Health Points determine how much damage you are able to withstand in combat before dying. You can increase your HP by a flat amount or a percentage via equipment bonuses, sublimation bonuses, and characteristic bonuses.
Initiative is used to alter the order in which entities take their turns. Having a high initiative allows one to act before those with lower initiative. To determine which team goes first, you must calculate the average initiative of the team and then divide that number by 6. The fighter with the highest initiative on the winning team plays first. The others fighters play, from one team then the other, in order of initiative (highest to lowest).
Action Points largely determine how many actions your can take per turn because they are used to cast spells or use weapons. Actions points have a chance to be reduced when a target collides with an object or by other spells that reduce AP. Action points can be increased via equipment and spells.
Movement Points largely determine how many spaces you can move per turn and in some cases which spells you can cast. Movement Points can be increased or decreased via spells, negative terrain tiles, and equipment.
Wakfu Points are used to cast powerful spells that are unique to every class. Players start with 6 by default, but can increase this limit via equipment or spells. Wakfu Points can be regenerated or reduced in combat via different class mechanics and abilities.
Elemental Resistance is used to reduce incoming damage by a percentage equal to .2% per point of elemental resistance. ER is subject to diminishing returns meaning that the per point value of resistance goes down as you accumulate more until reaching the cap of 90%. ER beyond this point won't further decrease incoming damage received but will serve as a buffer against resistance removal.
Lock and Dodge determine if you will incur or inflict a penalty when you move away from an adjacent target or vice versa. When a target is adjacent to an enemy and they attempt to move, they must perform a "dodge check" (excluding teleports, dashes, and tethers). This check compares the moving targets dodge with the surrounding enemies' lock. Depending on the difference of lock and dodge, the moving target is penalized with an AP/MP loss and doesn't gain Force of Will. The dodging penalty is based on how many enemies are surrounding you and which side each enemy has facing towards you. To dodge without any penalty against a single enemy, you must have at least 1.95x their lock in dodge if they are facing you, 1.55x if their side is facing you, and 1.25x if their back is turned.
Heal resistance is a mechanic that gradually reduces the amount of healing a target receives. It increases with each heal received and can be reduced temporarily via certain spell effects.
Barrier reduces damage received by a flat amount equal to 50% of your level. This flat damage reduction takes effect after incoming damage is reduced by elemental resistance.
Damage Inflicted increases or decreases total damage dealt by a percentage.
Heals Performed increases the healing that you perform by a percentage.
Heals Performed increases the healing that you perform by a percentage.
Heals Received increases the heals a fighter receives from allies only. This does not influence self-healing or life-steal abilities.
Each point of Critical Hit increases your chance to critically strike by 1%. Scoring a CH increases the effectiveness of a spell that deals damage, heals, or provides armor by 25%. Although CH can't exceed 100%, it's still stored as information when calculating critical reductions. Through equipment, CH% can be lowered below 0%.
Each block point increase your chance by 1% to perform a block, which reduces the damage received by 20%. Block chance can't be higher than 100% but it still stored as information when calculating block reductions. At 100% block, it has the exact same effect as 100 more resistance (20% reduction). Fixed damage can be reduced by blocked, but not non-reducible damage.
Every point of range increases the range of range-modifiable spells. Negative range decreases the range of range-modifiable spells until the spell can only be cast at minimum range.
Every point of range increases the range of range-modifiable spells. Negative range decreases the range of range-modifiable spells until the spell can only be cast at minimum range.
Force of Will increase your ability to remove AP and MP, as well as your resistance to AP and MP loss. For every AP/MP removed from a target, the target gains 10 force of will for one turn.
Wisdom increases the experience earned at the end of combat by 1% per point. This bonus caps out at 200%. Wisdom can be increased by successfully completing combat challenges or consuming wisdom boosting consumables.
Prospecting increases the probability of an item dropping after defeating an enemy. This bonus caps out at 200%. Prospecting can be increased by successfully completing combat challenges or consuming prospect boosting consumables. Multipliers like booster status and double prospecting weekends stack with this bonus.
Critical Resistance reduces the damage you suffer during a critical strike. When receiving a critical strike, critical resistance is added to elemental resistance before damage calculation.
Rear Resistance reduces the damage you suffer during a backstab attack. When receiving a backstab, rear resistance is added to elemental resistance before damage calculation.