Weapons, armour and jewellery carry stat modifiers, and there are thirty-four distinct ones in the game. They are all percentages rather than flat values, which makes them easy to compare once you know where each one tops out.
The two ceilings
Resource and survival stats reach +15%. That is the cap on maximum human health, maximum vampiric health, maximum stamina and every activation charge restoration line, and it is also the floor of the cost reductions at -15%.
Damage stats stop at +8%. Weapon damage, claw damage, Witchcraft ability damage and all three of the damage-against lines share that ceiling. So no single piece of gear ever swings your damage by a tenth, and chasing one perfect roll is worth less than covering a gap.
There are two health pools and gear treats them separately
Maximum Human Health and Maximum Vampiric Health are different stats on different items. Sixty-three items raise the human pool and forty-three raise the vampiric one.
Since your form swaps at every day and night boundary, and the inventory keeps a separate preset for each, this is the clearest argument for filling in both presets properly. A night preset stacked with human health is carrying dead weight.
Three stats key off what you are hitting
Damage against Mortals sits on thirty items, Damage against Supernatural Enemies on thirty-nine, and Damage against Animals on twenty-seven. All three cap at +8% and all three are conditional, so their real value depends entirely on what the next few days hold.
The crafting bench covers the same ground with the Bane Brews, which do the same job for one fight. If a stretch of the run is all soldiers, a brew beats rebuilding your gear around it.
Cost reductions read as negative numbers
Attack Stamina Cost, Dodge Stamina Cost and Block Stamina Cost all reach -15%. Ability cooldowns reach -5%, on separate lines for each of the three trees. The health cost of a Vampiric or Witchcraft ability reaches -8%.
A negative roll is the good roll on these six, which is worth saying out loud because the comparison arrows do not always make it obvious.
Activation charges are the largest theme in the whole set
Five separate stats restore activation charges: passively, from actions, from an attack, from a block, and from a perfect block. Between them they account for close to a fifth of every modifier in the game.
That is not decoration. Both active abilities and weapon arts spend charges, so charge restoration is the engine of any build that wants to use its abilities more than once a fight. It also explains why the perfect block shows up in three different stat lines.
One stat exists on exactly one item
Lifesteal from Attacks appears once, at +5%. There is no second roll of it and no better version. If you find it and you like it, that is the only one.
The largest boost in the game is not gear
One crafted potion beats every ceiling above. The Razkovniche Elixir permanently raises maximum human health by 20% and maximum vampiric health by 10%, and hands you a skill point on top.
You can make it once per run. No item comes close, so it is worth treating as a fixed objective rather than a nice find.