Thanks for the post ndchristie, I'll look over it again before I make any changes. :]
Okay, I've changed a lot...
I've decided to start thinking about stats.
And how they will effect your character.
Health - Vitality, Will
Energy - Wisdom, Will
Power – Attack, Dexterity
Spirit Dmg- Attack, Wisdom
Dodge - Agility
Defense - Will, Vitality
Hit rate - Dexterity, Attack
Cast/Reload speed - Wisdom, Agility
Movement is no longer based on your class, too confusing.
Your movement will be based off of your Agility and Dexterity.
For example)
5 Agility will allow you to move in all 4 directions by 1 square
10 Dexterity will allow you to move in the 4 Diagonal directions by 1 square
30 Agility would allow 4 directions by 2 squares
45 Dexterity would allow 4 directions diagonally by 2 squares
Depending on what the character builds they will be able create their own movement grid.

Characters now have splash damage/secondary attacks.
I've gotten rid of the aura system WAY too much...
Players will instead cast these on themselves or anyone at anytime.
The light red (orange) can have two different meanings to classes, some have both.
1. If a player is in the splash tile, and someone is hit in a main tile touching that splash tile.
There is a chance it could do damage to them too.
Players can attack the where the splash damage area is just like the attack tiles.
2. Secondary weapon/attack, some classes have secondary weapons/attacks.
Example) Swashbuckler uses a pistol and a falchion
The pistol areas do more damage because they are the main attack of the Swashbuckler.