Secondary Stats are not raised directly with Stat Points. They are improved indirectly by Primary Stats, and raised by items, friendly buffs, and consumables.

Action Points (AP)

Limits the maximum actions you can take in one Turn. For example, using an item costs 3 AP.

Raised by: items and buffs.

Armor Class (AC)

Makes it harder for creatures, devices or traps to Hit you with Attacks or Spells. Hostile 1d20 rolls must match or exceed your AC to Hit you.

Raised by: Dexterity, items, buffs.

Block

Absorbs Melee and Ranged damage you take. Only works if you have a Shield, Barrier or Bulwark equipped.

Raised by: Constitution, Charisma, shields, buffs.

Blood Points (BP)

Temporary HP that can be used as an additional shield to prevent damaging your Health. When taking Damage, always deduct from Blood Points before your Health. Certain hostile effects bypass Blood Points.

Raised by: friendly spells and buffs.

Heals

Adds to the Healing value of most successful Healing or Shielding Spells.

Raised by: Wisdom, items, buffs.

Magic Resistance

Reduces all Magic Damage you take. Certain hostile effects bypass Magic Resistance.

Raised by: Wisdom, items, buffs.

Movement Points (MP)

Limits the maximum number of squares you can move in one Turn. Can be broken up or moved all at once.

Raised by: items and buffs.

Parry

Gives you a chance to deflect any Melee attack made on you, suffering no damage. If you Parry, you have a chance to strike back at the attacker, even if it is not your Turn.

Raised by: Dexterity, items, buffs.

Pods

One pod gives one item slot in the Backpack. Your Base Pods are equivalent to around half your Character Level. Item slots can be used to store anything.

Pods are gained slowly as you Level and more quickly if you get some Bags.

Presence Aura

Raises the chance creatures will gravitate towards you and fight you in combat rather than your allies. Creatures are not guaranteed to come. For example, more intelligent ones may identify a better tactical option. Although creatures tend to gravitate towards high Strength characters, they will also seek out enemies who pose the highest threat, such as powerful spellcasters.

Raised by: Intellect, Charisma, Strength, items, buffs.

Presence Radius

Your Presence Aura will only affect creatures that are within this radius of squares. Move yourself so your Presence Aura affects creatures you wish to attract.

Raised by: Charisma, items, buffs.

Prospecting

Gives a small chance to drop very rare world items and materials, in addition to normal Loot. The entire group’s Prospecting is added to increase the chance of special loot. However, the rarest items will only drop if the highest group member’s Prospecting exceeds a certain hidden percentage, so one hero should focus on it.

Raised by: Charisma, items, buffs.

Spell Damage

Adds to the Damage roll of your successful Spells.

Raised by: Intellect, Charisma, items, buffs.

Spell Hit chance

Adds to your 1d20 roll to Hit with all Spells that require a roll. Benefits Spells cast both on enemies and allies.

Raised by: Intellect, Charisma, Wisdom, items, buffs.

Toughness

Reduces all Physical Damage you take. Certain hostile effects bypass Toughness.

Raised by: Constitution, items buffs.

Weapon Damage

Adds to the Damage roll of your successful Melee and Ranged Weapon attacks.

Raised by: Strength, Dexterity, items, buffs.

Weapon Hit chance

Adds to your 1d20 roll to Hit with Melee and Ranged Weapons.

Raised by: Strength, Dexterity, items, buffs.