You start with 2 in each stat. Your race, class, and profession each increase one attribute by +1. Your stats increase when you level up, based on your race, class, and profession.
When you level up, you'll choose three attributes to raise by +3, and the rest will increase by +1. Which attributes you may choose are based on your current (not starting) race and class, as well as your background (which is immutable).
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.
|Each point of Strength increases Attack Power by 3%, Armor by +1, and Penetration by +1.||Each point of Agility increases Accuracy by +1, Evasion by +1, and Initiative by +1.||Each point of Willpower increases Spellpower by 3%, Focus by +1, and Mental Resistance by +1.||Each point of Toughness increases Health by +5, and Physical Resistance by +1.||Each point of Cunning increases Critical Chance by 1%, Ward by +1, and Magic Resistance by +1.||Each point of Presence increases Sexiness by +1 and Leadership by 2%.|
Note that all +% statistics, from Attributes, gear, or any other source are all additive -- eg. 10% + 10% = 20%.
|Evasion||Physical Resistance||Magic Resistance||Mental Resistance|
|Weapon Attacks, Area of Effects||Physical Effects||Spells, Magical Effects||Tease Attacks, Psychic Attacks|
Damage Reduction (Percentages)
|Weapon / Physical Damage||Spell Damage||Lust, Psychic Damage|
|Attack Power||Increases the damage of weapon attacks and physical abilities by 1% per point.|
|Spellpower||Increases the damage of spells by 1% per point.|
|Sexiness||Tease attacks add Sexiness as bonus Accuracy.|
|Accuracy||Increases chance to hit for all attacks (magic, weapon, tease, etc.) Can be further split into weapon, spell and sexiness. If 1d100+accuracy - evasion >= 100, a critical hit is landed, if it =< 15, the attack misses.|
|Penetration||Each point of Penetration reduces an opponent's effective damage reduction by 1% for all attacks. Can be further split into weapon, spell and temptation.|
|Initiative||Each round, Initiative is rerolled on a 1-20 + INIT scale. Heavy equipment imparts a -5 penalty to Initiative per item.|
|Critical Chance||Any successful attack has a chance to be upgraded to a Critical Hit as per accuracy. Critical chance imparts a second, additional chance to land a critical if the accuracy roll fails to do so. Critical hits deal +50% damage. Tease criticals cause the target to become aroused.|
|Leadership Bonus||All Companions add this in % to their Attack Power and Spellpower; summoned creatures use this to determine all of their stats.|