PRIMARY STATS

The following are available via itemization, talents, artifacts, etc.
Not all immortals will begin with all stats. Some stats cannot be raised above a certain level (a cap) – these caps are noted where applicable. Some of these stats will not be shown on the immortal stats screen, but will be shown in ability tooltips when they are used.
Cast Time
Cast time is the period of time between when you activate an ability and when the effect actually occurs. Most cast times are under one second. A cast time of 0.6 seconds or higher will show a casting bar on the interface. In general, abilities can be interrupted by moving (or by outside influences such as stuns and silences) if you do so before the cast time is complete. There are exceptions – some abilities can be cast while moving. Currently cast times cannot be influenced in any way.
Cooldown Time (Reduction)
When activated, every immortal ability has a unique cooldown time which is the time you must wait until you can use it again. Cooldown Timer Reduction does exactly that – it reduces the cooldown timer for all of your abilities by a set percentage. Weapon cooldowns are not affected by this stat (they use attack speed increase instead). Cooldown timers cannot be reduced below 20% of their original value.
Health
Health is what keeps you alive; when you have zero health you are dead and must wait to respawn at your base. All immortals have a base health amount at tactical level one, and gain a specific amount of base health each tactical level. You can further enhance your maximum health with items, talents and artifacts. Some immortals use health instead of mana to power their abilities; this is rare, and it is generally compensated for in other ways.
Health Regeneration
– Health regenerates over time (every second) by a specific amount. All immortals have a base health regeneration rate, and gain a certain amount of health regeneration per tactical level. Health regeneration can be modified by items, talents and artifacts.
Mana
This stat is what you generally use to activate your abilities. When you run out of mana, you can no longer use anything but your base weapon attack. All immortals have a base amount of mana and gain a set amount each tactical level. Max mana can be modified by items, talents and artifacts. Some immortals do not use mana to power their abilities; these immortals generally have some other associated cost.
Mana Regeneration
Mana regenerates over time (every second) by a specific amount. All immortals have a base mana regeneration rate, and gain a certain amount of mana regeneration per tactical level. Mana regeneration can be modified by items, talents and artifacts.
Movement Speed
Movement speed is just that: how fast you move. Move speed is measured in RoI by “map units per second”. Immortals have a base move speed of 100-115. Movement speed can be increased by talents, artifacts and tactical items.
Range
All weapons and abilities have a targeting range; melee ranges are between 50 and 80 units (depending on the size of the weapon and champion) while ranged immortals can fire much further. Range is generally only modified via talents.
Respawn Time
Respawn time is the time it takes after you die before you can rejoin the action. The base amount is increased as you gain tactical levels (that is, the higher level you are, the longer it takes to respawn). Respawn time can be modified by items, talents and artifacts.