Health points. As damage is taken, HP will decrease; once it reaches zero, the unit is KO'd and must either be Raised or return to a home point. Regenerates over time, and can be regenerated using healing abilities.
Tactical points. Required to use various weaponskills. As of the Shadowbringers expansion, this attribute no longer exists and weaponskills no longer require TP.
Crafting points, used in crafting for Disciples of the Hand. CP will decrease when crafting abilities are used, and once the CP runs too low, certain abilities can no longer be used. For this reason, it is wise to be conservative with CP, particularly when lower levelled. Replaces MP bar.
Gathering points, used for Disciples of the Land classes. Required to use certain abilities while gathering, and regenerates over time, as well as when an item is acquired. Replaces MP bar.
Increases the chance of attacks and healing spells being critical hits, as well as increasing the potency of critical hits.
Increases the amount of the damage dealt via physical and magic attacks, as well as the potency of healing spells. Auto-attack potency is also influenced by Determination.
Increases the chance of landing a direct hit, which deals slightly more damage than a normal hit. Only appears naturally in damage dealer gear, with the exception of gear released prior to 4.0, where it replaces Accuracy.
Used in Synthesis for Disciples of the Hand. Replaces Mental Properties.
Increases the amount of progress that can be gained when using abilities such as Basic Synthesis, and helps finish the item faster.
Increases the amount of Quality that will be gained when using abilities such as Basic Touch. Ideally, both stats should be raised as high as possible to make the process much faster, as this allows the Adventurer to gain more value for each ability that uses up Durability, in addition to more value out of their CP.