding. Active skills plus weapon arts both consume charges, making charge restoration the engine behind any setup wanting its abilities available more than once per fight. That also accounts for the perfect block's appearance across three separate stat lines.
One stat exists on exactly one item
Lifesteal from Attacks appears on a single item, at +5%. No other item carries it, and no stronger version exists — so a discovered copy you enjoy is the only one you will ever see.
The largest boost in the game is not gear
A single crafted potion outdoes every ceiling listed above. The Razkovniche Elixir permanently increases maximum human health by 20% and maximum vampiric health by 10%, plus a bonus skill point.
It can be crafted only once per run. No item approaches its value, so treat it as a mandatory goal rather than a lucky discovery.