Vitality & Energy
| Attribute | Description |
| Health | The amount of Damage you can take before dying. |
| Health Restoration | The rate of Health Restoration. The higher this number the more frequent your regeneration occurs. |
| Healing Efficiency | 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. |
| Energy | The amount of Energy you can spend on your Abilities. |
| Energy Restoration | The rate of Energy Restoration. The higher this number the more frequent your regeneration occurs. |
| Damage Taken | The amount of Damage received from all sources. |
| Damage Reflection | The percentage of melee Damage you reflect back at your enemy. |
| Life Drain | The percentage of attack Damage you receive as Health. |
| Energy Drain | The percentage of attack Damage you receive as Energy. |
| Protection | The amount of Physical Damage you absorb. |
| Fortitude | Reduces duration of negative status effects you receive. |
Leveling
| Attribute | Description |
| AP | Attribute Points are spent on increasing your primary stats. You gain 2 AP on level up. |
| SP | Skill Points are spent on learning new Abilities. You gain 1 SP on level up. |
| Level | You receive 2 AP and 1 SP for each level. Your maximum level is 30. |
| Experience | The number of experience points your character acquired. |
| Received Experience | The number of experience points you receive for killing your enemies. |
Primary Attributes
| Attribute | Description |
| Strength | Strength influences your primary capabilities. It affects Melee Damage, Crit Efficiency, Block Chance, Block Power, Bodypart Damage and Armor Damage. |
| Agility | Agility influences your finesse in combat. It affects Dodge Chance, Counter Chance, Crit Chance, Fumble Chance, Stealth and Lock-picking & Disarming. |
| Perception | 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 | Vitality influences your survivability and endurance. It affects Max Health, Health Restoration, Max Energy, Energy Restoration, Healing Efficiency and Immunity. |
| Willpower | 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. |
Secondary Attributes
| Attribute | Details |
| Main-Hand Damage | The damage you inflict with your main-hand weapon. |
| Off-Hand Damage | The damage you inflict with your off-hand weapon. |
| Weapon Damage | Changes the damage you inflict with your strikes. |
| Magic Power | Changes the damage and potency of most spells. |
| Accuracy | 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. |
| Crit Chance | It is the chance to land a powerful attack or spell. |
| Crit Efficiency | It is the extra damage you inflict with your critical hits. It also increases the potency of critical spells. |
| Block Chance | 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. |
| Block Power | The maximum amount of damage you can neglect when you block an attack. Blocking has 50% less effectiveness with Magic and Nature damage. |
| Counter Chance | The chance to deliver a counter attack when you receive a melee attack from an opponent. |
| Dodge Chance | The chance to completely dodge an attack or some specific spells. |
| Fumble Chance | 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 | Stealth mode’s effectiveness. |
| Knockback Resistance | The % chance that an attack, which can knock you back, will not do so. |
| Stun Resistance | The % chance that an attack, which can stun you, will not do so. |
| Bleed Resistance | 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. |
| Cooldowns Duration | The amount of turns it will take for an ability to be usable again. |

