Attribute

Attributes are unique to each class. Each of the professions have their own attributes, which are listed on their respective pages.

Attributes are the cornerstone of your character's development. For each level you attain, you are given a set number of attribute points to allocate to the given attributes of your profession(s). Most of these attributes are tied to your professions skills, with each skill depending on a given attribute to increase its effectiveness. Attributes provide a passive benefit, an active benefit, or both. A warrior, for example, has an attribute called Axe Mastery. This has an active benefit of increasing the damage done with axe weapons and using axe-based skills, as well as providing a passive benefit: higher critical hit ratio when using an axe. Some attributes provide only a passive benefit. The necromancer's attribute, Soul Reaping, increases his or her Energy by +X each time an opponent, ally, or undead minion dies in battle.

A Necromancer with 6 points in Soul Reaping, will need to spend 7 points to gain a Soul Reaping ability of 7. From level 8 onwards the amount of attribute points required to increase an attribute is not directly related to the level, as shown in the table below.

The maximum level an attribute can be set at is 12, but this can be increased by four points by using runes, so the maximum level of any attribute is actually 16. Many players prefer to specialise in 2 or 3 attributes to make most effective use of points, since only 200 points can be gained by the time you reach the level limit, 20. For example, a monk dedicated to healing might decide to have 12 points on both Healing Prayers and Divine Favor, making as much use as possible out of the healing attributes that a monk posesses. This would cost 194 points in total, but allow basic healing spells to be considerably more effective; with Healing Prayers and Divine Favor both at 12 Orison of Healing will heal for 96 Health (60 thanks to Healing Prayers, and Divine Favor adds 3 health for every level) compared to a mere 20 Health with those attributes set to 0.

Attribute Refund Points
For each 250 experience points you gain, you also gain 1 refund point. These are used to adjust your attributes for specific situations; for example, if you've tinkered with your skills and wish to allocate more points to a given attribute to reflect your increased dependence on skills that utilize that attribute. You would want to decrease attribute points allocated in another attribute and increase them in that one. Each time you decrease an attribute, you use up a refund point and you get back all the attribute points you put in to get it to that level.