Use the categories to reduce the list. All attributes remain accessible, and each entry explains the value, an in-game example and whether it matters for your role.
By Imperial Dark Sector
Primary
Mastery
A general combat attribute for every class.
Mastery contributes to bonus damage, bonus healing, and a small amount of critical chance. It replaced the old class-specific Strength, Aim, Cunning, and Willpower attributes as the shared primary stat. Both Force and Tech characters benefit; which weapons you use does not change the definition.
Example in playA healer wearing gear with more Mastery can gain additional healing output; a damage dealer gains damage and critical benefits. It is not the same thing as a Combat Style or a level.
Who should care? All roles receive Mastery from suitable gear. Do not treat it as a reason to discard more important role-specific tertiary stats.
Related: Power and Critical
Primary
Endurance
Determines how much health your character has.
Endurance raises maximum health, which means your character can survive more damage before being defeated. It does not make attacks more accurate or automatically increase shield mitigation. All characters benefit from having health, but tanks pay more attention to survivability when choosing equipment.
Example in playTwo pieces can have a similar Item Rating but different Endurance allocations. The higher-Endurance piece may enlarge the health pool while offering less of an offensive rating.
Who should care? Especially relevant for tanks, but damage dealers and healers should not sacrifice all offensive or healing performance just to stack health.
Related: Health, Armor Rating and Shield
Companion
Presence
Improves your active companion's combat effectiveness.
Presence raises the effectiveness of companions, including their combat damage, healing and health. It is not a substitute for Mastery on your own character. Presence can come from Legacy-related rewards, datacrons and other sources, while a companion's Influence rank is a separate system affecting their effectiveness.
Example in playA higher Presence value can make a companion more effective during solo missions. A higher companion Influence rank also helps, but increasing one is not the same as increasing the other.
Who should care? Useful for solo and companion-heavy play. Companion Influence also affects crew-skill performance. Presence is not an endgame player-damage gearing priority.
Related: Companion Influence, Legacy and Datacrons
Offense
Power
Contributes to bonus damage and healing.
Power increases the bonus applied to damaging and healing abilities. Unlike Critical, it does not directly raise critical-hit chance or critical bonus. It is a secondary stat on many equipment configurations and works alongside Mastery, not instead of it. Its exact contribution can vary when content scales your character.
Example in playIf a damage dealer replaces Power with an equal amount of Defense, they generally exchange some offensive output for an avoidance rating that belongs mostly on tank gear.
Who should care? A common offensive secondary stat for damage dealers and healers. Tank gearing needs different priorities.
Related: Mastery and Bonus Damage
Offense
Accuracy Rating
Reduces the chance your attacks fail to connect.
Accuracy improves the chance of successful melee, ranged, Force and Tech attacks. In difficult player-versus-environment encounters, damage dealers commonly plan around 110% displayed Force/Tech accuracy because boss targets can have additional resistance. That percentage is a context-specific goal, not a universal rule for every role or game mode.
Example in playA damage dealer who misses a key attack loses the damage and may disrupt a planned ability sequence. A healer casting on friendly allies normally does not need to invest in Accuracy just to make heals land.
Who should care? A major consideration for PvE damage dealers; normally not a stat healers intentionally prioritize. Tanks and PvP builds have different needs.
Related: Attack accuracy percentages; PvE versus PvP
Offense
Critical Rating
Affects critical-hit chance and critical effect size.
Critical Rating contributes to the chance of a critical damaging or healing action and to the strength of those critical events. SWTOR folded the older Surge stat into Critical Rating in the 4.0 era. Critical performance depends on your class and gear, and simply adding rating does not translate to a fixed percentage at every level.
Example in playWhen a heal critically succeeds it can restore more health; when a damage ability critically hits it can strike harder. Critical Rating is relevant to both damage and healing.
Who should care? Commonly important for damage dealers and healers after role-specific requirements are addressed.
Related: Critical Chance and Critical Multiplier
Offense
Alacrity Rating
Makes combat abilities and certain resources faster.
Alacrity reduces activation and channel times and influences the global cooldown and certain recharge or regeneration timings. It does not simply add a fixed amount to every attack. Players sometimes aim for particular global-cooldown breakpoints, but the rating required depends on the game version, buffs and the discipline.
Example in playA faster activation can let a healer finish an important heal earlier; faster repeated attacks can affect a damage dealer's rotation. Too much Alacrity at the expense of another stat may not be ideal.
Who should care? Relevant to healers and damage dealers. Follow a discipline-specific current guide rather than copying an old 6.0 or early 7.0 numerical threshold.
Related: Cast Time, Channel Time and Global Cooldown
Defense
Defense Rating
Improves the chance to avoid eligible incoming attacks.
Defense Rating improves defensive avoidance, reducing the likelihood that eligible attacks connect. It is distinct from Armor Rating, which mitigates damage, and from Shield Rating, which influences whether a successful eligible hit is shielded. Defense is not a straightforward general-purpose substitute for damage ratings.
Example in playIf a tank avoids an incoming attack, that attack causes no ordinary hit damage. If the tank is hit and the attack can be shielded, Shield and Absorb become relevant instead.
Who should care? A tank-oriented secondary stat. Exact value depends on the fight and the tank discipline; damage dealers and healers do not normally stack it.
Related: Shield, Absorb and Armor Rating
Defense
Shield Rating
Increases the chance to shield eligible attacks.
Shield Rating increases the chance that an eligible incoming hit triggers damage reduction through an equipped shield generator or appropriate tank mechanics. It is not the same as a character having a blue energy barrier visual effect, and it does not mean all damage is automatically shielded.
Example in playThink of Shield as the chance a shielded hit occurs. It works with Absorb, which determines how much eligible damage a successful shield event prevents.
Who should care? Most useful on a Shield Specialist, Shield Tech, Kinetic Combat, Darkness, Defense or Immortal tank using appropriate equipment.
Related: Absorb Rating and Shield Generator
Defense
Absorb Rating
Increases mitigation when a shield succeeds.
Absorb Rating increases how much damage is prevented by a successful shield event. By itself, it does not make that event more likely; that is the job of Shield Rating and your applicable tank mechanics. Different attack types or mechanics may not be shieldable, so the defensive value changes by encounter.
Example in playIf Shield determines how often a qualifying attack is reduced, Absorb determines the amount reduced when that trigger occurs. Increasing one does not directly replace the other.
Who should care? A tank-oriented tertiary stat, usually considered together with Shield and Endurance rather than maximized without context.
Related: Shield Chance and Shield Absorption
Offense
Force Power
A source of bonus output for Force abilities.
Force Power is an equipment-derived contribution to Force damage and healing. It is distinct from your Combat Style selection and should not be confused with the old Willpower primary attribute. Many players see it as part of their overall Force bonus rather than a rating they directly optimize in every slot.
Example in playForce-based styles such as Sage and Sorcerer deal damage or provide healing using Force abilities. Their displayed Force output reflects multiple contributing stats, not Force Power alone.
Who should care? Check the character Details panel to see Force-related output. For practical gearing, prioritize the equipment and tertiary stats appropriate to your specialization.
Related: Bonus Force Damage and Bonus Healing
Offense
Tech Power
A source of bonus output for Tech abilities.
Tech Power contributes to the bonus damage and healing associated with Tech abilities. It is not a second version of Accuracy, nor does it control companion Presence. Tech-oriented styles use Tech powers and equipment, but their total output still depends on Mastery, Power, Critical and other relevant factors.
Example in playA Commando or Operative can have bonuses to Tech attacks or healing. The character sheet's derived Tech numbers reflect several attributes together.
Who should care? Relevant as an explanation of weapon-based or ability-based output; not an invitation to ignore the more visible role-appropriate gear stats.
Related: Bonus Tech Damage and Bonus Healing
Defense
Armor Rating and Damage Reduction
Related defensive measurements, not interchangeable attributes.
Armor Rating describes protective equipment and contributes to reduction of applicable incoming damage. Damage Reduction is a derived percentage influenced by armor, passives and encounter effects. Neither number means your character can avoid every hit, and high Armor Rating does not turn a non-tank discipline into a tank.
Example in playA heavier armor item can change your damage reduction without increasing Shield or Absorb. Some enemies and damage types interact differently with defensive systems.
Who should care? Useful survivability context for everyone. Tanks especially consider how armor, cooldowns and shield mechanics interact.
Related: Endurance, Defense and tank passives