Stats, an abbreviation of statistics, refers to the 3 statistics all characters have in varying amounts, as follows:
- Strength - Determines how much can be carried, amount of melee damage, and number of Hit Points;
- Dexterity - Determines Stamina and is important for skills such as Snooping and Parrying; and
- Intelligence - Determines the amount of Mana a player has and can affect skills such as Magery.
Stat Locks & Cap
On the Character Status Menu, there are small yellow arrows, or locks, located next to each stat. These indicate whether a stat will go up, down, or not move at all. To gain in a specific stat, make sure the arrow is pointing up. Both the individual and cumulative maximums that a character can achieve are capped.
You can gain a maximum of 125 points in any particular stat naturally. You can, however, exceed 125 points in any stat through use of items which increase a particular stat when worn. The combined sum of your natural stat points plus what you gain from any stat-altering items cannot exceed 150.
Additionally, the sum of the natural stat values for your character cannot exceed 225, however this limit can be increased through use of stat scrolls, the +5 stat cap gain distributed through the Veteran Rewards program for accounts at least 6 months old, and the Scroll of Valiant Commendation. Through use of these various means of increasing your stat cap, the maximum stat cap that you can you can possibly achieve is 260.
Note that when you create a new character on an account at least 6 months old, it automatically receives the +5 bonus to the stat total that was implemented as player placation after the botched Age of Shadows rollout.
You can gain an unlimited amount of stat points per day, with no fixed intervals between gains.
Skills each have primary and secondary stats associated with them. If both stats associated with a skill are set to raise on your character, the primary stat will increase 75% of the time, while secondary stats will increase 25% of the time. If the primary stat associated with a skill is locked, however, the secondary stat will be chosen to raise.
There is a 1 in 20 chance that you will receive a stat gain whenever a skill is advanced. To gain in a particular stat use the appropriate skill, which are set forth in the table below:
By way of example, consider a Mace Fighter that would like to add Chivalry, but lacks the intelligence, and therefore mana, to be viable. The Fighter would like to reduce strength while increasing intelligence. The character could first practice Evaluate Intelligence until she gains 10 or 12 skill points, at which point she could switch to Musicianship and draw down the 10 or 12 points from Evaluate Intelligence. This process can be repeated, back and forth, until the intelligence stat is at the desired level. The latter skill has a primary association with dexterity, so that stat must be locked. Neither skill requires any resources, so there is no cost.