Learn how attribute and skill points work in Guild Wars 2, including progression from level 13 to 20 and beyond.
Walkthrough
- 1Level 13 grants 10 attribute points and 1 skill point.
- 2Level 14 grants 10 attribute points and 1 skill point.
- 3Level 15 grants 10 attribute points and 1 skill point.
- 4Level 16 grants 15 attribute points and 1 skill point.
- 5Level 17 grants 15 attribute points and 1 skill point.
- 6Level 18 grants 15 attribute points and 1 skill point.
- 7Level 19 grants 15 attribute points and 1 skill point.
- 8Level 20 grants 15 attribute points and 1 skill point.
- 9You continue to gain experience beyond level 20, but your character level remains at 20.
- 10After level 20, you no longer receive attribute points but still gain a skill point for every 20000 experience earned.
- 11There are two quests that each award 15 attribute points, totaling 30 attribute points from quests.
- 12In total, you can acquire 200 attribute points.
- 13Attribute points needed to increase attribute levels become steeper as the attribute level increases.
- 14It is recommended to focus on three attributes, with common distributions being 11-11-8 or 11-10-10.
- 15Using two attributes is easier, with 12-12 being a common spread.
- 16Using four or more attributes, such as 9-9-9-9, is a very poor option and will make your character weak.
- 17You can refund attribute points using refund points, earned at a rate of 1 refund point for every 250 experience.
- 18There is a maximum of 24 refund points available at one time.
- 19Skills can be accessed by pressing K by default and eight skills can be active at a time, corresponding to keys 1-8.
- 20Skills can only be changed while in towns.
- 21Most skills require energy to use, while some require adrenaline, and others require nothing.
- 22Energy is a stat that does not increase with level and can only be boosted with items.
- 23Elementalist, Necromancer, Mesmer, and Monk professions start with 30 energy and 4 arrows of energy regeneration (each arrow is 0.33 energy per second).
- 24Ranger professions start with 25 energy and 3 arrows of energy regeneration.
- 25Warrior professions start with 20 energy and 2 arrows of energy regeneration.
- 26Extra arrows of energy regeneration on non-warrior classes come from their armor.
- 27Maximum energy can be increased or decreased by certain armors.
- 28Adrenaline is gained by hitting an enemy and is used by many warrior skills.
- 29There are three basic types of long-term spells: enchantments (friendly, lasting duration), hexes (harmful, usually from enemies), and conditions (harmful effects).
- 30Health degenerating conditions include Bleeding (3 arrows, long duration), Burning (7 arrows, shorter duration, more painful than bleeding), Diseased (4 arrows, medium duration, spreads to nearby creatures of the same type), and Poison (4 arrows, long duration, can be less potent in swamp areas like Swamp Water).
- 31Non-health degenerating conditions include Blind (90% physical attack miss rate, increased stray ranged shots), Crippled (greatly reduced movement speed), Dazed (spell interruption from physical damage, 100% increased casting time), Deep Wound (20% maximum health reduction, 20% reduction in life gain other than regeneration), Exhaustion (greatly reduces energy regeneration when energy is depleted, caused by high-powered skills), and Weakness (66.6% base damage reduction before enemy armor is factored in).
- 32Armor consists of five pieces: Head, Chest,
Tips
- Experiment with different attribute point distributions, but remember the steep cost of higher attribute levels.
- If you dislike your attribute point spread, utilize refund points earned through experience.
- Be mindful of the limited number of active skills (eight) and choose them wisely.
- Energy regeneration is crucial for many professions and can be influenced by armor.
- Adrenaline is a key resource for Warriors, gained through combat.
- Understand the various conditions and their effects to better manage combat and prepare for enemy debuffs.
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