Eternal Battlegrounds Guidebook I

Attributes: They are general measures of a character's broadest abilities. They are of four types: Primary, Offensive, Defensive and Other. Not counting bonuses or other modifiers, each score can be between 8 and 18. The six primary attributes are:

Strength: It measures a character's physical power.

Constitution: It represents a character's health, stamina and vital force.

Dexterity: It measures hand-eye coordination, agility, reflexes, and balance.

Intelligence: It describes how well a character learns and reasons.

Wisdom: It measures common sense, perception, self-discipline and empathy.

Charisma: It measures force of personality, persuasiveness, and leadership.

Offensive:

Attack: The attack stat increases all damage that a character does.

Guard Damage Bonus: Increases the damage against enemies under the effect of Guard.

Armor Penetration: Each point of armor penetration ignores one point of the target's armor when inflicting damage.

Barrier Damage Bonus: Increases the damage against enemies that are under the effect of Barrier.

Critical Damage Bonus: Increases the extra damage inflicted with a critical hit. Has a hard cap of 190% bonus damage.

Critical Chance: The chance to score a critical hit for each attack.

Sunder on Hit: The chance per hit to inflict a sunder effect on the target. The effect lasts a few seconds. Sunder reduces the target's armor.

Stagger on Hit: The chance per hit to stun the target. The effect lasts a few seconds.

Heal on Kill: Amount of damage to be healed by each killing blow.

Flanking Damage Bonus: The damage bonus, as a percentage, when attacking a target from the side or behind.

Defensive:

Magic Defense: The percentage of damage resistance to all magical or elemental attacks.

Melee Defense: The percentage of damage resistance to all melee physical attacks.

Ranged Defense: The percentage of damage resistance to all ranged physical attacks.

Cold Resistance: The percentage of damage resistance to cold damage attacks.

Electrical Resistance: The percentage of damage resistance to electric damage attacks.

Fire Resistance: The percentage of damage resistance to fire damage attacks.

Spirit Resistance: The percentage of damage resistance to spirit damage attacks.

Guard: Enemies must first damage the character's Guard, if any, before they can damage Health.

Armor Rating: Physical damage is reduced by a character's Armor Rating.

Armor Rating: Front: Physical damage inflicted on the character from the front is reduced by armor rating before being applied.

Health: A character whose Health drops to 0 falls unconscious and is unable to attack.

Maximum Health: The maximum amount of Health this character can be healed up to.

Sunder When Hit: The chance per enemy attack on the character that the attack inflicts a sunder effect on the enemy. The effect lasts a few seconds. Sunder reduces the target's armor.

Stagger on Being Hit: The chance per enemy attack on the character that the attack stuns the enemy. The effect lasts a few seconds.

Other:

Focus: Focus is a resource that you gain each time someone in your party deals damage.

Each party member has their own personal focus meter, but all party members gain focus when a single member deals damage.

Maximum Focus: The maximum amount of focus this character can generate.

Focus Gain Bonus: Focus gained from all sources is increased by this percentage amount.

Mana/Stamina: The current amount of mana/stamina this character has. Use mana/stamina to trigger special abilities.

Maximum Mana/Stamina: The maximum amount of mana/stamina a character can have. Use mana/stamina to trigger special abilities.

Combat Experience Points: The character's current experience points.

Level: The character's current combat level.

Cooldown Modifier: Reduces the cooldown on all of the character's abilities.