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.

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.


Absorbs Melee and Ranged damage you take. Only works if you have a Shield equipped.

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.

Crit Chance

This is the increased chance for certain spells or weapons to Crit when you roll 1d20. A crit usually only occurs when you roll 20. Increased Crit Chance makes this roll “wider”. For example, if you have +1 Crit Chance, you Crit on a roll of 19-20, instead of just 20. Effectively, this makes your damage more “bursty” over time.


When a character reaches 0 HP, it begins to die. From the next Turn onwards, it must make a Death Saving Throw each turn, adding on any Death Save Chance if it has one. It must equal a DC of 10 to Succeed (higher in some situations), else it Fails.

A character that accumulates 3 Successes is then Stable and has 1 HP.

A character that accumulates 3 Fails dies. The character loses a percentage of the Current Level’s XP progress (more at higher levels) and there is a chance for one or more of the character’s equipped items to shatter and break.

You can make a character Stable by Healing them for any amount.

Difficulty Class (DC)

This is the difficulty level for attempting a task or a Saving Throw (see below). You have to equal or exceed the DC to pass. Each task, spell, or action has an appropriate DC, set by the DM, that is sometimes revealed and sometimes hidden.

For example, you want to Lockpick a door. You do not know the DC is 15 (only the DM is aware). You make a Lockpick check (1d20 + Dexterity modifier). You roll 16. As you have exceeded the secret DC, the door opens. For a simpler lock, the DC could be lower, or higher for a magic one.

An enemy tries to resist your spell. It has a Save DC of 12 + Your Int Modifier (+3), making a total of 15. The enemy rolls his Saving Throw and scores 12. As it is lower than your DC of 15, he does not resist.


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

Magic Resistance

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

Movement Points (MP)

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


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.


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.


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.

Saving Throw

This is a chance to resist a spell or action. The Saving Throw has its own Modifier that you can add on, based on a stat. You have to equal or exceed the Save DC to pass.

For example, an enemy casts a spell on you. To resist, you must exceed a secret DC of 14. You are told by the DM that it’s an Intelligence (Int) Saving Throw. Your Int Modifier is +3. You roll 1d20+3, and you roll 18. As this is higher than the DC of 14, you resist the spell.

There are 7 types of Saving Throw, with their appropriate Modifiers:

Intelligence (Intellect)
Reflex (Dexterity)
Fortitude (Constitution)
Will (Wisdom)
Luck (Charisma)
Death Saving Throw (Death Save Chance) (see Death, above).

Spell Damage

Adds to the Damage roll of your successful Spells.

Spell Chance

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


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

Weapon Damage

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

Weapon Chance

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