Ability Scores are general measures of a character's broadest abilities. Not counting bonuses or other modifiers, each score can be between 3 and 18, with 10 considered to be average among adventurers. The six ability scores are:
- Strength measures a character's physical power.
- Constitution represents a character's health, stamina and vital force.
- Dexterity measures hand-eye coordination, agility, reflexes, and balance.
- Intelligence describes how well a character learns and reasons.
- Wisdom measures common sense, perception, self-discipline and empathy.
- Charisma measures force of personality, persuasiveness, and leadership.
Ability Scores are also frequently called "attributes."
 Initial Values
On character creation, ability scores are randomly rolled.
One or two ability scores selected by the player will also receive a permanent +2 racial bonus.
The ability scores are not randomly rolled, but are rather arrays based on a point buy system.
For instance, having an 18 in the main ability score (e.g. 18 wisdom for a cleric) comes at the expense of a lower overall point total than taking a more balanced approach (72 points in the 18 13 13 10 10 8 array versus 77 points in the 15 14 13 12 12 11 array).
At levels 10, 20, 40 and 50, characters gain 2 points to add to their ability scores. At levels 30 and 60, all of a character's attributes are increased by 1.
 Ability Scores Effect per point over 10 For each Class
All classes receive the following bonuses from each ability score, for each point over 10.
|Strength||1% Stamina Regeneration (or Guard Meter)|
1% DoT Damage Resist
|Constitution||2% Maximum Hit Points|
|Dexterity||1% AoE Damage Resist|
0.5% Deflection Chance
|Intelligence||1% Recharge Speed Increase|
|Wisdom||1% Control Bonus|
1% Control Resist
|Charisma||1% Companion Stat Bonus|
1% Combat Advantage Damage
Classes receive additional bonuses for their primary and secondary ability scores, for each point over 10.
|Control Wizard||1% Damage Bonus||1% Recharge Speed Increase
1% Action Point Gain
|1% Critical Chance|
|Devoted Cleric||1% Critical Chance||1% Damage Bonus
1% Bonus Healing
|1% Recharge Speed Increase|
1% Action Point Gain
|Great Weapon Fighter||1% Damage Bonus||1% Resistance Ignored||1% Critical Chance|
|Guardian Fighter||1% Damage Bonus||1% Action Point Gain||1% Resistance Ignored|
|Hunter Ranger||1% Resistance Ignored||1% Damage Bonus||1% Critical Chance|
|Trickster Rogue||1% Damage Bonus||1% Critical Chance||1% Deflection Chance|