Vitality & Energy
|The amount of Damage you can take before dying.
|The rate of Health Restoration. The higher this number the more frequent your regeneration occurs.
|Displays the amount of healing received from all sources.
|Max Health Threshold
|The maximum threshold for the amount of Health you can recover. It depends on the degree of injury of your body parts.
|The amount of Energy you can spend on your Abilities.
|The rate of Energy Restoration. The higher this number the more frequent your regeneration occurs.
|The amount of Damage received from all sources.
|The percentage of melee Damage you reflect back at your enemy.
|The percentage of attack Damage you receive as Health.
|The percentage of attack Damage you receive as Energy.
|The amount of Physical Damage you absorb.
|Reduces duration of negative status effects you receive.
|Attribute Points are spent on increasing your primary stats. You gain 2 AP on level up.
|Skill Points are spent on learning new Abilities. You gain 1 SP on level up.
|You receive 2 AP and 1 SP for each level. Your maximum level is 30.
|The number of experience points your character acquired.
|The number of experience points you receive for killing your enemies.
|Strength influences your primary capabilities. It affects Melee Damage, Crit Efficiency, Block Chance, Block Power, Bodypart Damage and Armor Damage.
|Agility influences your finesse in combat. It affects Dodge Chance, Counter Chance, Crit Chance, Fumble Chance, Stealth and Lock-picking & Disarming.
|Perception allows you to spot danger earlier and helps you deliver precise attacks. It affects Ranged Damage, Accuracy, Crit Chance, Stealth, Vision and Bonus Range.
|Vitality influences your survivability and endurance. It affects Max Health, Health Restoration, Max Energy, Energy Restoration, Healing Efficiency and Immunity.
|Willpower influences your Magic capabilities and makes hardships and misery more tolerable. It affects Magic Power, Magic Resistance, Pain Resistance, Fortitude, Abilities Energy Costs and Cooldown Durations.
|The damage you inflict with your main-hand weapon.
|The damage you inflict with your off-hand weapon.
|Changes the damage you inflict with your strikes.
|Changes the damage and potency of most spells.
|It is the chance of striking the target with attacks and some specific spells. The Dodge Chance of the target affects the accuracy of your attack.
|It is the chance to land a powerful attack or spell.
|It is the extra damage you inflict with your critical hits. It also increases the potency of critical spells.
|The chance to block an incoming melee hit and neglect some of its damage. Having a shield equipped will allow you to also block ranged attacks.
|The maximum amount of damage you can neglect when you block an attack. Blocking has 50% less effectiveness with Magic and Nature damage.
|The chance to deliver a counter attack when you receive a melee attack from an opponent.
|The chance to completely dodge an attack or some specific spells.
|The chance to deal only 50% of the true damage of an attack. Fumbled spells have a longer cooldown duration and also use up more Energy.
|Lock-picking & Disarming
|The chance to pick a lock or deactivate a trap.
|Stealth mode’s effectiveness.
|The % chance that an attack, which can knock you back, will not do so.
|The % chance that an attack, which can stun you, will not do so.
|The % chance that an attack, which can cause you to bleed, will not do so.
|Spells Energy Cost
|The amount of Energy needed to cast a spell.
|Skills Energy Cost
|The amount of Energy needed to use a skill.
|The amount of turns it will take for an ability to be usable again.