Leveled Stats
These stats can be raised with character points gathered from each player level increase. They are essential to advancing and surviving in the game world.
About Status Points:
Note All divisions ( / ) in TMW are integer divisions (quotient).
At each Base Level you gain a number of Status Points. These points can be used to improve your 6 main Stats. The number of points gained at each Base Level can be calculated as [(BaseLevel+14)/4]=[(BaseLevel+2)/4] + 3.
The cost of improving a Stat increases as the Stat rises (the base amount only). The cost to increase a Stat by one can be calculated as [(BaseOfStat - 1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [(29-1)/10]+2 = 2+2 = 4 Status Points to improve it to 30+3.
Agility
Raises your attack speed and your dodge.
+1 to Flee/Evade per point.
Increased attack speed per point (This is also based on the attack speed of the weapon you are using).
Dexterity
Raises your bow damage and your accuracy (minimum damage on hit).
+1 to Hit per point. Note that the chance to hit a target is then reduced by (distance * (distance + 1)).
Increased attack speed per point (This is also based on the attack speed of the weapon).
+1 base damage per point for missile weapons.
A bonus of (Dexterity/10)^2 for missile weapons (such as bows). Note that (Dexterity/10) is truncated so that this bonus only changes every 10 points of Dexterity.
+1 base damage per 5 points for melee weapons.
+1 minimum damage per point for melee weapons. If dexterity exceeds the attack value of the melee weapon, use the attack of the melee weapon for the min. value (ie. The max. and min. values become the same).
+0.15% critical chance for melee weapons per point of dexterity
Vitality
Raises max health points and Defense.
+1% to max health points per point.
+0.8 weapon Damage reduction (defensive) per point.
Healing items effect increased by +2% per point.
Every 5 full points of Vitality increases health points recovery power by 1. This affects both healing by resting and healing by heal-over-time items.
For monsters, there is a bonus to damage reduction.
There is a hidden bonus of +1 Intelligence style Magic Defense per 2 points (currently not used in TMW).
If (vitality + (luck / 3)) is greater than or equal to 97, then you are immune to poison.
Luck
Raises max lucky dodge.
+1 base damage per 5 points of luck for missile and melee weapons.
+0.2% critical chance per point of luck.
-0.3% enemy critical chance per point.
+0.1% "lucky" dodge chance (the right hand part of your evade value) per point of luck (starting at 1% with 0 luck).
3 + (Vitality + (Luck / 3)) % chance of resisting poison.
Intelligence
Raises your MP (Mana Points) and mind abilities.
+1 Base Magic Attack per point.
+1 Base Magic Defense per point.
+1% to Max MP per point.
MP Recovery items effect increased by +2% per point.
Every 6 full points of Intelligence increases MP recovery power by 1 and past 120 Intelligence, every 2 Intelligence points gives a bonus to MP recovery power of 1.
A bonus to min. magic attack.
A bonus to max. magic attack.
+1 spell damage reduction (defensive) per point.
Strength
Raises your attack and damage of your hits.
+1 base damage per point for melee weapons.
A bonus of (Strength/10)^2 for melee weapons. Note that (Strength/10) is truncated so that this bonus only changes every 10 points of Strength.
+1 base damage per 5 points for missile weapons.
+30 carrying capacity per point of base Strength
As you can see AGI is every 1 point, Int is kind of a hybrid setup as well as vit....But each stat value has some truncation to it except for agi.
I hope this help explain things some
(Copied from the wiki)