Character Stats
<Vigor> - Determines the amount of health an Ethereal Hunter has. Vigor also affects Will, and reduces the effect of status effects such as poison, curse, and bleeding by increasing Adaptability. Due to the events known as the Great Summoning in Aria, Vigor also now increases resilience to damage. Players with high Vigor will feel less pain from enemy attacks.
<Endurance> - Increases stamina. Players will find themselves tiring less easily. Also slows the fall of the sleep/hunger/thirst gauge by 0.1% per level of Endurance.
<Vitality> - Increases equip load and defense. Players will feel slightly stronger and survive against injuries that would kill a normal human. Also has the hidden stat of reducing pain felt from injuries.
<Attunement> - Increases spell and sword skill slots and affects casting speed. Players will feel an increase in spiritual and mental awareness.
<Strength> - Increases damage with physical weapons; grants access to stronger strength-based sword skills. Players will feel physically stronger. Bow firing speed will be increased as well.
<Dexterity> - Increases damage with physical weapons; grants access to stronger dexterity-based sword skills. Players will feel more agile when using weapons. Bow firing speed and spell casting speed will be increased as well.
<Agility> - Update coming...
<Intelligence> - Increases sorcery proficiency; grants access to more potent sorceries. Players will feel more intelligent, finding themselves more entuned to the intricacies of the soul.
<Faith> - Increases miracle proficiency; grants access to more potent miracles. Players will find themselves more entuned to the intricacies of the flame, able to sense the energies of miracles more easily.
Additional Stats
<HP> - Determines your resilience. Once this reaches 0 your character dies and is reborn at the bonfire. Souls and humanity are lost.
<Stamina> - Determines your longevity. Once this reaches 0 your character will tire and be unable to attack or use skills and spells. Wearing heavier armor will reduce stamina regeneration, whereas lighter armor will inhibit it less. Being wet or cold can also impede stamina regeneration.
<Hunger> - Determines effectiveness in combat. As hunger decreases, the character will begin to experience penalties in stats, such as reduced HP due to a Vigor stat penalty, or the inability to use a high-level sorcery due to an Intelligence stat penalty. At 0% hunger, a character will have recieved the maximum amount of penalties to their 3 highest stats (up to -5). At -100% hunger, a character will begin losing 50 hit points per second. Dying of hunger will restore the hunger meter to 25% upon respawning at a bonfire.
<Thirst> - Determines effectiveness in combat. As thirst decreases, the character will begin to experience severe penalties in abilities, such as greatly reduced movement speed and stunted stamina regeneration. At 0% thirst, a character will have recieved the maximum amount of penalties to their stats (up to 35% reduction). At -100% thirst, a character will begin losing 150 hit points per second. Dying of thirst will restore the thirst meter up to 25% upon respawning at a bonfire or the Nexus.
<Sleep> - Determines effectiveness in combat. As sleep decreases, the character will begin to experience penalties in judgment, such as reduced accuracy of weapons and slower swing speeds. At 0% sleep, a character will have recieved the maximum amount of penalties to their stats (25% reduction). Undead cannot die from lack of sleep, but the hollowing process increases with lack of sleep. Resting at a bonfire will restore the sleep meter by 5% each time. Sleeping for 8 hours will restore 100% of the sleep meter.
<Will> - TBD