Burliness is the Primary Attribute of the Warrior and pertains to getting into trouble, hitting ones head on other people, and getting hit by large objects/limbs/pseudopods. It affects hitpoints, melee power, and block chance.
Nimbleness is the Primary Attribute of the Rogue and is the quality of swiftness, grace, and not getting hit by things. It affects dodge chance, sneakiness, enemy dodge reduction, and counter-attack chance. Nimbleness is pretty great.
Caddishness is the Primary Attribute of the Pirate and revolves around not caring about the feelings of others. It affects critical hit and counter-attack chance.
Stubbornness is the Primary Attribute of the Monk and enhances self-righteousness and the ability to ignore mean things other people say about you. It affects magical resistance and block chance.
Melee Power affects how hard you hit with your weapons (or feet, if you don't have any). It's also how hard you throw stuff, but not how hard you shoot your crossbow bolts because that wouldn't make sense.
Armour Absorption is how good your armor is at standing between you and inevitability. Each point of Armour Absorption removes one point of mundane damage types (eg. crushing, slashing, and blasting).
Sneakiness is how good you are at tip-toeing around your problems rather than facing them. Helps with sneaking by enemies, not waking sleeping enemies, and with avoiding traps.
This is a rating of how good you are at tinkering.
Magic Reflection
Some of the items have this stat (One Sparkling Glove). There is no real description of this stat in game since it's a hidden stat. This stat has a chance based on your total magic reflection, to reflect any attack against you back to your attacker, leaving you completely unharmed.
Life and Mana
Attribute
Icon
Effect
Life
Life (1 point burliness/caddishness = 1 life point. Base 5)
Health Regeneration Bonus (each point reduces the time it takes to regen 1 life point. Base of 7 rounds)
Mana
Mana (1 point sagacity = 2 mana points. Base 5)
Mana Regeneration Bonus (Each point reduces the time it takes to regen 1 point of mana. Base of 7 rounds)
Levelling up with skills
Every point you spend in a skill, including the first 7 points used to pick your skill paths, affect secondary attributes as well as enhancing bonuses on equipment in their respective areas at higher levels.
The one on the left is a brand new character fully specialized in rogue skills; while the other one is a multi-classed warrior and wizard. Below is the chart of bonus attribute points you get for each class-skill you choose.
Slashing Damage is caused when you manage to get the sharp bit of the weapon to cut through the flesh of the other guy. It is affected by your opponent's armour.
Toxic damage is everything icky, nasty, and poisonous. It is often inflicted by tiny Brazilian frogs. The frogs do not like you very much, and we do not recommend strapping them to your equipment.
Aethereal damage is inflicted when your attack damages using the power of the stars. We have absolutely nothing funny to say about this, because we take astronomy very seriously. So should you.
Asphyxiative damage is very hard to spell, and is inflicted upon your opponent when your attack suddenly causes them to stop breathing. This is usually accomplished by removing air from the room, and replacing it with gas, cabbage scents, or noxious cologne.
Blast (Damage)
Blasting damage, first discovered by Alfred Nobel, refers to any damage projected from the quasi-elemental plane of dynamite. It is affected by your opponent's armour.
Existential damage: does it exist or not? We don't know, but your weapon may inflict it on somebody... if they exist. It bypasses your opponent's armour, if it exists. This tooltip is now going to go off and question its existence, read Heidegger, and weep piteously into a bottle of Dr. Sanin's New-Age Pilsner.
Putrefying damage is inflicted by any attacks that cause your opponent's flesh to decay and rot, such as by attacking them with the vegetable crisper in a refridgerator.
Righteous damage is inflicted by holy weaponry, really pretty elven maidens, angelic beings, certain sorts of very mystical and holy crystals, and mineral water.
Conflagratory resistance is very useful if you're a witch, or are likely to be working near witches or other flammable objects. Caution: asbestos armour has been determined by the Dwarven Mountainhomes to cause an increase in lung cancer, beard rot, and Strange Moods.
Voltaic resistance is best achieved by strapping frogs to your body. Their tough, thick conductive hides will help protect you from any electrical encounters. Failing that, we recommend magic rings or something.
Acidic resistance is best achieved by covering yourself, head to toe, in baking soda. Failing that, we suggest the adventurer's fallback: magic rings, again.
Aethereal resistance protects you from attacks fuelled by the power of the stars, the universe, and the influences of the Celestial Bodies upon your more earthly body. Caution: do not stare directly into the Celestial Aegis.
Righteous resistance helps protect you from being smote by Divine Powers. It will not, however, protect you from being eaten by bears, as befell the children who mocked the prophet Elisha.