Character statistics  Secondary Statistics
Your secondary statistics are calculated from your primary statistics, although they may also gain modifiers from other things such as weapon skills, magic items, and so on. These statistics are used for most actions within the mud.

Attack (att)
The offensive fighting capabilities of your character. Your percentage chance to hit is calculated by multiplying your Attack rating by 100, then dividing it by your Attack plus your opponent's Defence. Note that there is always at least a 5% chance to hit, and a 5% chance to miss. Your chances to hit are also adjusted according to the type of attack you are performing, the position your opponent is in and any defences they might currently have in place.
Your Attack rating for each location is calculated as follows:
1) Add together the stat modifiers and subtract any weapon penalties.
2) Add any modifiers for the weapon table and bonuses for the weapon itself.
3) Add any modifiers for magical items you're wearing.
4) Add up Combat, weapon skill and twohanded percentages, then apply them.
5) Apply your style percentage, if any.
6) Add any modifiers for spell affects.
7) Apply any pain modifiers as a percentage.

Defence (def)
The defensive fighting capabilities of your character. Your character has three defence ratings  one for your left hand, one for your right hand, and one for your feet  and these are calculated by the same steps as your Attack rating. Whenever you are struck in combat, the mud will use your best available location to try and prevent the blow from landing. Any defensive technique bonuses from your feet combat table are applied to all locations, but are doubled for your feet location. Your total encumbrance is also subtracted from your feet Defence.

Resistance
Resistance represents your character's physical toughness and ability to shrug off damage, and is calculated as follows:
1) Add together all the stat modifiers (Mettle, Size and Discipline).
2) Add bonuses from magical items and supernatural powers.
2) Apply fighting style percentage modifier.
4) Add bonuses from spell affects.

Health
Health represents your maximum pain and damage threshold, and is calculated as follows:
1) 2 times Discipline + 4 times Brawn + 6 times Mettle + 8 times Size.
2) Apply the +25% bonus for the Endurance talent, if you have it.
3) Add any Health bonuses from magical items.
4) Apply your Athletics as a percentage.
5) Add any Health bonuses from spells.
If you have any bonuses to primary stats (from either spells or magic items) then these are calculated prior to step 1.

Damage (dam)
Damage represents the raw physical power of your character, and is calculated in three steps for each body location as follows:
1) Add together the stat modifiers and subtract any weapon penalties.
2) Add any modifiers for the weapon table and bonuses for the weapon itself.
3) Add any modifiers for magical items you're wearing.
4) Add together style and twohanded percentages, then apply them.
5) Add any modifiers for spell affects.
The maximum damage you can inflict is calculated by multiplying your Damage rating by 200, then dividing it by the sum of your Damage and your opponent's Resistance and applying the result as a percentage of your Damage rating (so if your Damage rating is the same as your opponent's Resistance rating, your maximum damage will be exactly the same as your Damage rating).
The actual amount of damage you inflict will depend upon how well you hit your opponent, weighed increasingly in your favour the higher above 50% your chance to hit is. With a 50% chance to hit you'll do an average of 25.7% damage per blow (treating misses as 0% damage). This goes up to 31.82% at 55%, 38.75% at 60%, 45.38% at 65%, 51.79% at 70%, 58.00% at 75%, 64.06% at 80%, 70.00% at 85%, 75.83% at 90% and 81.58% damage at 95% chance to hit.

Speed
Speed indicates the attack speed of your character. Each second, you gain a number of action points (APs) equal to your Speed rating which can then be spent on performing combat techniques. This statistic is rounded down to the nearest whole number, and is calculated as follows:
1) Add your Grace to double your Wits, and divide the result by 3.
2) Apply multiplier based on fighting style.
3) Add any bonuses/penalties from spells, items or encumbrance.
Your Speed cannot exceed 30 (after modifiers)  if it would normally do so, each additional full point of Speed will be transferred into 1 point in each of Attack, Defence and Protection, applied at the same time as primary stats.
Your maximum action points are 800, plus 20 for each point of Speed. Your true Speed stat (before the 30 cap) is used when calculating this maximum.

Ascendancy (asc)
Ascendancy represents how skillfully you are able to manipulate magic in general. It's how "accurate" you are, how effective. It represents your chance of doing something  attacking, healing, summoning, etc. This is purely used to get past the "defence" rating of your target  which could be PROTECTION (in the case of a mental attack), DEFENCE (in the case of a direct spell such as fireball), amount of damage (in the case of a wound) or even the ASCENDANCY of another person (if you are trying to counter their spell, for example). Ascendancy is the magical counterpart of Attack, and gains the same bonuses from styles.

Power (pow)
Power represents the raw strength and brute force of your magic. How much damage do you do? How much damage can you heal? How strong is your magic shield? How much information can you read from someone's aura? Power is the magical counterpart of Damage, and gains the same bonuses from styles.

Protection
Protection represents your ability to resist the mental attacks of others, in the same way as DEFENCE counters physical attacks.

Mana
Mana represents how much magic power you possess, and is used to cast enhanced spells. Enhanced spells bind a certain amount of mana for as long as they're active.