Stats - Secondary

Since they are numerous secondary stats, these will be separated into sections:

General

Speeds:
Global Speed - your total speed for each turn
Movement/Spell/Attack/Mental Speed - your speed to execute various actions

For speed: think Global Speed as a pool. Suppose normally everyone has 10 balls (100%) and all actions takes away 10 balls (100%). If global speed is 200%, then you have 20 balls, which means you can do that action twice (10*2=20). This can be combined, so if your global speed is 200% and your attach speed is 100%, then you can effectively move 4 tiles per turn ((10*2)/(10/2)=4).

Times Died - How many times you died
Lives Left - How many lives you have left (only relevent in Adventurer mode)
Healing Mod. - What percentage of healing you will actually recieve. If your mod is 25% and you were healed by 200, you will only recieve 50.

Vision:
Light radius - The radius you can see when you are in dark areas
Vision range - The maximum radius you can see


Attack
Accuracy - Your accuracy. Determine chance to hit.
Damage - How much you will inflict
APR - How much armor your damage will ignore when you strike
Crit. chance - The chance to trigger critical attack
Speed (including Spell and Mind) - Time need to execute action
Spellpower - Your spellpower. Determine damage with spells.
Mindpower - Your mindpower. Determine damage with mind talents.
Spell cooldown - Determine how long cooldown time for your talent is. If your cooldown % is 50% while in the talent description is 50 turns, it will only take 25 turns to go off cooldown.

Damage mods:
Critical mult. - Determine how much extra damage you will do when you trigger critical attack
[Type] damage - Modify how much damage you can done by that type


Defense
Fatigue - How much you are weighted down by your gear. Higher fatigue increase talent cost and can cause effects with certain resource types.
Armor hardiness - Percentage of your effective armor. Hardiness of 30% with armor of 10 means your armor can only absorb 3 damage.
Armor - How much armor you have
Defense - Your defense. Check against accuracy for chance of evasion.
Crit. Reduction - Reduce chance of critical attack happening to you

Saves:
Physical - Your physical save. Check against attacking stat for shrugging off effect.
Spell - Your spell save. Check against attacking stat for shrugging off effect.
Mental - Your mental save. Check against attacking stat for shrugging off effect.

Resistance base/cap:
How much damage your character can reduce per type/The maximum that your character can reduce if you bring your base up

Effect resistance:
Effect the chance to shrug off certain effects

Damage when hit:
How much damage the enemy will suffer if they hit you in melee