2b4. Stats (and damage) for dummies
(This is a very simplified version.)
Your character’s stats dictate the damage you deal and the damage you receive in various ways. All stats are displayed in your character menu. You can hover over a stat to see more information on what it does. This display is completely contextual: if your stats are temporarily modified through content/buff/debuff, the correct modified values will be displayed.

I will try my best to present more information here.
– Labyrinth (usually abbreviated to LB) is the extended difficulty system for dungeons/nests/raids in the game. Aside from enemies getting stronger on each LB level, players also suffer stat deduction from Any4 onward, which influences gearing quite a lot. You can see the details for these deductions from the stage selection screen.

Supposed stat cap (“Cannot exceed a maximum of x%” in stats info) doesn’t really apply anymore, because every stat gets deducted sufficiently by LB.
– PATK/MATK stands for Physical Attack/Magical Attack. Every class will focus on dealing one of the two, except for Crusader who can deal both. These stats are not deducted by Labyrinth. Your PATK/MATK can be found on your character menu, under Basic Info.

When a skill description says “x% ATK”, it means the skill will deal x% of your PATK/MATK, whichever your class uses. For healers, the heal amount is also based on your PATK/MATK.
– Critical (CRT or Crit) is the chance for your attack to deal extra damage; this stat is commonly prioritized and stacked as high as possible because it’s deducted by Labyrinth and current equipment. Critical Damage (CRT DMG) is the actual multiplier applied to your damage when Critical is successful.
– PDEF/MDEF stands for Physical Defense/Magical Defense. These stats convert to a percentage (hover over them to see how much) of how much physical/magical damage you receive. These stats are deducted by Labyrinth.
– Final Damage (FD) is a unique multiplier for both PATK and MATK. Every 150 FD point equals 1% more damage to your attack. This makes FD the most effective damage multiplier and it’s highly sought after, but it’s also deducted by Labyrinth.
Named stats: STR, AGI, INT can be a class’ “main stat”. They are actually multipliers that influence PATK/MATK and CRT DMG; a class’s main stat has the highest multiplier on their damage compared to other stats, and this dictates how they select their gear.

– STR stands for Strength, a PATK multiplier.
– AGI stands for Agility, a PATK but mostly CRT DMG multiplier.
– INT stands for Intellect, the MATK multiplier. It also affects MDEF.
– VIT stands for Vitality, a stat multiplier that affects HP and PDEF.
Elemental damage (Fire/Water/Dark/Light) is extra damage dealt alongside PATK/MATK. Unlike named stats, elemental damage is dictated by individual skills rather than a character’s innate stats, which means a class can deal more than one type of elemental damage. For example, Elestras can deal Fire damage if they choose to learn and keep Salaena skills.
In present day, any elemental damage boost comes as “All Attribute Attack x%” so everyone can have the same base elemental attack. However, classes whose skills don’t deal elemental damage by default need to equip the relevant main weapon Lunar Eclipse Jade to enjoy elemental attack bonus. See Lunar Eclipse Jades for more.
Here’s a list of classes that are definitively elemental (most if not all of their skills have elemental damage), so they don’t need the elemental Lunar Eclipse Jade. Any class not listed here should equip the elemental Lunar Eclipse Jade.