Stats
Strength (STR)
Strength is a measure of a creature's ability to perform physical feats.
Strength influences potency and physical attack
Potency (PTC)
The effectiveness (dice pool) of your damage/healing.
Ex.
5 Strength = 1d8+5 when rolling for damage/healing
Physical attack (PAtk)
Your bonus to hit with a melee weapon.
Ex.
5 Strength = 1d20+5 when rolling to determine if your physical attack lands or not.
Dexterity (DEX)
Dexterity is a measure of a creatures swiftness- both in the air and on the ground.
Dexterity influences armor class, ranged attack, and crits
Armor class (AC)
Your ability to avoid/resist non-magical attacks
Ex.
5 Dexterity = 10 AC + 5 (15 AC). If an enemy attacks you and rolls a 14 on their PAtk or RAtk attack roll (1d20+x) you do not take any damage. MAtk ignores AC and instead targets SR
Ranged attack (RAtk)
Your bonus to hit with a ranged weapon
Ex.
5 Dexterity = 1d20+5 when rolling to determine if your attack lands or not. This usually only refers to ballitics, but can be any thrown projectile.
Crits
The number you multiply your damage roll by to get your Critical Damage result
Ex.
5 Dexterity = 15/x2 crit range. If you roll a 1d20 and land on a 15 (Instead of a 20) you deal x2 damage upon a successful hit.
Constitution (CON)
The measure of a creatures ability to take damage and continue the fight.
Dexterity influences hit points and damage reduction
Hit points (HP)
The amount of damage you can take before being killed, disabled or destroyed
Ex.
5 Constituion = 10+5 hit points (15 HP) It is worth noting that Hp increases by 10+ your CON multiplier every level
Ex.
12 HP at lv.1 becomes 24 HP at lv.2, and 36 HP at lv.3, etc.
Damage reduction (DR)
The amount of damage you ignore per successful attack against you
Ex.
With 5 CON, if you would take 20 damage and you have 20 HP, you instead take 15 damage and are left with 5 HP
Inteligence (INT)
A measure of a creatures overall problem solving abilities.
Inteligence influences magic attack and area of effect
Magic attack (MAtk)
Your bonus to hit with a magic weapon or spell
Ex.
5 Inteligence = 1d20+5 when rolling to determine if your magic attack/spell hits or misses.
Area of effect (AoE)
The number of targets you can affect with an attack or spell.
Ex.
5 Intelligence = +2 AoE, meaning you can target 2 creatures with a spell or effect in one turn. It is worth noting that AoE only increase by [1] for every 5 levels of INT
Wisdom (WIS)
A measure of a creatures accumulated knowledge.
Wisdom influences spell resistance and alteration
Spell resistance (SR)
Your ability to resist offensive magic
Ex.
5 Wisdom = 10 SR+5 (15 SR). If an enemy attacks you and rolls a 14 on their MAtk attack roll, you do not take any damage. PAtk and RAtk ignore SR and instead targets AC
Alteration (Alt)
The strength of effects applied by your character. (Buffs/Debuffs/HoT/DoT)
Ex.
With 1 Wisdom, you can buff an ally's core stat by 1 for 4 turns. With 5 Wisdom, you can buff an ally's core stat by 2 for 4 turns. It is worth noting that alteration only increased by [1] for every 5 Wisdom
Charisma (CHA)
A measure of a creatures charm and personality.
Charisma influences whether or not a creature can get away with an action when rolling a charisma check. This also applies to illusions and general deceit.
Ex.
5 Charisma = 1d20+5 (15) when a creature attempst to see through your lies. You also roll this for Intimidation, negotiation, and deception.
Duration (DUR)
The maximum number of turns your effects persist. This number is 4 by default and increases by [1] for every 5 levels you earn.