Attribute

Attributes are the statistical descriptors for all creatures (including player characters) in Guild Wars. Most skills have an associated attribute that governs the effectiveness of that skill. Most weapons and offhands require a minimum investment in a specific attribute to function at their full capacity. Some attributes also have an inherrent effect. The value of an attribute is known as "rank".

Primary and secondary attributes
Each profession has a powerful primary attribute which also always has an inherent effect that is part of what "makes" 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 primary profession. Primary attributes tend to have fewer linked skills than secondary attributes.

Secondary attributes are every other attribute. A character will have all secondary attributes of their primary and 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.

Inherent effects
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.

Secondary attributes, with few exceptions, only influence the skills they are linked to as well as proficiency with their related weapon type (where applicable). Exceptions include:
 * Dagger Mastery increasing the rate of double striking with daggers.
 * Death Magic increases the maximum amount of minions allowed.

Attribute requirements
Many weapons 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.

If the requirement is not met, the benefit tied to the attribute will be greatly reduced, though the exact penalty rules are unconfirmed. See Weapon requirements, Requirement, Linked attribute.


 * 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

Permanent increase
Attribute points supply a character's base, "raw" attribute rank. An attribute can be raised to a maximum of 12 by spending progressively increasing amounts of attribute points.
 * Attribute points are the only way to permanently increase a secondary profession's attribute

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 &mdash; the bonuses do not 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

Headgear can also provide a +1 bonus to one of its profession's attributes.
 * Hero headgear and some common headgear will add to the attribute of whatever rune is applied to it, and will add nothing without a rune.

Chance of increase
Weapons can have upgrades which give a chance to use a skill at a higher attribute rank each time a skill is used.


 * "Master of My Domain!" inscription or equivalent inherent mod: Item's attribute +1 (Chance: 11...20%)
 * of  suffixes: Attribute +1 (10...20% chance while using skills)
 * of Mastery suffixes: Item's attribute +1 (10...20% chance while using skills)

Temporary increase
There are skills available that can provide a temporary enhancement to certain attributes.
 * Glyph of Elemental Power: (glyph) +2 to all elemental attributes for the next 10 spells for 25 seconds
 * Elemental Lord: (enchantment) +1 to all elemental attributes for  seconds (PvE only)
 * Double Dragon: (spell) + to Fire Magic for seconds
 * Master of Magic: (enchantment) All elemental attributes set to 12 for seconds or until a non-elementalist skill is used
 * Awaken the Blood: (enchantment) +2 to Blood Magic and Curses for seconds
 * Aura of the Lich: (enchantment) +1 to Death Magic for seconds
 * Masochism: (enchantment) +2 to Death Magic and Soul Reaping for seconds (PvE only)
 * Expert's Dexterity: (stance) +2 to Marksmanship for seconds
 * Trapper's Focus: (preparation) + to Wilderness Survival for seconds
 * Ritual Lord: (skill) + to all Ritualist attributes for seconds for one skill

Several blessings provide a +1 bonus to one or several attributes.
 * In explorable areas, there are statues to the old gods where one can kneel to summon an avatar when the world has the favor of the gods. These avatars will give blessings for a donation of gold
 * All attribute blessings cost 150 and last 20 minutes or until zoning
 * In the Prophecies campaign areas of Tyria, the gods offer a different set of blessings that does not include attribute bonuses

In PvE, one can find consumables that increase all attributes by one.
 * Golden Egg (5 minutes)
 * Candy Corn (10 minutes)
 * Grail of Might (30 minutes, party wide, has other effects)
 * Lunar Blessing (randomly gained, lasts in area until you zone)

While adventuring in Eye of the North, you are treated as a level 20 character regardless of your current level.
 * Journey to the North: This buff sets one attribute to rank 12 and three additional attributes to rank 9.

Decreasing attributes
Aside from removing attribute points from a skill while in a town or outpost, there are few effects that decrease a character's attributes -- all of them temporary.
 * Weakness: (condition) Decreases all attributes by 1.
 * Master of Magic: (enchantment) All elemental attributes set to 12 for seconds. This means an attribute is decreased if it already was above 12.
 * Atrophy: (hex) Decreases primary attribute to 0 for seconds.
 * Wail of Doom: (hex) Decreases all attributes to 0 for seconds.
 * When riding in a Junundu or in a Norn Form such as Ursan, characters have their primary attribute set to zero.

While adventuring in Eye of the North, you are treated as a level 20 character regardless of your current level.
 * Journey to the North: Any runes on your armor which boost attributes are nullified. No part of the rune works, that is, you won't get -75 health for a superior rune which isn't actually doing anything. 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.