This guide covers the technical aspects of the game. While learning formulas is not required you should at least inform yourself about the role of the various stats so that you can best build your character.
Primary stats depend both on race and class(tp being an exception).
HP: life points. When reaching 0 the character passes out.
MP: mana points. These are necessary to use magic.
TP: tactical points. The max value for this stat is 300 for every character regardless of race or class. They are used to execute a myriad of abilities.
STR: strength modifies attack power and critical hits damage.
VIT: vitality modifies max HP and physical defense.
DEX: dexterity modifies physical accuracy, range attack power and critical hit chance.
AGI: agility modifies physical evasion and speed.
INT: intelligence modifies magic power and magic accuracy.
SPR: spirit modifies max MP, elemental resistances and power of curing abilities.
MND: mind modifies resilience to status ailments, magic evasion and potency of cures received.
These stats are derived from the primary ones and their base value is influenced by the race but not by the class.
ATT: attack is the power of physical damage, modified by STR.
DEF: defense is the resistance to physical hits, modified by VIT.
ACC: physical accuracy defines the ability to inflict full or partial damage, modified by DEX.
MAG: magic power is the amount of damage dealt with magic attacks, modified by INT.
RES: resistance is the magic defense, modified by SPR. This stat is further divided in 8 individual elemental resistances and their average gives the non elemental res.
MAC: accuracy for magic attacks, modified by INT.
SPD: speed is modified by AGI and defines the ability to anticipate an enemy's move or the difference of speeds at which everyone on the battlefield moves.
EVA: evasion is the ability to dodge an attack reducing damage received, modified by AGI.
MEV: same as above but for magic attacks, this is modified by MND.
As this is a play by forum and not a videogame obviously the ability to hit your enemy highly depends on how well you describe your actions. However these two stats are not useless: in fact, everytime an attack is executed there is a check between the attacker's accuracy and the adversary's evasion, and based on them the attack can hit for full damage or be reduced.
For example: if A has an ACC of 100 attacks B who has EVA 200 then even if A hits B successfully based on the roleplay action, the damage will be reduced by 50% because B dodged part of it.
MAC and MEV function exactly the same way but for magic attacks.
Let's not forget this is a role playing game. This implies certain limitation to certain types of damage. For example if someone shoots an arrow to your throat it's unlikely that you're going to survive...
Because of this, there is a possibility to inflict fatal damage regardless of remaining HP, this happens if a vital point is struck with enough power.
On the same not we have impairment: for example if you take too many hits to your arm that arm is going to become unusable until some HP are recovered through potions or healing abilities(a small amount is enough to fix an impairment).
This stat is a bit complex, mostly because unlike the others it's not so cut and dry, but it requires a certain degree of interpretation and elasticity.
As the game functions in turns where each poster acts once the actual influence of speed is somewhat limited compared to a videogame. This stat gives an idea of the difference in the movements of the adversaries, both when running, dodging, attacking and parrying. So in general this stat influences the ability to anticipate an action and the agility in general.
A status is a temporary detrimental effect afflicting a character. The ability to inflict them with full potency, or resist them partially is due to a check between MAC and MEV.
If the difference between the two is positive then the status is going to land in full potency. As the values move in favour of the resistance instead the status will become weaker.
When a status has a fixed potency each time it is cast the receiver's MEV will increase by 50% until a critical point is reached where the status will become completely ineffective.