How Do I Get More Health and Physical Resistance When Starting a New Character?

Hey everyone,

I’m trying to understand something about gearing and survivability when starting a brand-new character.

When I start a new character, especially from level 1–10, I feel like I’m not getting much health or physical resistance from my gear or character progression. This seems to happen with pretty much every character I make.

I’m wondering if I’m missing something important about how survivability works early in the game.

My main questions are:

  • How do I increase my maximum health while leveling from 1–10?

  • How do I get more physical resistance early on?

  • Are there specific item stats, passives, skills, or gear pieces I should be looking for?

  • Is physical resistance something I should worry about this early, or should I focus on other defensive stats?

  • Are there any beginner-friendly tips for making a new character more durable during the early levels?

I sometimes feel like my characters are very fragile when I first start them, and I’m not sure whether I’m building them incorrectly or simply expecting defensive stats too early.

I’d really appreciate some advice from experienced players on what I should be looking for from level 1–10 and how you normally build up your defenses while leveling.

Thanks!

Craft some health and resists onto the gear you find.

dear Marty, what you’re experiencing is normal, and you are probably not building your characters incorrectly.

The important thing to understand about Last Epoch is that levels 1–10 are not really a “cap your defenses” phase. The game gives you some baseline defenses automatically, while your gear and passive tree gradually add layers on top.

1. How do you increase maximum health from level 1–10?

You actually get a substantial amount of health simply from leveling.

According to the current official documentation, every character gains 10 maximum health per level, in addition to other small defensive benefits.

So, early on, your health pool is mostly coming from:

Character levels — +10 health per level.

Flat added Health on equipment.

% Increased Health on suitable equipment.

Health-related passives on your class/mastery tree.

Idols, once you begin finding/equipping them.

Certain class-specific mechanics that provide health/ward/damage reduction.

For ordinary leveling gear, flat Health is a very useful stat early because your base health is still relatively small.

Once you start seeing crafting materials and usable gear, don’t be afraid to craft a piece with a good health affix onto it.

2. What about physical resistance?

This is where there’s an important terminology issue.

Armor and Physical Resistance are not the same thing.

Armor is a general defensive layer that reduces damage from hits, and it is particularly effective against physical damage. It is also less effective against non-physical damage.

Physical Resistance, meanwhile, is one of the game’s elemental/damage-type resistances.

So if you’re looking at your character sheet and thinking:

“Why don’t I have 75% physical resistance?”

-–you aren’t necessarily missing something.

You shouldn’t expect a level-1 character to have capped resistances.

What I would prioritize at levels 1–10

For a completely fresh character, my rough priority would be:

1. Keep your equipment level-appropriate

2. Get some Health

3. Get Armor where convenient

4. Pick up useful resistances when they naturally appear

5. Get your character’s class-specific defensive mechanic online

6. Don’t sacrifice all your damage just to chase resistance numbers

You don’t need a perfectly optimized defensive setup at level 5.

In fact, replacing a level-1 helmet with a level-8 helmet that has substantially more armor/health can be more meaningful than obsessing over whether your Fire Resistance is 12% or 22%.

3. Endurance is especially important to understand

Every character starts with 20% Endurance, and Endurance reduces damage taken to your health once you’re below your Endurance Threshold. The threshold is also based on your maximum health.

That means you already have a defensive layer without putting anything into it.

This is one reason health is valuable: increasing your maximum health also increases the amount of health covered by your Endurance Threshold.

You don’t need to immediately stack Endurance gear at level 3, either. It’s something you can increasingly build into as you acquire appropriate gear.

4. Don’t treat resistances like they work in every other ARPG

This is probably the biggest conceptual point.

Last Epoch’s resistance system has a 75% cap, but the developers explicitly state that the game is balanced around 0% resistance and that you don’t need 150% resistance just because enemies have penetration.

So:

Level 5 with 20% physical resistance ≠ badly geared character.

Level 5 with 0% physical resistance ≠ automatically doomed.

As you progress through the campaign, resistance becomes increasingly valuable, and eventually you want to get your important resistances much closer to their caps. But you shouldn’t expect your freshly-created character to immediately look like an endgame character.

5. What gear should you actually pick up?

For early leveling, I would pay particular att

ention to:

Helmet

Good place for:

Health

Armor

Resistances

% Increased Health when available

Body Armor

Very good defensive slot because of its armor value.

Look for:

Armor

Health

Resistances

% Increased Health

Belt

Another excellent defensive slot.

Look for:

Health

Resistances

Endurance

Potion-related/sustain effects where useful

Gloves / Boots

These can contribute defensive stats too, but movement-related stats and build-specific offensive stats can also be very valuable.

Rings / Amulet

Don’t automatically turn these into pure defensive items. They’re often important for your damage/resource requirements.

6. Crafting is your friend

This is probably the single biggest beginner tip I’d give you.

Don’t wait for a perfect rare item to drop.

If you find a decent weapon or armor piece with an affix you like, use the crafting system to add/improve a defensive affix.

For example:

Good level-7 chest drops

It has useful armor but poor health

Add Health

Suddenly it’s a very good leveling chest

You don’t need endgame-quality crafting. You’re simply trying to turn mediocre drops into good-enough leveling equipment.

7. Why you may feel particularly fragile

There’s another factor: early Last Epoch combat is relatively unforgiving if you stand in things.

Your defenses aren’t supposed to make you immortal.

Armor, resistances, endurance, dodge, block, ward, etc. are layers. The strongest characters eventually combine several of them rather than trying to make one stat do everything.

So if an enemy telegraphs a large attack, your defense isn’t necessarily supposed to let you facetank it.

A surprisingly important early-game defensive stat is:

movement speed / ability to move.

If you kill things quickly and can reposition easily, you are taking fewer hits in the first place.

A very simple level 1–10 checklist

If I were starting a completely fresh character, I wouldn’t worry about exact targets. I’d use something like this:

Levels 1–4

Don’t overthink defenses.

Upgrade weapons regularly.

Wear the highest-level useful armor you find.

Take Health when convenient.

Put your first passive points into things that make the build functional.

Unlock your skill specialization at level 4.

Levels 4–8

Start paying attention to:

Health

Armor

One or two useful resistances

Your class’s defensive mechanics

Crafting useful affixes onto good drops

Your first specialization unlocks at level 4, and the next at level 8, so this is also when your character starts becoming substantially more defined.

Levels 8–10

Now I’d start deliberately improving gear rather than simply equipping whatever has the biggest damage number.

Something like:

Health + Armor + useful Resistance > tiny increase in damage

when choosing between otherwise similar leveling items.

The really important takeaway

If you’re looking at a level-5 character and thinking:

“I have barely any health, my physical resistance is low, and my character feels squishy. Surely I’m doing something wrong?”

Probably not.

At that stage, the game simply hasn’t given you many opportunities to accumulate defensive stats yet.

The progression is more like:

Levels 1–10:

Baseline defenses + whatever good gear happens to drop + some crafting

Early/mid campaign:

Start deliberately filling resistance/health gaps

Later campaign:

Build multiple defensive layers and pay much more attention to resistance, health, endurance, armor, crit protection, etc.

Endgame:

Your defenses become a deliberate part of the build rather than incidental stats on whatever equipment you happened to find.

And one particularly useful distinction: don’t chase “physical resistance” specifically just because physical attacks hurt. Armor is also a major answer to physical hits, while resistance is only one layer of mitigation. Armor reduces damage from hits of all types, with reduced effectiveness against non-physical damage.

So for a brand-new character, I’d generally be much happier seeing:

reasonable Health + reasonable Armor + some useful resistances + Endurance + a functional skill setup

than:

lots of Physical Resistance but terrible health and armor.

I can’t believe someone made an alt account to reply to a Marty post. I prefer to assume you are just Marty himself replying to garner attention.