Strength
Physical Attack Power for melee fighters — sword & mace damage. Every point over 150 adds bonus power. Best for the Warrior.
A faithful Knight-Online-style damage model. Every number here comes straight from the live combat code.
Physical Attack Power for melee fighters — sword & mace damage. Every point over 150 adds bonus power. Best for the Warrior.
Maximum HP for every class, and bonus Armor for each point above 100. The front-liner's stat.
Attack Power for Archers & Assassins — bow & dagger damage — plus attack speed and dodge chance. Best for the Rogue.
Maximum Mana — your spell fuel. Vital for Mage and Templar; it does little for Warrior or Rogue.
Spell Power — the damage and healing of every magic skill. Does nothing for Warrior or Rogue. Best for Mage; also powers the Templar.
Reduced by Armor.
Reduced by Resistance, ignores armor.
Max HP grows with Stamina and level.
Both scale with Dexterity and level.
Applied symmetrically to players and monsters.
No penalty within four levels.
−8% damage per level, floor 5%.
Bonus caps at +60%.
Creatures carry elemental resistance. Elemental uniques add an on-hit effect:
Against another player a physical hit is divided by 9 and a spell by 5 — duels last, they don't end in one blow.