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		<title>gww&gt;Steve1 at 18:00, 2 September 2026</title>
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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{quotation|[[Tablet of Wisdom]]|Each profession has a primary attribute available only to characters who have chosen that profession as their primary profession. For example, when chosen as a primary profession, the Elementalist has Energy Storage, which provides a larger Energy pool with which to use skills; the Mesmer has Fast Casting, which increases spell casting speed. The secondary profession you choose will not have access to this primary attribute, so it's important to note each profession's primary attribute when considering which profession will be your primary. &lt;br /&gt;
The primary attribute lines are: Expertise (Ranger), Divine Favor (Monk), Strength (Warrior), Soul Reaping (Necromancer), Energy Storage (Elementalist), Fast Casting (Mesmer), Critical Strikes (Assassin), and Spawning {{sic}} (Ritualist.) {{sic}}}}&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
[[Attribute]]s are the statistical descriptors for all [[creature]]s (including [[player]] [[character]]s) in [[Guild Wars]]. Most [[skill]]s have an associated attribute that governs the effectiveness of that skill. Most [[weapon]]s and [[offhand]]s require a minimum investment in a specific attribute to function at their full capacity. Some attributes also have an inherent effect. The value of an attribute is known as &amp;quot;rank&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Primary and secondary attributes==&lt;br /&gt;
Each [[profession]] has a [[primary attribute]] which also always has an inherent effect that is part of what &amp;quot;makes&amp;quot; the profession. One attribute from each profession is designated as its primary attribute and is only available to a character who takes it as their [[Profession#Primary profession|primary profession]].  Primary attributes tend to have fewer linked skills than secondary attributes.&lt;br /&gt;
&lt;br /&gt;
[[Secondary attribute]]s are every other attribute. A character will have all secondary attributes of their primary and [[Profession#Secondary profession|secondary professions]]. This means that every character can eventually gain access to ''any'' secondary attribute and its associated skills. A majority of secondary attributes have no inherent effect.&lt;br /&gt;
&lt;br /&gt;
==Inherent effects==&lt;br /&gt;
Primary attributes have effects beyond the linked skills and items of the attribute. For example, [[Energy Storage]] will increase a character's maximum [[energy]] directly, and [[Strength]] will add to the [[armor penetration]] of every [[attack skill]] the character uses.&lt;br /&gt;
&lt;br /&gt;
Secondary attributes, with few exceptions, only influence the skills they are linked to as well as proficiency with their related [[weapon|weapon type]] (where applicable). Exceptions include:&lt;br /&gt;
:*[[Beast Mastery]] increasing the damage of [[animal companion]]s and their chance to inflict a [[critical hit]].&lt;br /&gt;
:*[[Dagger Mastery]] increasing the rate of [[double strike|double striking]] with daggers.&lt;br /&gt;
:*[[Death Magic]] increases the maximum number of [[minion]]s allowed.&lt;br /&gt;
&lt;br /&gt;
==Attribute requirements==&lt;br /&gt;
{{see|Damage calculation#Weapon requirements}}&lt;br /&gt;
Many [[weapon]]s require a certain investment in a specific attribute to be used to their full potential. This [[requirement]] will be stated in the weapon information and ''only'' applies to the specific benefit that the requirement is listed for.&lt;br /&gt;
&lt;br /&gt;
If the requirement is not met, the benefit tied to the attribute will be greatly reduced, though the exact penalty rules are unconfirmed. For example, [[Milius' Pillar]] would give the wielder +15 energy, +30 health, 10% [[HCT]], and 20% [[HSR]] even at ''zero'' Earth Magic, but the damage would be greatly reduced.&lt;br /&gt;
&lt;br /&gt;
==List of attributes==&lt;br /&gt;
{| {{STDT|gold}}&lt;br /&gt;
|- style=&amp;quot;background:#FC6;&amp;quot;&lt;br /&gt;
! [[Profession]] !! [[Primary attribute|Primary]] !! Inherent primary effect !! [[Secondary attribute|Secondary]]&lt;br /&gt;
|-&lt;br /&gt;
|{{W}} Warrior || [[Strength]] || Adds [[armor penetration]] to all attack skills || [[Axe Mastery]]&amp;lt;br&amp;gt; [[Hammer Mastery]]&amp;lt;br&amp;gt; [[Swordsmanship]]&amp;lt;br&amp;gt; [[Tactics]]&lt;br /&gt;
|-&lt;br /&gt;
|{{r}} Ranger || [[Expertise]] || Reduces [[energy]] cost of [[ranger skills|ranger]], [[attack skills|attack]], [[touch skill|touch]], and [[ritual]] skills || [[Beast Mastery]]&amp;lt;br &amp;gt;[[Marksmanship]]&amp;lt;br&amp;gt; [[Wilderness Survival]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Mo}} Monk ||[[Divine Favor]] || Adds bonus [[healing]] when a monk [[spell]] is cast on an ally || [[Healing Prayers]]&amp;lt;br&amp;gt; [[Protection Prayers]]&amp;lt;br&amp;gt; [[Smiting Prayers]]&lt;br /&gt;
|-&lt;br /&gt;
|{{N}} Necromancer || [[Soul Reaping]] || Gives [[energy]] every time a [[nearby]] [[creature]] dies || [[Blood Magic]]&amp;lt;br&amp;gt; [[Curses]]&amp;lt;br&amp;gt; [[Death Magic]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Me}} Mesmer ||[[Fast Casting]] || Decreases the [[activation time]] of all [[spells]] and [[signets]]; in [[PvE]] decrease the [[recharge time]] of Mesmer spells || [[Domination Magic]]&amp;lt;br&amp;gt; [[Illusion Magic]]&amp;lt;br&amp;gt; [[Inspiration Magic]]&lt;br /&gt;
|-&lt;br /&gt;
|{{E}} Elementalist ||[[Energy Storage]] || Adds to maximum [[energy]] || [[Air Magic]]&amp;lt;br&amp;gt; [[Earth Magic]]&amp;lt;br&amp;gt; [[Fire Magic]]&amp;lt;br&amp;gt; [[Water Magic]]&lt;br /&gt;
|-&lt;br /&gt;
|{{A}} Assassin || [[Critical Strikes]] || Adds to [[critical hit]] chance and causes critical hits to give [[energy]] ||  [[Dagger Mastery]]&amp;lt;br&amp;gt; [[Deadly Arts]]&amp;lt;br&amp;gt; [[Shadow Arts]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Rt}} Ritualist || [[Spawning Power]] || Increases duration of [[weapon spells]] and the health of all [[summoned creature|summoned creatures]] ||  [[Channeling Magic]]&amp;lt;br&amp;gt; [[Communing]]&amp;lt;br&amp;gt; [[Restoration Magic]]&lt;br /&gt;
|-&lt;br /&gt;
|{{P}} Paragon || [[Leadership]] || Gives [[energy]] on using [[shouts]] and [[chants]] dependent on the number of allies affected || [[Command]]&amp;lt;br&amp;gt; [[Motivation]]&amp;lt;br&amp;gt; [[Spear Mastery]]&lt;br /&gt;
|-&lt;br /&gt;
|{{D}} Dervish ||[[Mysticism]] || Reduces [[energy]] cost of [[dervish skills|dervish]] [[enchantment]]s. Increases [[armor rating]] while enchanted in PvE. || [[Earth Prayers]]&amp;lt;br&amp;gt; [[Scythe Mastery]]&amp;lt;br&amp;gt; [[Wind Prayers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Increasing attributes==&lt;br /&gt;
===Permanent increase===&lt;br /&gt;
[[Attribute point]]s supply a character's base, &amp;quot;raw&amp;quot; attribute rank. An attribute can be raised to a maximum of 12 by spending progressively increasing numbers of attribute points. Attribute points are the ''only'' way to permanently increase a secondary profession's attribute.&lt;br /&gt;
&lt;br /&gt;
Each attribute has a corresponding [[rune]] that can be used to add an attribute-increasing [[suffix]] to [[armor]]. Runes add 1-3 ranks to an attribute, though the 2 and 3 rank runes come with a cost in maximum [[health]]. Only the most powerful rune on the character is considered for each attribute &amp;amp;mdash; the bonuses do not [[Effect stacking|stack]], but the health penalties do. As runes are restricted to the armor of their profession, only a character's [[primary profession]] attributes can be boosted in this manner.&lt;br /&gt;
&lt;br /&gt;
Headgear can also provide a +1 bonus to one of its profession's attributes. [[Hero armor|Hero headgear]], Eye of the North [[Common armor|common headgear]] and the headgear offered by [[Professor Yakkington]] in [[pre-Searing]] will add to the attribute of whatever rune is applied to it, and will add nothing without a rune.&lt;br /&gt;
&lt;br /&gt;
In PvE, a [[weapon]] with an [[of the (Profession)]] [[suffix]] increases a specific [[primary attribute]] to 4 or 5 if it's lower than that, even if it's not the primary attribute of the wielder's primary profession.&lt;br /&gt;
&lt;br /&gt;
===Chance of increase===&lt;br /&gt;
* [[Weapon]]s can have [[upgrade component]]s which give a chance to use a skill at a higher attribute rank each time a skill is used.&lt;br /&gt;
** [[&amp;quot;Master of My Domain&amp;quot;]] [[inscription]] or equivalent [[List of weapon upgrades|inherent mod]]: Item's attribute +1 (Chance: 10...20%)&lt;br /&gt;
** [[Of Attribute|of &amp;lt;Attribute&amp;gt;]] [[suffix]]es: Attribute +1 (10...20% chance while using skills)&lt;br /&gt;
** [[Staff Wrapping]] [[of Mastery]]: Item's attribute +1 (10...20% chance while using skills)&lt;br /&gt;
&lt;br /&gt;
=== Temporary increase ===&lt;br /&gt;
&lt;br /&gt;
; Skills&lt;br /&gt;
Several [[skill]]s temporarily boost one or more attributes.&lt;br /&gt;
&lt;br /&gt;
* {{r}} [[Trapper's Focus]] ([[preparation]]): +{{gr|0|4}} to [[Wilderness Survival]] for {{gr|12|36}} seconds&lt;br /&gt;
* {{n}} [[Awaken the Blood]] ([[enchantment]]): +2 to [[Blood Magic]] and [[Curses]] for {{gr|20|44}} seconds&lt;br /&gt;
* {{n}} [[Aura of the Lich]] (enchantment): +1 to [[Death Magic]] for {{gr|5|45}} seconds&lt;br /&gt;
&lt;br /&gt;
* {{e}} [[Armor of Frost]] (enchantment): +1 to [[Water Magic]]&lt;br /&gt;
* {{e}} [[Elemental Attunement]] (enchantment): +2 to all [[Elementalist|elemental]] attributes for {{gr|25|60}} seconds&lt;br /&gt;
* {{e}} [[Glyph of Elemental Power]] ([[glyph]]): +2 to all elemental attributes for the next 10 spells for 25 seconds&lt;br /&gt;
* {{e}} [[Glyph of Energy]] (glyph): +{{gr|1|2}} to all elemental attributes for the next {{gr|1|3}} spells&lt;br /&gt;
* {{e}} [[Master of Magic]] (enchantment): All elemental attributes set to {{gr|8|14}} for {{gr|1|61}} seconds&lt;br /&gt;
* {{rt}} [[Ritual Lord]] ([[skill]]): +{{gr|2|4}} to all [[ritualist]] attributes for {{gr|5|35}} seconds for one skill&lt;br /&gt;
&lt;br /&gt;
; Skills (PvE only)&lt;br /&gt;
* {{r}} [[Expert's Dexterity]] (stance): +2 to [[Marksmanship]] for {{gr|1|20}} seconds&lt;br /&gt;
* {{n}} [[Masochism]] (enchantment): +2 to Death Magic and [[Soul Reaping]] for {{gr|10|40}} seconds&lt;br /&gt;
&lt;br /&gt;
; Skills (PvP only)&lt;br /&gt;
* {{r}} [[Expert's Dexterity]] (stance): +1 to [[Marksmanship]] for {{gr|1|20}} seconds&lt;br /&gt;
&lt;br /&gt;
; PvE only Skills&lt;br /&gt;
* {{a}} [[Shadow Theft]] (skill): +{{gr|1|5}} to all  attributes (except attributes provided by attribute blessings or [[Seven Weapons Stance]])&lt;br /&gt;
* {{e}} [[Elemental Lord]]  (enchantment): +1 to all elemental attributes for {{gr|40|60}} seconds&lt;br /&gt;
* {{p}} [[Heroic Refrain]] ([[echo]]) : +{{gr|1|3}} to all attributes (except attributes provided by attribute blessings or Seven Weapons Stance), target any ally &lt;br /&gt;
* {{w}} [[Seven Weapons Stance]] ([[stance]]): +{{gr|1|15}} to all seven martial weapon mastery attributes, regardless of active secondary [[profession]]&lt;br /&gt;
&lt;br /&gt;
; PvE-only effects&lt;br /&gt;
*Certain attribute-increasing [[blessing]]s are available from [[avatar]]s of the [[god]]s. &lt;br /&gt;
** All attribute blessings cost {{cost|150}} and last 20 minutes or until you [[zone]].&lt;br /&gt;
** In [[Prophecies]], the avatars do not offer blessings that include attribute bonuses.&lt;br /&gt;
&lt;br /&gt;
*Five [[consumable]]s increase all attributes by one, one consumable increases all attributes by two (except attributes provided by attribute blessings or [[Seven Weapons Stance]], e.g. a character that does not have [[Necromancer]] as their primary nor secondary profession and is under the effects of [[Necromancer of Grenth]] will not have any of the Necromancer attributes, such as Soul Reaping and Blood Magic, increased by any of these consumables).&lt;br /&gt;
** [[Golden Egg]] (30 minutes)&lt;br /&gt;
** [[Candy Corn]] (30 minutes)&lt;br /&gt;
** [[Empowering Feast]] (+2, 30 minutes, has other effects, does not stack with Golden Egg or Candy Corn)&lt;br /&gt;
** [[Grail of Might]] (30 minutes, party wide, has other effects)&lt;br /&gt;
** [[Heroes' Trifecta]] (30 minutes, party wide, has other effects, does not stack with Grail of Might)&lt;br /&gt;
** [[Lunar Blessing]] (randomly gained, lasts in area until you zone)&lt;br /&gt;
&lt;br /&gt;
*While adventuring in Eye of the North, your character is treated as being level 20 if it is below level 20 by [[Journey to the North]], which sets one attribute to rank 12 and three additional attributes to rank 9.&lt;br /&gt;
&lt;br /&gt;
== Decreasing attributes ==&lt;br /&gt;
&lt;br /&gt;
There are several skills and effects that can temporarily lower a character's attribute rank. Attributes cannot be reduced below 0.&lt;br /&gt;
&lt;br /&gt;
* {{n}} [[Atrophy]] ([[hex]]): Sets the primary attribute to 0 for {{gr|3|7}} seconds.&lt;br /&gt;
* {{n}} [[Wail of Doom]] (hex): Sets all attributes to 0 for {{gr|1|4}} seconds.&lt;br /&gt;
* {{e}} [[Master of Magic]] (enchantment): Will decrease any high-rank elementalist attributes to {{gr|8|14}} (e.g. from 15)&lt;br /&gt;
* {{a}} [[Shadow Theft]] (skill): -{{gr|1|5}} to all  attributes.&lt;br /&gt;
* {{monster}} [[Paranoid Indignation]] (hex): Decreases all non-zero attributes by 2 for 20 seconds.&lt;br /&gt;
* {{monster}} [[Touch of Aaaaarrrrrrggghhh]] (skill): Sets all attributes to 0 for 20 seconds.&lt;br /&gt;
* [[Stone Spores]] ([[environment effect]]): Decreases all attributes by 2.&lt;br /&gt;
* [[Weakness]] ([[condition]]): Decreases all attributes by 1.&lt;br /&gt;
* Under some disguises, forms and festival effects characters have their primary attribute set to 0:&lt;br /&gt;
** [[Desert Wurm (disguise)|Desert Wurm]] disguise&lt;br /&gt;
** [[Raven Blessing]], [[Ursan Blessing]], [[Volfen Blessing]]&lt;br /&gt;
** [[Siege Devourer]]&lt;br /&gt;
** [[Spirit of the Festival]]&lt;br /&gt;
** [[Yuletide]] and [[Godly Yuletide]]&lt;br /&gt;
* While adventuring in Eye of the North, your character is treated as being level 20 if it is below level 20 by [[Journey to the North]], which sets one attribute to rank 12 and three additional attributes to rank 9. Any runes on your armor which boost attributes are nullified, and skills which boost your attributes, such as Glyph of Elemental Power, Elemental Lord, Awaken the Blood no longer function correctly when this buff is applied.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Attributes are capped at rank 20, the maximum that can be reached through runes and skill effects; however, items that offer a 20% chance of boosting skills by +1 can temporarily bypass this cap.&lt;br /&gt;
* [[Skills and Attributes Panel]] will show boosted attributes as blue numbers and reduced attributes as red numbers.&lt;br /&gt;
* [[Signet of Illusions]], [[Symbolic Celerity]], and [[Symbols of Inspiration]] causes certain skills to use the rank of a certain attribute.&lt;br /&gt;
* &amp;quot;Elemental attributes&amp;quot; includes [[Air Magic|Air]], [[Earth Magic|Earth]], [[Fire Magic|Fire]] and [[Water Magic]], but does not include [[Energy Storage]], [[Earth Prayers]] nor [[Wind Prayers]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* During early development of the game, the names of the attributes of some professions were slightly different, as mentioned by an alpha tester in the Photics e-zine issue #5&amp;lt;ref&amp;gt;https://photics.com/issues/issue05.pdf&amp;lt;/ref&amp;gt; of May 2004. Monks had 'Magic Resistance' instead of Divine Favor. Warriors had 'Toughness' and 'Melee Defense' instead of Tactics and Strength. Mesmers had 'Distortion' instead of Inspiration Magic. Rangers had 'Stealth' and 'Evasion' instead of Expertise and Wilderness Survival.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Attributes|Attributes sorted by profession]]&lt;br /&gt;
* [[Attribute quest]]&lt;br /&gt;
* [[Attribute spread]]&lt;br /&gt;
* [[Breakpoint]]&lt;br /&gt;
* [[No Attribute skill]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Attributes|*]]&lt;/div&gt;</summary>
		<author><name>gww&gt;Steve1</name></author>
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