Stat

Most activities in *Legends of Aria* which perform any form of success/failure checking are either dependent on or affected by the **stats** and/or the skill of the character performing them.

Players may check their character's stats in Character menu (Default hotkey: "C").

There are five main stats for characters and creatures which affect proficiency at certain activities. Stats increase when a player successfully performs an action tied to that stat. For example, fighting with a weapon will affect strength & agility.
**NOTE**: Gaining a skill point does not give you a chance to raise a stat, successfully completing an action does. This means you are more likely to increase your stats when you have a higher skill in an action that can cause stat gain. The skill itself may be unable to raise due to having reached the skill cap, or being blocked to a certain value, but the related stat has still the chance to raise.

There are also 7 extra stats that help determine other aspects of a character such as attack speed and damage. Five of these stats can be seen on your character window as mentioned above.

# Stat Behaviors

Upon character creation, the starting value of each stat is 20. A stat's minimum possible value is 10. The maximum value for any stat is 50. The maximum total value of all stats is 150.

Due to the above restrictions on stat points, it is impossible to "max out" all the player's stats. In this case, players may configure how they wish to define their stats. In the Character menu, players will find icons next to their character's stats. Clicking on these icons will change the behavior of how these stats change when performing actions.

There are three stat behaviors:

* Increase stat (Up Arrow) - When a stat is set to this behavior, a stat will always attempt to raise in number. The stat may not lower in number in this mode. If the total number of stat points is reached, stat points will not rise.
This is a stat's default behavior upon character creation. Stats should be kept in this behavior if this stat is beneficial or required for the player's character.
* Decrease stat (Down Arrow) - When a stat is set to this behavior, a stat will never raise in number. If the total number of stat points is reached, this stat will lower if another stat is attempting to rise.
Stats should be set to this behavior if the stat is not at all beneficial to the player character. This behavior should also be used if room needs to be made for a more important stat.
* Lock Stat (Padlock) - This stat will never raise or lower in number. It is unaffected by any other stat or by the total number of stats.
Stats may be set to this behavior if the player does not wish for the stat to change.

# List of Main Stats

Notes:
* Wearing heavy armor impacts Agility: -1 per piece of chain, -2 per scale piece & -3 per plate piece. (Ex. -9 total with a full suit of plate).
* Agility increases attack speed of both melee and ranged weapons.
* Wisdom and Will can only get to 15 from a training dummy. It requires you to have double the skill to get a point in it, for example, at 80 hiding you can get to 40 wisdom/will.

## Strength

Strength provides HP and a bonus to damage with Weapons. It also determines how much weight a character can carry.

### Damage Bonus

 Weapon base attack

**NOTE:** The bonus damage given by strength is a multiplier that is added to the other multipliers which define damage for weapons. This means that increasing strength from 40 to 50 does not increase your damage by 40%, but the real bonus is much smaller and depends on your other skills, your weapon crafting quality and your enchants.

### Max weight

 Weapon base attack

Determines the amount of HP a player has.

 Max Health

## Intelligence

Intelligence is the stat that determines how much mana a player has and provides the player with Spell Power.

 Mana

The amount of Spell Power provided by Intelligence is multiplicative—dependent upon the Spell Power the player gained from other sources:

* Magic Affinity
* Magical Attunement
* Inscription (Prestige Trait)
* Enchantments ('increased Spell Power #')

## Will

Will is used to resist certain affects. The rate of resist is as follows:

 Chance to Resist

The effects that Will can resist are:

* Stun
* Mortal Strike
* Hamstring
* Poison
* Bleed

## Wisdom

Wisdom is the ability to resist spells. Everyone starts with a base of 30 resistance.

 Chance to Resist Spell

## Agility

Agility determines the amount of Stamina a player has.

 Stamina

Agility can be reduced by wearing Heavy Armor:

* Full plate Armor will reduce agility by 3 per piece.
* Chain mail armor will reduce agility by 2 per piece.
* Scale mail armor will reduce agility by 1 per piece.

At 15, 30 and 45 points of agility, your attack speed with weapons will increase by 0,25 seconds. So a longbow (Base attack speed 3 seconds) used by an archer with 45 agility, will attack every 2,25 seconds.

Agility is also the stat which determines how long is the cooldown between 2 consecutive uses of the bandages. The higher the agility, the lower the cooldown. For the values, check the following table:

 45
 40
 35
 30
 25
 20
 15
 10

# Other Stats

These other stats determine other modifiers the are as follows:

## Attack

Attack Determines the level of attack your character has for weapon skills. It is based on your skills the weapon you are using and any other bonuses a player may have. This stat is considered when calculating the damage done to enemies.

Attack caps at 150.

## Attack Speed

Attack Speed determines the speed in which you swing a weapon. It is determined by agility and buffs from enchantments.

Attack speed caps at 1.25.

## Defense

Defense helps protect against damage from enemies. It can be gained by wearing armor and using a shield.

Defense bonus caps at 25%.

## Power

Power is the main determination of the damage your Evocation spells can do.

Spell Power from items caps at 10.

## Affinity

Affinity is also known as Magic Affinity and effects the bonus to Power when casting spells. It is controlled by Magic Attunement and the wands and staffs that use the skill.

## Accuracy\*

Accuracy is the main factor when it comes to successfully hitting your target. It is determined by weapon skill and modifiers. It is calculated against an enemies skills and Evasion.

Accuracy bonus caps at 25%.

## Evasion\*

Evasion is the direct opposite to accuracy and determines your chance to dodge an enemies attack and cause them to miss.

\* Not shown on character window