
The four attributes

Every level gives 5 stat points to put into four attributes, and Reawakening grants extra points. The choices are permanent, but they can be reset through Reawakening or with a reset item; before level 100 redistributing is free.
| Attribute | What it raises |
|---|---|
| Vitality | HP, HP recovery, physical and magic defence |
| Magic | MP, MP recovery and magic attack |
| Strength | Physical melee damage (not daggers) and physical defence |
| Dexterity | Ranged and dagger attack, accuracy, evasion, physical and magic critical rate |
Attributes are also the requirements for Equipment. Arcane armour and weapons need Strength and Magic; light and heavy armour and weapons need Strength and Dexterity. Each class draws most of its skill damage from one attribute:
| Main attribute | Classes |
|---|---|
| Strength | Barbarian, Blademaster, Edgerunner, Seeker, Venomancer (fox form build) |
| Magic | Cleric, Mystic, Psychic, Venomancer, Stormbringer |
| Dexterity | Archer, Assassin, Duskblade, Technician |
HP, MP and Chi
- HP (hit points) is your health; at zero you die.
- MP (mana) pays for spells and abilities, above all for magic users.
- HP and MP recover at only 25% of the normal rate in combat, but twice as fast while meditating.
- Chi powers the strongest skills. 100 Chi make one Spark, and Chi is built up with basic attacks and most skills that do not cost Chi.
Offensive stats
| Stat | Effect |
|---|---|
| Physical / Magic Attack | How much physical or magic damage you deal |
| Critical Hit Rate | Chance to land a critical hit that deals more damage |
| Rage Damage (critical damage) | Damage of a critical hit; the base is 200% of normal damage |
| Attack Rate | Number of attacks per second |
| Accuracy | Your ability to hit the target |
| Attack Level | +1% damage for each point above the target's Defense Level |
| Physical / Magic Penetration | Lowers the enemy's physical or magic defence by a percentage |
Defensive stats
| Stat | Effect |
|---|---|
| Physical / elemental resistance | Cuts physical, Metal, Wood, Water, Fire or Earth damage by a percentage |
| Evasion | Your ability to dodge physical attacks |
| Defense Level | -1% damage taken for each point above the attacker's Attack Level |
| Rage Damage Reduction | Lowers the damage you take from critical hits |
| Physical / Magic Damage Reduction | Lowers physical or magic damage by this percentage |
Utility, PvE and PvP stats
| Stat | Effect |
|---|---|
| Speed | Normal movement speed on land |
| Channeling Time | Cuts the time needed to channel skills by this percentage |
| Stealth Level / Stealth Detection | Your level plus skill bonuses; higher stealth is harder to spot, higher detection spots more |
| Soulforce | Comes from your level and total refine level; affects some spell effects |
| Slaying Level (PvE) | More damage to non-player targets, by a percentage |
| Warding Level (PvE) | Less damage taken from non-player attackers, by a percentage |
| Spirit (PvP) | Strengthens the effect of Attack and Defense Levels against players |
Sources
Game pictures: © Perfect World Entertainment / Arc Games · arcgames.com



