Parry ratio: the higher it is, the lower the damage that the opponent does
so, if your opponent has an attack ratio of 150, and your parry ratio is 160, he/she will do lower end damage, however, if you have only 140 parry ratio, his damage will be higher than normal.
pentration range: It is how many monsters can be hit by this attack if they are in your line of fire. For autumn wind flame, if there are 3 monsters in a row, and you shoot through them all, it will hurt them all.
Rebirth: As the levels increase, you can res higher leveled people, and it restores more xp and health to them. I don't advise that you add this unless you will keep it leveled up because it will be useless unless you do so.
Premptive attack: When a monster attacks you on its own without you attacking it first. Harmony therapy prevents this up to a certain level, but the downside is that it doesn't affect champ and giant mobs. It also makes you heal faster
-----------------------------------------------------------------------------
Weapon stuff:
lucky: gives you a higher chance of succeding in alchemy if you use an elexir on it. sort of like lucky powder, but slightly less effective, so you should still use the powder.
steady: Increases the chance that if you fail an alchemy that it will not lose any previous stats like + str/int, or weapon upgrades.
immortal: increases the chance that your weapon won't break if an alchemy fails. If it does break, you can repair it at the blacksmith for a price and its stats may fall.
Phys/Mag balace: uhm...if you are pure str, you should have it around 90 % if not higher, opposite with pure int. I think it's a sort of damage multiplier. Don't know the exact equation, but I know it's somewhere on this forum...
----------------------------------------------------------------------------
Forces:
Cold: gives good physical def. or def flat. will slow down the enemy with the imbue and moves, but it is somewhat useless in pvp because auto-pot came out. It will slow down a move or two before the player automaticly pots, wouldn't advise it for the imbue.
fire: Gives good magical def and physical attack in it's buffs. Its imbue does the most damage and is reccomended for all players, except archer, who might use ice to slow the enemy down. buffs in this mastery are a must if your are pure str.
light: Gives good parry bonuses, magic increase for pure int is a must, its imbue lowers the opponent's parry, later on its effect can be pretty serious. does about the same as fire when its effect catches, but otherwise it does medium damage, It also might agges. monsters near you because of its spreading damage (hits up to 3 monsters in 2 meter radius). It also has the grasswalk series which any build will want. Its last book will make you about as fast as a horse
It is best for pure int because its nuke hits multiple things and it does about the same as the fire nukes and because of the magic damage buff.
Cheers!
Monkeymadnes