All Attributes start at base 5. A newly created character has five Attribute points to spend. Each even level grants an additional Attribute point, ending up with 15 spendable Attribute Points. Each Skill is boosted by a particular Attribute and has a soft Attribute requirement based on its Skill Level. Each Attribute point below the requirement reduces the effectiveness of the Skill by 10%, while each Attribute point above the requirement grants a 5% bonus. Attributes cannot exceed 15 unless it is boosted by equipement.
Effects
Strength
- Boosts Man-at-Arms skills
- +20 Weight per point (base 10)
- +6 Offense Rating per point for Strength-based Weapons
Dexterity
- Boosts Expert Marksman skills
- Boosts Scoundrel skills
- +5 Defense rating per point above 5? (base 4xLevel)
- +6 Offense Rating per point for Dexterity-Based Weapons
Intelligence
- Boosts Elemental skills (Aerotheurge, Geomancer, Hydrosophist, Pyrokinetic)
- Boosts Witchcraft skills
- Every 2 intelligence points after 4 int reduces the cooldown of magic school skills by 1 turn
- +6 Offense Rating per point for Intelligence-Based Weapons
Constitution
- +1 Maximum Action Points per point (base 7)
- +6.2 Vitality per point and level (+7.13 in normal difficulty due to the +15% bonus)
Speed
- +0.1 Movement per point
- +0.5 Initiative per point
- +0.5 Start Action Points per point (base 2)
- +0.5 Turn Action Points per point (base 3.5)
Perception
- +1.0 Hearing per point
- +0.5 Initiative per point
- +0.5 Start Action Points per point (base 2)
- +2% Critical Chance per point above 5
- Ability to detect traps
- Accuracy when shooting over distances
- Every 0.2 meters from the target reduces chance to hit by 1%
- Each point of Perception increases the distance before penalties due to range take effect by 0.4 meters.