Attributes
Six attributes make a hero. Each point counts from 10, a point below counts the other way; each also opens its own ability tree.
Strength STR
Force of arms, carrying, breaking free.
Each point above 10: +3% damage, +2% critical damage, +4 Might resistance, +4 Might potency, +2 kg carried.
Its tree:
Cleave
Rage
Sunder
Crushing Blow
War Stomp
Whirlwind
Favoured by: Dwarves (+10%)
Dexterity DEX
Hands, balance and aim.
Each point above 10: +1% attack speed (never faster than a swing a second), +4 accuracy rating, +4 evasion rating, +4 stealth rating, +4 Reflexes resistance, +4 Reflexes potency.
Its tree:
Charge
Fan of Knives
Backstep
Backstab
Shadowstep
Trip
Evasion
Constitution CON
Health, stamina and standing up to harm.
Each point above 10: +10 health, +4 Endurance resistance, +4 Endurance potency, +6 stamina.
Its tree:
Shield Bash
Shield Charge
Shield Slam
Stoneskin
Second Wind
Bulwark
Favoured by: Dwarves (+20%)
Intelligence INT
Learning, craft and the arcane.
Each point above 10: shorter cooldowns (haste), +5 mana, +4 critical strike rating, +4 Wits resistance, +4 Wits potency.
Its tree:
Arcane Blast
Blink
Frost Bind
Arcane Surge
Arcane Bolt
Arcane Nova
Firebolt
Flare
Wisdom WIS
Sense, will and the ways of the wild.
Each point above 10: +5% health regeneration, +5% mana regeneration, +4 detection rating, +4 Resolve resistance, +4 Resolve potency.
Its tree:
Entangle
Hunter's Focus
Mend
Thorn Burst
Spirit Snare
Wild Renewal
Favoured by: Gnomes (+5%)
Charisma CHA
Presence. Followers will answer to it.
Each point above 10: +4 Presence resistance, +4 Presence potency.
Its tree:
Challenge
Menacing Shout
Rallying Cry
Battle Cry
Warlord's Roar
Favoured by: Halflings (+10%)
A character starts with 10 points to spend on its attributes, each from 5; a race's percent applies to what is bought.