Stats

Knowledge KMEC: Ability to operate mechanical items. With higher KMEC comes better skill with such things as the Imperial Plasma Pistol, more luck with the slot machine, and more cryl from the crillium refinery in the Orcish Mines.

KSOC: Knowledge of social manners. A person with high KSOC will be attacked less often by NPCs when entering a room.

KMED: Medical knowledge. High KMED leads to more hit points healed with each rest period, and better Biomancy 2 (knit flesh, close wounds, flesh melding) ability.

KCOM: Knowledge of combat. High KCOM will make you fight better both on attack and defense. Magic MOFF: Offensive magic. Required for such spells as blinding or manabolt.

MDEF: Defensive magic. Used in the biomancy 2 class of spells.

MELE: Elemental magic. Barkish integument, grapegrow, blossom of allurement and similar geomantic spells require this substat.

MMEN: Mental magic. Required for thoughtstab, mindblast and brainthrash. Defense DPHY: Physical weapon defense. This will make you get hit for less damage in combat.

DENE: Energy defense. An incredibly useful substat. With high DENE, you will be forever safe from those tamounts and tanspots that are so abundant in Rock.

DMEN: Mental defense. This gives protection from the mind spells (thoughtstab, mindblast, brainthrash). Agility AUPP: Upper body agility. Makes your strikes more accurate in combat.

ALOW: Lower body agility. Opponents will miss more of their hits against you if your ALOW is high. Charisma CAPP: Physical attractiveness. High CAPP will make monsters attack you less often when you enter a room, and willl help with Expert hits.

CATT: Charm and social ability. High CATT is the same as CAPP, monsters will attack less, and exper hits will increase. Strength SUPP: Upper body strength. Makes you hit harder in combat.

SLOW: Lower body strength. Lowers Chance of the Chambers working on you