Item Stats

Item Stats are stats given to the character such as total health, mana, and amount of damage dealt. The higher the stats, such as in a "stat total", the better overall the weapon is. Many melee weapons have higher ATK stats while magic weapons have higher SP ATK. Ranged weapons exercise a median.
==Stats==
*Item name: refers to the item itself and comes with an Item ID (invisible to players) each item comes with a rarity; undistinguished, common, uncommon, rare, epic, legendary, godly, fabled, or majestic
*Binding: How the item works "on" you such as bound.
**Bind at will: No use. Can be sold or traded anywhere.
**Bind on pickup: Binds to you on pickup where it can only be sold to vendors for profit (unless otherwise)
**Bind on equip: Binds to you when equipped where it can be sold to vendors only (unless otherwise)
**Userbound: Bound to you eternally, can only be sold to vendors (Picking up a BoE item and equipping it causes userbounding)
*Designation: Refers to a uniqueness property
**Bound: No property. More than one can be owned.
**Unique: A player can have only one item if it's unique
**Uber: An uber set. Uber sets are unique and are only sets when completed.
*Type: Hints to what part of the character it is equipped to (relic, trinket, head, neck)
*Attack Speed/Armor Type: Indicates how fast the speed is on a scale of 10 (if it's speed is 4 then it hits every 6 seconds) or armor type (plate, mail, leather, cloth)
*Resistance: How much damage is reduced wearing this armor (for example, a 100k hit on a 30% armor piece deals 70k instead)
*Attack: Determines extra damage dealt for physical (auto-attack damage), critical hit ratio, accuracy, and evasiveness
*Defense: Increases your total health (biggest value), and reduction of physical damage, decreasing of critical hit, and chance of parry or block
*Special Attack: Damage done by abilities or special class attacks (such as Godhand) and special melee attacks, as well as extra damage dealt by status effects or poisons
*Special Defense: Increases speed of mana regeneration, damage reduction of special attacks and status effects, and total mana capacity (for caster classes)
*Requirement: What level, reputation, or quest required
*Bonuses: Extra bonuses such as rend bonus, knockback bonus
==Stat Determination==
Attack
*Attack Power: (Player level/100) x ((Player level x 12.4) + (ATK stat x 12.0))
**This is added to the weapon damage, whereas the actual Attack Power stat is used for some other attacks.
*Ranged Attack Power: (Player level/100) x ((Player level x 9.6) + (ATK stat x 10.2))
*Critical Hit Ratio: Chance of critical hit is (ATK stat/150 + 50) / (Level required/30)
*Accuracy (chance of hit): (ATK stat/50) + 75
*Evasiveness: (ATK stat/65 + 130) / (Level required/12.5)
===Defense===
*Stamina: (Player level/100) x ((Player level x 167.5) + (DEF Stat x 60))
*Armor Rating (Reduction of Physical Damage): ((PL/100) x ((DEF x 7.5) + (player level x 35))) / (PLx4)
**Restrictions apply to the reduction of Physical and Special damage; such as your DEF and SP. DEF can reduce up to this maximum amount of damage. However, against bosses and higher levelled foes you can only resist up to 75% of the total damage.
*Dexterity (Reduced Critical Hit): (DEF / (200 + player level)) + 10)
*Parry Rating (Chance of Parry): (DEF / (350 + player level)) + 12)
*Block Rating (Chance of Block): (DEF / (2000 + player level)) + 16)
===Special Attack===
*Spell Power (Special Attack Damage): (Player level/100) x ((Player level x 16.5) + (SP. ATK x 15.5))
*Ranged Spell Power: (PL/100) x ((Player level x 9.0) x (SP. ATK x 9.6))
*Extra Damage dealt by status effects: (Player level x 8.3) + (SP. ATK x 4.4)
**Status effects do initial weapon damage, this is extra damage dealt.
*Haste (Increased attack speed % (haste)): ((Player level/100) x ((SP.ATK x 3.5) / 7.5) = HASTE STAT. Determined percentage = (Haste stat / (40 + PL)
===Special Defense===
*Spirit (Mana regen speed): (Player level/35) + (SP. DEF /2) = SPIRIT STAT
**% = (SPIRIT STAT / (40 + PL)
*Damage reduction of special attacks: (PL/100) x ((SP. DEF x 7.5) + (player level x 35))
*Damage reduction of status effects: (SP. DEF x 2.5) + (Player level x 6.5)
*Mana capacity: (Player level/100) x ((SP. DEF x 37.2) + (Player level x 735))
==Example==
Let's have a player with these values:
*Level 100 player
*Weapon damage is 65,000 - 72,000
*Weapon req level is 85
*ATK of 2300
*DEF of 2450
*SP ATK of 1850
*SP DEF of 1800
===Attack Stats===
*Physical damage: 65,000 - 72,000 = X-Y + (2300 x 5) = 76,500 - 83,500
*Critical hit ratio:
*Accuracy:
*Evasiveness:
===Defense Stats===
*Total health: (100 x 160) + (2450 x 60) = 163,000
*Physical damage reduction:
*Reduced critical hit:
*Parry:
*Block: 
==Notes==
*Resistance is now factored into DEF and SP. DEF, and DEF and SP. DEF reduce the same amount of either physical or special damage.