Attributes: They are general measures of a character's broadest abilities. They are of four types: Primary, Offensive, Defensive and Other. Not counting bonuses or other modifiers, each score can be between 8 and 18. The six primary attributes are:
Strength: It measures a character's physical power.
Constitution: It represents a character's health, stamina and vital force.
Dexterity: It measures hand-eye coordination, agility, reflexes, and balance.
Intelligence: It describes how well a character learns and reasons.
Wisdom: It measures common sense, perception, self-discipline and empathy.
Charisma: It measures force of personality, persuasiveness, and leadership.
Offensive:
Attack: The attack stat increases all damage that a character does.
Guard Damage Bonus: Increases the damage against enemies under the effect of Guard.
Armor Penetration: Each point of armor penetration ignores one point of the target's armor when inflicting damage.
Barrier Damage Bonus: Increases the damage against enemies that are under the effect of Barrier.
Critical Damage Bonus: Increases the extra damage inflicted with a critical hit. Has a hard cap of 190% bonus damage.
Critical Chance: The chance to score a critical hit for each attack.
Sunder on Hit: The chance per hit to inflict a sunder effect on the target. The effect lasts a few seconds. Sunder reduces the target's armor.
Stagger on Hit: The chance per hit to stun the target. The effect lasts a few seconds.
Heal on Kill: Amount of damage to be healed by each killing blow.
Flanking Damage Bonus: The damage bonus, as a percentage, when attacking a target from the side or behind.
Defensive:
Magic Defense: The percentage of damage resistance to all magical or elemental attacks.
Melee Defense: The percentage of damage resistance to all melee physical attacks.
Ranged Defense: The percentage of damage resistance to all ranged physical attacks.
Cold Resistance: The percentage of damage resistance to cold damage attacks.
Electrical Resistance: The percentage of damage resistance to electric damage attacks.
Fire Resistance: The percentage of damage resistance to fire damage attacks.
Spirit Resistance: The percentage of damage resistance to spirit damage attacks.
Guard: Enemies must first damage the character's Guard, if any, before they can damage Health.
Armor Rating: Physical damage is reduced by a character's Armor Rating.
Armor Rating: Front: Physical damage inflicted on the character from the front is reduced by armor rating before being applied.
Health: A character whose Health drops to 0 falls unconscious and is unable to attack.
Maximum Health: The maximum amount of Health this character can be healed up to.
Sunder When Hit: The chance per enemy attack on the character that the attack inflicts a sunder effect on the enemy. The effect lasts a few seconds. Sunder reduces the target's armor.
Stagger on Being Hit: The chance per enemy attack on the character that the attack stuns the enemy. The effect lasts a few seconds.
Other:
Focus: Focus is a resource that you gain each time someone in your party deals damage.
Each party member has their own personal focus meter, but all party members gain focus when a single member deals damage.
Maximum Focus: The maximum amount of focus this character can generate.
Focus Gain Bonus: Focus gained from all sources is increased by this percentage amount.
Mana/Stamina: The current amount of mana/stamina this character has. Use mana/stamina to trigger special abilities.
Maximum Mana/Stamina: The maximum amount of mana/stamina a character can have. Use mana/stamina to trigger special abilities.
Combat Experience Points: The character's current experience points.
Level: The character's current combat level.
Cooldown Modifier: Reduces the cooldown on all of the character's abilities.