PropertyValue
rdf:type
rdfs:label
  • Attribute
  • Attribute
  • Attribute
rdfs:comment
  • The Bakugan Attributes are representative of their elements. Vestroia's system was split into six planets of fire, water, air, earth, light, and darkness. There are a few Bakugan who don't have an attribute and others who have an uncontrollable and forbidden power.
  • An attribute is a statistic which each character and monster has.
  • In HTML and XML, attributes can be added to elements to control their effect. All attributes values are textual. In following example code, the element has a lang attribute with value "en": ... Attributes consist of a name and a value, separated by an "=" (equality) sign and are written within the starting tag of the element. If the attribute is a boolean then the value part and equality sign can be omitted. Normally the value has to be contained within single (') or double (") quotes. In HTML, if the value does not contain spaces or any of the characters " ' ` = < >, then quotes are optional.
  • Attributes affects how high a player can hit , how much health (HP) they have, their amount of mana (MP), and their armor.
  • There are six different attributes that a character can spend Stat Points on, which directly effect their stats. They are the most important thing to consider when choosing a build. List of Attributes * STR (Strength) * REC (Defense) * INT (Intelligence) * WIS (Wisdom) * DEX (Dexterity) * LUC (Luck)
  • There are six normal attributes and two special attributes in Dinosaur King. They are as follows:
  • An attribute shows some capability of the player. There are six basic attributes, as in Dungeons & Dragons.
  • Attribute refers to the following six character statistics: * Agility: each point grants 0.01% dodge, 0.005% parry and 0.01% evasion chance. * Constitution: each point grants 8 health and 2 action points. * Luck: each point grants 0.0033% dodge, 0.0033% evasion chance, 0.1% evasion value, 0.0033% critical hit chance, 0.005% strikethrough chance, and 0.1% strikethrough value. * Precision: each point grants 0.005% parry, 0.005% block chance, 0.01% critical hit chance, and 0.005% strikethrough chance. * Stamina: each point grants 2 health and 8 action points. * Strength: each point grants 0.005% block chance, 0.5 block value, 0.01% hit chance, and 0.33 melee damage.
  • Ein Ardea-Minigo Charakter hat 4 Grundattribute, welche vor allem im Kampf eine Rolle spielen. * Stärke * Geschick * Mana * Lebenspunkte
  • Attributes are determined by which talismans and defensive gear a character has equipped, and what kinds of modifications and enhancements have been added to them. You can see your characters attributes using the character dialogue box (C). File:Character attribute.jpg
  • An attribute is
  • beschreibt eure Körperliche Verfassung, Zähigkeit, Gesundheit und Belastbarkeit. Wird von der SL bei Hintergrundchecks z.B. auf Operationen oder Giften verwendet. Des Weiteren zählt dieses Attribut bei Hintergrundchecks der SL die z.B. bestimmen sollen wer in einer Gruppe am ehesten für bestimmte körperliche Belastungen wie Schlafentzug, Hunger, Kälte usw. geeignet ist (natürlich nur im Rahmen des erträglichen).
  • Players who are level 15 and below can freely reset their stats as often as they like by talking to the Naturally-Gifted Man at the Dojo in Eversun City. Otherwise, a Reset Stats book is needed (which can be bought from the Item Mall). Each class receives stats bonuses, e.g. a Blademaster adding +1 in Power will get +3 in Physical Attack, while a Hunter would get +2.
  • Every profession has 4 or 5 attributes, one of them being the primary attribute of the profession. The primary attribute of a profession is only available if the respective profession is also the character's primary profession. For example: an Elementalist/Mesmer has Energy Storage and all other Elementalist and Mesmer Attributes except Fast Casting, while a Mesmer/Elementalist has Fast Casting and all other Mesmer and Elementalist Attributes except Energy Storage.
  • Attributes, or Stats are the basic building blocks for a character's combat ability. The two inherent stats are HP and MP. Once ascended, Daevas accumulate Divine Points (DP). To view a character's attributes open the Profile panel (default P). Base attributes will always appear in the top section with other attributes below. Use the arrow key to scroll through the rest of the attributes.
  • Es gibt insegesamt drei Grundattribute, die wie folgt lauten: * Neutral Chao * Hero Chao * Dark Chao
  • Attribute (auch Skills genannt) sind die grundsätzlichen Fähigkeiten, die Stärken des Kämpfers. Du kannst sie sehen, wenn du Taste C drückst, was dein Charakterfenster öffnet.Jede Klasse ist mit einer anderen Grundeinstellung versehen und man wird auch den Schwerpunkt der Attributs-Aufwertung jeweils entsprechend legen.
  • Attribute (auch Skills genannt) sind die grundsätzlichen Fähigkeiten, die Stärken des Kämpfers. Du kannst sie sehen, wenn du Taste C drückst, was dein Charakterfenster öffnet.Jede Klasse ist mit einer anderen Grundeinstellung versehen und man wird auch den Schwerpunkt der Attributs-Aufwertung jeweils entsprechend legen.
  • Verwendete Abkürzungen: * HP: Lebenspunkte * HPR: Lebenspunkt Regeneration * MP: Manapunkte * MPR: Manapunkte Regeneration * PATK: physischer Angriff * MATK: magischer Angriff * PDEF: physische Abwehr * MDEF: magische Abwehr * PDR: physische Ausweich Rate * PACC: Physische Genauigkeit * HEAL: Heil Bonus
  • Attributes define a character's basic statistical capabilities. The four Basic Attributes are Strength, Dexterity, Intelligence, and Health and are defined on page 14 of Basic Set: Characters and page 4 of GURPS Lite . The Secondary Characteristics are Damage, Basic Lift, Hit Points, Will, Perception, Fatigue Points, Basic Speed (which Dodge is based off of), and Basic Move. They are defined on the next few pages, along with information on Size Modifiers, Wealth, Tech Levels, and other basic statistics.
  • An attribute (属性 zokusei) is a characteristic located at the bottom right of every member card. An attribute is text describing the card. For logicalists, it describes a primary personality trait of that character, while for foreigners, it describes their race, the type of being they are. Tranceunions have the attributes of both the logicalist and the foreigner that combine into that tranceunion. Attributes have no direct effect on gameplay, although they may be referenced by abilities.
  • There are five base attributes in The Quest that can be viewed and improved via the Main tab of the Character Profile. Each of these attributes governs over different stats on the character's profile and other character related elements. Most important of these are the character's Skills.
  • Attributes (Japanese: 属(ぞく)性(せい) Zokusei) are essentially the "elemental" groups for each Monster Card. There are different cards made to support each "element", and there are popular monsters of each kind. It is possible for a monster to be considered part of multiple Attributes via a card effect, such the effect of "Elemental Mistress Doriado". The Alignments featured in the manga and some video games are similar to Attributes.
  • Roles may have attributes, altering the way how they are affected by other roles' abilities. Attributes are integral to gameplay.
  • Attribute: This is a term that is used interchangibly with Stats. This term refers to the characters Strength, Dexterity, Constitution, Psyche, and Spirit.
  • Attribute sind die Grundsteine für die Kampf-Fertigkeiten eines Charakters. Die fünf Haupt-Attribute sind Stärke, Beweglichkeit, Ausdauer, Intelligenz und Willenskraft. Diese fünf Attribute erscheinen zusammen mit dem Rüstungswert im Charakterfenster unter "Grundwerte". Sie werden auch oft einfach als Werte oder Stats bezeichnet.
  • Attributes are traits that measure a character's innate capabilities in both the Storyteller and Storytelling systems; most are common to both systems, though a few are different in each. They are one of the three main categories of traits, alongside Abilities or Skills - with which they are often combined to form dice pools - and Advantages.
  • Basic Attributes are a very powerful part of a character. While armor and weapons provide a valuable amount of the defense and attack power, attributes provide the overwhelming majority of it. When looking at bonuses on Gear, be mindful of the effect of basic attribute bonuses on derived stats like Attack and Defense. Note, however, that some Basic Attributes may increase some derived stats extremely irregularly.
  • In Drakensang every character has 8 different Attributes. These Attributes influence how good (or bad) the character deals with a variety of tasks and thus have effect on the outcome of Talent Tests, Base Attack Values, Base Parry Values, Base Ranged Values, , Vitality, Endurance, Astral Energy and Attribute checks. These 8 different Attributes are: * Courage (CO) * Cleverness (CL) * Intuition (IN) * Charisma (CH) * Dexterity (DE) * Agility (AG) * Constitution (CN) * Strength (ST) Attributes can be increased, decreased or restored by means of or .
  • Attribute is a property of the player, text, fireworks and ball. By clicking with the left mouse button text/player/fireworks and choosing with the right mouse button some element (or vice versa) the fireworks/player/text/ball will get the attribute of that element. The player can also absorb elements with his head. If no attribute or a wrong element is chosen, the player will have no attribute and fireworks, ball and text will have the powder attribute.
  • Attributes are the basic building blocks for a character's combat ability. The five primary attributes are , , , , and . These five attributes along with armor appear on the character info under "Attributes". These are often referred to as simply stats. A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.
  • Attributes are five base traits, that every creature in the game has, including the hero, his pets and all monsters. These attribute are Strength, Intelligence, Dexterity, Health, and Energy. The hero's attributes can be increased by spending attribute points (AP) into them. Each attribute point increases Strength, Intelligence or Dexterity by +4 points and Health and Energy by +25 points. The hero gains 2 attribute points per level up, and a few more for completing certain quests in the game. Note: Unlike skills, attributes cannot be respeced or reset!
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  • AttributeMastery-GX06-JP-VG.jpg
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Furigana
  • ぞくせい
Portuguese
  • Atributo
bydate
  • by Feb 5th 2014 8:00PM
  • by Dec 2nd 2013 at 5:00PM
  • by Lisa Poisso Oct 28th 2009 at 2:00PM
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Type
  • wowinsider
Italian
  • Attributo
Romaji
  • Zokusei
dbkwik:old.bakuganfanfic/property/wikiPageUsesTemplate
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French
  • Attribut
Link
  • http://wow.joystiq.com/2014/02/05/tertiary-stats-and-that-pesky-bag-space-problem/|desc=Tertiary stats and that pesky bag space problem
  • http://wow.joystiq.com/2013/12/02/warlords-of-draenor-all-health-will-come-from-stamina/|desc=Warlords of Draenor: All health will come from Stamina
  • http://wow.joystiq.com/2009/10/28/wow-rookie-primary-stats-for-beginners/|desc=WoW Rookie: Primary stats for beginners
Image caption
  • "Attribute Mastery"
German
  • Eigenschaft
Japanese
  • 属性
Spanish
  • Atributo
Chinese
  • 屬性 Shǔxìng / Suk6 sing3
Korean
  • 속성 Sokseong
English
  • Attribute
wikipage disambiguates
abstract
  • The Bakugan Attributes are representative of their elements. Vestroia's system was split into six planets of fire, water, air, earth, light, and darkness. There are a few Bakugan who don't have an attribute and others who have an uncontrollable and forbidden power.
  • Attribute is a property of the player, text, fireworks and ball. By clicking with the left mouse button text/player/fireworks and choosing with the right mouse button some element (or vice versa) the fireworks/player/text/ball will get the attribute of that element. The player can also absorb elements with his head. If no attribute or a wrong element is chosen, the player will have no attribute and fireworks, ball and text will have the powder attribute. In Powder Game (AG), a player created must have an attribute. However, it is possible to have a player with no attribute by viewing an upload that has one.
  • An attribute is a statistic which each character and monster has.
  • In HTML and XML, attributes can be added to elements to control their effect. All attributes values are textual. In following example code, the element has a lang attribute with value "en": ... Attributes consist of a name and a value, separated by an "=" (equality) sign and are written within the starting tag of the element. If the attribute is a boolean then the value part and equality sign can be omitted. Normally the value has to be contained within single (') or double (") quotes. In HTML, if the value does not contain spaces or any of the characters " ' ` = < >, then quotes are optional.
  • In Drakensang every character has 8 different Attributes. These Attributes influence how good (or bad) the character deals with a variety of tasks and thus have effect on the outcome of Talent Tests, Base Attack Values, Base Parry Values, Base Ranged Values, , Vitality, Endurance, Astral Energy and Attribute checks. These 8 different Attributes are: * Courage (CO) * Cleverness (CL) * Intuition (IN) * Charisma (CH) * Dexterity (DE) * Agility (AG) * Constitution (CN) * Strength (ST) Attributes can be increased, decreased or restored by means of or . During the game, these Attributes can be raised by means of Experience Points, but every Profession has a maximum value for each Attribute. This article is a . You can help My English Wiki by expanding it.
  • Attributes affects how high a player can hit , how much health (HP) they have, their amount of mana (MP), and their armor.
  • Attributes are traits that measure a character's innate capabilities in both the Storyteller and Storytelling systems; most are common to both systems, though a few are different in each. They are one of the three main categories of traits, alongside Abilities or Skills - with which they are often combined to form dice pools - and Advantages. In both systems, the majority of characters have nine attributes, grouped into three categories: Physical, Social and Mental. Normal mortal humans and most animals are limited to ratings of between 1 and 5, though in extreme cases they may have attribute ratings of zero. Especially large or fast animals may have Physical attributes beyond this range, though they rarely outclass humans in the other categories. Supernatural creatures, including vampires, werewolves, Prometheans, Novas and Exalts, are often capable of raising their attributes beyond mortal capability. These greater limits may be temporarily granted by the application of supernatural powers, or permanent, as the creature's supernatural body and mind have potential beyond the limitations of mortals.
  • There are six different attributes that a character can spend Stat Points on, which directly effect their stats. They are the most important thing to consider when choosing a build. List of Attributes * STR (Strength) * REC (Defense) * INT (Intelligence) * WIS (Wisdom) * DEX (Dexterity) * LUC (Luck)
  • There are six normal attributes and two special attributes in Dinosaur King. They are as follows:
  • An attribute shows some capability of the player. There are six basic attributes, as in Dungeons & Dragons.
  • Attribute refers to the following six character statistics: * Agility: each point grants 0.01% dodge, 0.005% parry and 0.01% evasion chance. * Constitution: each point grants 8 health and 2 action points. * Luck: each point grants 0.0033% dodge, 0.0033% evasion chance, 0.1% evasion value, 0.0033% critical hit chance, 0.005% strikethrough chance, and 0.1% strikethrough value. * Precision: each point grants 0.005% parry, 0.005% block chance, 0.01% critical hit chance, and 0.005% strikethrough chance. * Stamina: each point grants 2 health and 8 action points. * Strength: each point grants 0.005% block chance, 0.5 block value, 0.01% hit chance, and 0.33 melee damage.
  • Ein Ardea-Minigo Charakter hat 4 Grundattribute, welche vor allem im Kampf eine Rolle spielen. * Stärke * Geschick * Mana * Lebenspunkte
  • Attributes are determined by which talismans and defensive gear a character has equipped, and what kinds of modifications and enhancements have been added to them. You can see your characters attributes using the character dialogue box (C). File:Character attribute.jpg
  • An attribute is
  • beschreibt eure Körperliche Verfassung, Zähigkeit, Gesundheit und Belastbarkeit. Wird von der SL bei Hintergrundchecks z.B. auf Operationen oder Giften verwendet. Des Weiteren zählt dieses Attribut bei Hintergrundchecks der SL die z.B. bestimmen sollen wer in einer Gruppe am ehesten für bestimmte körperliche Belastungen wie Schlafentzug, Hunger, Kälte usw. geeignet ist (natürlich nur im Rahmen des erträglichen).
  • Players who are level 15 and below can freely reset their stats as often as they like by talking to the Naturally-Gifted Man at the Dojo in Eversun City. Otherwise, a Reset Stats book is needed (which can be bought from the Item Mall). Each class receives stats bonuses, e.g. a Blademaster adding +1 in Power will get +3 in Physical Attack, while a Hunter would get +2.
  • Every profession has 4 or 5 attributes, one of them being the primary attribute of the profession. The primary attribute of a profession is only available if the respective profession is also the character's primary profession. For example: an Elementalist/Mesmer has Energy Storage and all other Elementalist and Mesmer Attributes except Fast Casting, while a Mesmer/Elementalist has Fast Casting and all other Mesmer and Elementalist Attributes except Energy Storage.
  • Attributes, or Stats are the basic building blocks for a character's combat ability. The two inherent stats are HP and MP. Once ascended, Daevas accumulate Divine Points (DP). To view a character's attributes open the Profile panel (default P). Base attributes will always appear in the top section with other attributes below. Use the arrow key to scroll through the rest of the attributes.
  • Es gibt insegesamt drei Grundattribute, die wie folgt lauten: * Neutral Chao * Hero Chao * Dark Chao
  • Attribute (auch Skills genannt) sind die grundsätzlichen Fähigkeiten, die Stärken des Kämpfers. Du kannst sie sehen, wenn du Taste C drückst, was dein Charakterfenster öffnet.Jede Klasse ist mit einer anderen Grundeinstellung versehen und man wird auch den Schwerpunkt der Attributs-Aufwertung jeweils entsprechend legen.
  • Attribute (auch Skills genannt) sind die grundsätzlichen Fähigkeiten, die Stärken des Kämpfers. Du kannst sie sehen, wenn du Taste C drückst, was dein Charakterfenster öffnet.Jede Klasse ist mit einer anderen Grundeinstellung versehen und man wird auch den Schwerpunkt der Attributs-Aufwertung jeweils entsprechend legen.
  • Attribute sind die Grundsteine für die Kampf-Fertigkeiten eines Charakters. Die fünf Haupt-Attribute sind Stärke, Beweglichkeit, Ausdauer, Intelligenz und Willenskraft. Diese fünf Attribute erscheinen zusammen mit dem Rüstungswert im Charakterfenster unter "Grundwerte". Sie werden auch oft einfach als Werte oder Stats bezeichnet. Eine Reihe weiterer Attribute beeinflussen direkt bestimmte Bereiche des Kämpfens und werden oft auf eine bestimmte Weise durch die Haupt-Attribute verändert. Diese Attribute sind kritische Trefferwertung, Schadensreduzierung, Angriffskraft, Zauberschaden und einige andere. Jeder Charakter hat zu Beginn eine bestimmte Menge dieser Attribute, die, abhängig von der Klasse, mit jeder Stufe steigen. Ein Magier bekommt z.B. mehr Intelligenz als ein Schurke, welcher dafür mehr Beweglichkeit erhält. Diese Attribute können hauptsächlich durch Ausrüstung erhöht werden, aber auch durch zeitlich begrenzte Effekte wie Buffs, Elixiere, Schriftrollen und viele weitere. Fast alle Kampfmenchaniken hängen in irgendeiner Weise mehr oder weniger von den Charakter-Attributen ab. Durch Steigerung der entsprechenden Attribute kann z.B. der erlittene Schaden reduziert, die geleistete Heilung erhöht oder Mana und Gesundheit gesteigert werden. Das Verständnis dieser Attribute ist wichtig, um seine Klasse effektiv spielen zu können.
  • Verwendete Abkürzungen: * HP: Lebenspunkte * HPR: Lebenspunkt Regeneration * MP: Manapunkte * MPR: Manapunkte Regeneration * PATK: physischer Angriff * MATK: magischer Angriff * PDEF: physische Abwehr * MDEF: magische Abwehr * PDR: physische Ausweich Rate * PACC: Physische Genauigkeit * HEAL: Heil Bonus
  • Attributes define a character's basic statistical capabilities. The four Basic Attributes are Strength, Dexterity, Intelligence, and Health and are defined on page 14 of Basic Set: Characters and page 4 of GURPS Lite . The Secondary Characteristics are Damage, Basic Lift, Hit Points, Will, Perception, Fatigue Points, Basic Speed (which Dodge is based off of), and Basic Move. They are defined on the next few pages, along with information on Size Modifiers, Wealth, Tech Levels, and other basic statistics.
  • An attribute (属性 zokusei) is a characteristic located at the bottom right of every member card. An attribute is text describing the card. For logicalists, it describes a primary personality trait of that character, while for foreigners, it describes their race, the type of being they are. Tranceunions have the attributes of both the logicalist and the foreigner that combine into that tranceunion. Attributes have no direct effect on gameplay, although they may be referenced by abilities.
  • Attributes are five base traits, that every creature in the game has, including the hero, his pets and all monsters. These attribute are Strength, Intelligence, Dexterity, Health, and Energy. The hero's attributes can be increased by spending attribute points (AP) into them. Each attribute point increases Strength, Intelligence or Dexterity by +4 points and Health and Energy by +25 points. The hero gains 2 attribute points per level up, and a few more for completing certain quests in the game. Note: Unlike skills, attributes cannot be respeced or reset! * Strength (Str) increases Physical Damage dealt (this type of damage is dealt by all weapons except staffs). It works on weapon base damage only. Strength is also a requirement to wear better warrior's gear. * Intelligence (Int) increases Elemental Damage (lightning, fire, cold) dealt. This includes regular weapon attacks (especially Staffs) as well as all attack skills dealing elemental damage and vitality damage. It has no effect on poison. Intelligence is also required to wear better magician's gear, like staffs and robes. * Dexterity (Dex) increases Offensive and Defensive Ability (OA/DA) as well as Pierce Damage, which is partially dealt by swords/daggers, spears, and bows. It is also required to use better types of these weapons and some other equipment. * Health (or Life, HP, Health/Hit Points) measures how much damage the hero can take before he/she dies. * Energy (or Mana) is required to use active skills like attack spells, summon skills, and auras. Throughout the game, players may gain bonus attribute points and bonus Str/Int/Dex/Health. These are gained through completing quests on each difficulty. The bonuses are: * Health: 75 (N)/150 (E)/200 (L) for a total of 425 additional health. * 'Attribute points': 2 bonus attribute points per difficulty (may be spent on any attribute). * Attribute points: 2 bonus attribute points per difficulty (may be spent on any attribute). * Attribute points: 2 bonus attribute points per difficulty (may be spent on any attribute). * Health: 80 (N)/150 (E)/200 (L) for a total of 430 additional health. * Strength: 6 (N)/8 (E)/10 (L) + 4 (N)/6 (E)/8 (L) for a total of 42 additonal strength. * Intelligence: 4 (N)/ 6 (E)/ 8 (L) for a total of 18 additional Intelligence. * Dexterity: 4 (N)/ 6 (E)/ 8 (L) for a total of 18 additional Dexterity. By the end of the game (with Immortal Throne expansion), the player would have recieved a total of 855 Health, 42 Strength, 18 Intelligence, 18 Dexterity and 18 attribute points. The importance of Strength, Intelligence and Dexterity depends on the hero's class: A spellcaster wants to spend points into Intelligence to increase the elemental damage done with his/her spells and to wear magician's equipment. An archer character needs to boost both Dexterity (to increase pierce damage and the chance to do critical damage) and Strength (to wear better armor).
  • There are five base attributes in The Quest that can be viewed and improved via the Main tab of the Character Profile. Each of these attributes governs over different stats on the character's profile and other character related elements. Most important of these are the character's Skills.
  • Attributes (Japanese: 属(ぞく)性(せい) Zokusei) are essentially the "elemental" groups for each Monster Card. There are different cards made to support each "element", and there are popular monsters of each kind. It is possible for a monster to be considered part of multiple Attributes via a card effect, such the effect of "Elemental Mistress Doriado". The Alignments featured in the manga and some video games are similar to Attributes.
  • Basic Attributes are a very powerful part of a character. While armor and weapons provide a valuable amount of the defense and attack power, attributes provide the overwhelming majority of it. When looking at bonuses on Gear, be mindful of the effect of basic attribute bonuses on derived stats like Attack and Defense. Note, however, that some Basic Attributes may increase some derived stats extremely irregularly. An example: A level 86 Barbarian with 521 defense unarmored, increases his strength from 239 to 240; he gets an additional thirty-one Physical Defense! Most other levels he will get two or three points, sometimes not any.
  • Roles may have attributes, altering the way how they are affected by other roles' abilities. Attributes are integral to gameplay.
  • Attribute: This is a term that is used interchangibly with Stats. This term refers to the characters Strength, Dexterity, Constitution, Psyche, and Spirit.
  • Attributes are the basic building blocks for a character's combat ability. The five primary attributes are , , , , and . These five attributes along with armor appear on the character info under "Attributes". These are often referred to as simply stats. A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others. All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment, as well as temporary effects such as buffs, elixirs, scrolls, auras, and many other means. Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's mana or health, or other benefits. Understanding how these attributes work is important for effective combat. AddOns such as RatingBuster can show you the actual improvements in game to your Secondary attributes which are more directly applied to combat mechanics.
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