- 1 Attributes
- 2 Points
- 3 Elemental Resistances
- 4 Status Resistances
- 5 Offensive Properties
- 6 Defensive Properties
- 7 Physical Properties
- 8 Physical Resistances
- 9 Mental Properties
- 10 Crafting
- 11 Gathering
- 12 PvP Properties
Strength is the primary damage dealing stat for melee jobs; Dragoon, Monk, Warrior, Paladin, Dark Knight. Higher strength equals higher Attack Power for these melee classes. Strength also increases the amount of damage you mitigate when you block or parry an enemy attack.
Dexterity is the primary damage dealing stat for Bard, Ninja, and Machinist. Dexterity also increases the rate of your block and parry. The higher your dexterity is, the more likely you are to block or parry an enemy attack.
Vitality is the primary defensive stat for tanking classes and jobs such as gladiator and marauder. Higher vitality equals higher HP. As of Patch 3.2, vitality is used in the calculation of Attack Power for tank jobs.
Intelligence is the primary offensive stat for spell casting classes and jobs such as Black Mage and Summoner. Higher intelligence corresponds to higher Attack Magic Potency and more magic damage your spells will do.
MP are your magic points. As you cast spells, your MP will decrease. You cannot cast any spells if your MP reach 0. If the MP cost of a spell is greater than your remaining MP, you cannot cast that spell. MP regenerates overtime.
TP are your tactical points. TP are required to use your weaponskills and the ability sprint. As you use weaponskills, your TP will decrease. You cannot use any weaponskills if your TP reach 0. If the TP cost of a weaponskill is greater than your remaining TP, you cannot use that weaponskill. TP regenerates slowly.
CP are your crafting points. CP are required to use some of your crafting actions. While crafting, your CP will decrease as you perform your abilities. If the CP cost of a crafting ability is greater than your remaining CP, you cannot use that ability. CP regenerates to full after you complete a craft.
- When you have a crafting class equipped, CP bar replaces your MP bar.
- While you have a gathering class equipped, GP bar replaces your MP bar.
Fire Resistance reduces damage from fire attacks.
Ice Resistance reduces damage from ice attacks.
Wind Resistance reduces damage from wind attacks.
Earth Resistance reduces damage from earth attacks.
Lightning Resistance reduces damage from lightning attacks.
Water Resistance reduces damage from water attack.
Accuracy improves the hit rate of your physical attacks and magical spells.
Critical Hit Rate
Critical Hit Rate increases the chance of an attack doing critical damage, and also increases the damage of the critical hit.
Determination increases the amount of damage dealt by all attacks including auto-attacks (with a reduced effect after Heavensward 3.0), weaponskills and spells. It also increases the amount of HP recovered by spells.
Defense determines the amount of damage you take from physical attacks. Higher defense means less damage taken from physical attacks.
Parry is the probability of blocking or parrying an enemy attack. Higher parry corresponds to higher rate of block and parry.
Magic Defense determines the amount of damage you take from magical attacks. Higher magic defense equals less damage taken from enemy spells.
Attack Power is the amount of damage you deal through physical attacks. Strength increases attack power for melee physical classes such as gladiator, marauder, pugilist and lancer. Dexterity increases attack power for other physical classes like archer and rogue.
Skill Speed reduces the cast time and cooldown of weaponskills. Higher skill speed means lower weaponskill casting time and cooldown. It also increases DoT's damage per tick.
Attack Magic Potency
Attack Magic Potency determines the amount of damage you do with your spells. Higher intelligence equals higher attack magic potency.
Healing Magic Potency
Spell Speed reduces the cast time and cooldown of your spells. Higher spell speed means lower spell cast time and cooldown. It also increases DoT and HoT's damage/healing per tick.
Gathering increases your likelihood of receiving an item while gathering.
Perception increases the probably of the item you receive to be high quality while gathering.