Yeah, the
's are "I don't know that bit". I'm okay with the emotes. I can space it out if it's buggin people.
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Stats! Probably the worst part of building a character. What goes where? To boot some of them are oddly named, making the job all the harder.
So, here we go.
HP - Health. Generally reserved for tanky sorts, although I'd imagine a little bit for survivability if you find yourself dying a lot might not be a terrible idea. Classes get different base values and growth rates.
Initiative - Increases the chance of going first. Initiative is calculated cumulatively, so, with your entire team. One low initiative score can bring the entire thing down. An important stat for PvP, less so for PvE. Still rarely a bad idea to sink a few points into.
dodge - One of those misleading names. dodge is the chance to not be locked; locked in place when you're moving away from an enemy, that is. I've rarely seen it reccomended, and any attack that pushes an enemy away invalidates it. Might be useful for PvP, although likely for group PvP rather then single PvP. Seems a poor idea unless you have a specific plan for it.
Lock - The competing stat for dodge. Lock increases your chance to lock enemies when they move away from you. Useful for tanks or people that in general want things close to them to stay close to them. Possible applications on melee classes, but it seems like you should probably be killing most enemies in a few turns anyway.
Kit Skill - decreases the level required to equip gear. Strictly a "put it in early to make leveling easier, restat it out later" deal. The whole "it's not useful once you're capped", issue.
Critical hits - Increases the critical hit chance for spells. Some spells do special stuff when they crit, some passives react on crits, crits can be very important! Generally a good stat for offense, particularly if you're using a non elementally oriented offense (Like stasis foggernauts) or trying for a triple element build and are not a tank class. Similarly if you have passives that react off your crits (some react off ally crits! Pay attention to the wording!).
Movement points - Increases your max movement points. Super expensive. Potentially very worth it. Play your class a bit and think "can I use this?" before you commit to the point investment.
Action points - Increases your max action points. See above.
Strength - Earth damage/resist up by .5%. Generally not the best choice for offense, although many tanks will raise this stat and it's other three siblings to raise their resists. NOTE: If you're raising all 4 of these? Pay attention to the costs. They jump around, say you put one point into strength, raising it to 2 from 1. It's cost is now 3. This is normal because it's the highest of the four. This is supposed to happen. Now, you put 1 point in the other 3. Now they all cost 3. Still normal. You put one point into strength again. THE OTHER COSTS WILL NOT HAVE UPDATED. So you want to put the single point into strength, confirm that point, then the costs will lower again. Take note!
Chance - Water damage/resist up by .5%. Generally not the best choice for offense, although many tanks will raise this stat and it's other three siblings to raise their resists. NOTE: If you're raising all 4 of these? Pay attention to the costs. They jump around, say you put one point into strength, raising it to 2 from 1. It's cost is now 3. This is normal because it's the highest of the four. This is supposed to happen. Now, you put 1 point in the other 3. Now they all cost 3. Still normal. You put one point into strength again. THE OTHER COSTS WILL NOT HAVE UPDATED. So you want to put the single point into strength, confirm that point, then the costs will lower again. Take note!
Agility - Wind damage/resist up by .5%. Generally not the best choice for offense, although many tanks will raise this stat and it's other three siblings to raise their resists. NOTE: If you're raising all 4 of these? Pay attention to the costs. They jump around, say you put one point into strength, raising it to 2 from 1. It's cost is now 3. This is normal because it's the highest of the four. This is supposed to happen. Now, you put 1 point in the other 3. Now they all cost 3. Still normal. You put one point into strength again. THE OTHER COSTS WILL NOT HAVE UPDATED. So you want to put the single point into strength, confirm that point, then the costs will lower again. Take note!
Intelligence - Fire damage/resist up by .5%. Generally not the best choice for offense, although many tanks will raise this stat and it's other three siblings to raise their resists. NOTE: If you're raising all 4 of these? Pay attention to the costs. They jump around, say you put one point into strength, raising it to 2 from 1. It's cost is now 3. This is normal because it's the highest of the four. This is supposed to happen. Now, you put 1 point in the other 3. Now they all cost 3. Still normal. You put one point into strength again. THE OTHER COSTS WILL NOT HAVE UPDATED. So you want to put the single point into strength, confirm that point, then the costs will lower again. Take note!
Range - Raises the range of long range skills by one. What qualifies as a long range skill is... vague at best. Can still be good. Not generally in the range of AP/MP point good, but still good. do your research and make sure the point will actually raise the range of the skill you want it to raise.
Block - Raises the chance to block an attack and lower the damage by 30%. Not generally an amazing stat to put points into, but not a bad attribute necessarily to have on gear. Sort've a defensive critical hit.
And that's that! Again, you can reset stats once a month after level 30, so don't stress too much.