Basic statistics are where your actual combat-ready statistics are derived from. They cannot come from any source other than level-ups and permanent transformations.
|The amount of experience shown until the next level. The bar will flash slowly when full, indicating that the Champion can level up after resting.||Health serves as one of two durability stats when combat is involved. Health is reduced by physical and magical attacks in addition to some events that may occur that affect Health. Health is further increased by increasing associated attributes.||Resolve serves as the second durability stat, serving as 'sanity' when facing off against horrifying or sexy things. Resolve is reduced by Lust and Mental attacks, including some events that may reduce it. Unlike Health however, Resolve does not increase by improving a specific attribute, it is merely the resistance to such attacks that can be improved.||Listed here are effects that affect the current character, these effects include both positive and negative status'. For more info see Boons, Status Effects and Combat Effects.||Threat is the amount of attention you attract when facing enemies in combat. The higher the threat, the more likely the person is to be targeted. See Threat for more detail.|
All your attributes are increased by +1. Additionally, favored attributes can be increased by an additional +2. Favored attributes are defined by race, class, and background. Depending on the new level and class, a corresponding Power can be learned for free, while the remaining ones would have to be learned from associated trainers.
Attributes serve as the main stats that can be permanently increased through leveling or temporarily increased through consuming certain items or encountering events. Each point put into an attribute will continuously add to its effects.
|Attack Power +3%
Physical Resistance +1
|Critical Chance +1%
Magical Resistance +1
Critical Damage +2%
Mental Resistance +1
Characters have four means of avoiding the effects of an attack.
|Evasion||Physical Resistance||Magical Resistance||Mental Resistance|
|Counters weapon attacks and area-of-effect abilities, like fireballs||Counters bodily attacks like tackles, charges, knockdowns, disarms, and poisons.||Counters most direct magic attacks.||Counters Tease attacks and many psychic or psychological abilities.|
Your attributes and worn equipment contribute to the Armor, Ward, and Focus stats, which decrease damage done from physical, magical, and mental (eg. Tease) attacks respectively. Damage Reduction functions as a percentage. If you have 20 Armor, then all physical damage you take is reduced by 20%. All damage reductions are capped at 75%.
Elemental Resistances are applied to any remaining damage.
|Decreases Physical damage.||Decreases Magical damage.||Decreases Lust and Mental damage.|
|Accuracy||Attack Power||Critical Chance||Initiative|
|Increases the chance to hit for all attacks, including weapons, spells, and Tease attempts. Every point of Accuracy increases your chance to hit or crit by 1%. Accuracy provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Accuracy to spellcasting.||Increases the damage of physical attacks you deal. Treated as a percentage increase.||A percentage chance to upgrade normal hits to Critical Hits. Critical Chance provided by weapons only applies to attacks made specifically with that weapon. Weapons with the Catalyst tag also apply their Critical Chance to spellcasting.||How fast characters act in combat. Your Initiative is added to a random 1-20 number at the start of each round of combat, characters with higher scores act before those with lower ones. Wearing Heavy armor imposes a -5 Initiative penalty.|
|Increases the efficacy of your companions. All companions gain a bonus to their Attack Power and Spellpower equal to your Leadership. Summoned creatures use your Leadership to determine how powerful they are.||Increases the Accuracy of your Tease attacks.||Bypasses enemy damage reduction. Each point of Penetration reduces the relevant DR stat by 1 on a successful hit. Specific gear can increase Penetration's sub-categories: Armor Penetration, Spell Penetration, and Temptation (for physical, magical, and lustful attacks, respectively).||Increases the damage or healing factor of your spells. Treated as a percentage increase.|
|Is the base stat from which Fertility and Virility are derived.||Determines the chance to be impregnated.||Determines the chance to impregnate.|
Items in the class row reflect the primary attribute while the other categories provide an additional point for said attribute.