An Attribute is one of the four characteristics that can be upgraded throughout the game. Attributes are upgraded by fighting until enough XP has been earned in order to reach the next level. When a character levels up, he will have a number of skill points to allot: two per level gained if the character is under level 20, or one per level gained if they are above that level. Each attribute area can be improved up to 24 times. Using a total of 96 skill points (Level 78) will maximize a character's base attributes, while every level up increases Health by 3 points and every tenth level up not only increases Health, but also Strength, Magic, as well. So, the stopping point for Strength and Magic is not just from increasing them via skill points, but also at Level 90. Finally, the stopping point for Health is Level 99. Animal Orbs and Weapons may be used to improve upon the base attributes.
- Main article: Strength
Strength affects how much damage a player can deal with a single melee attack, and causes the player to level up significantly slower as the XP system is based on hits, not kills, and the amount of XP one gets per hit is a fixed amount. One won't yield XP from overkill either. Use sparingly, if at all. On Insane Mode, due to the amount of health enemies have starting from Coneheads is massive; you'll be able to yield much more XP even if your strength is maxed out. This is really noticeable in levels such as Lava World, Marsh, Full Moon, and Snow World.
- Main article: Magic
Magic affects the type of magical attacks available to the player, the rate at which the magic bar recharges, and lowers the cost of your attacks at increments of 5. The damage is raised with every point, but as stated in strength's description, higher damage is useless in the long run; unless playing on Insane Mode.
- Main article: Defense
Defense adds 28 HP per skill point, decreases the player's flinch speed, and increases the player's tolerance to damage.
- Main article: Agility
Agility affects the amount of damage the Bow deals and the rate at which it fires, as well as how fast a player can move. As a result of this it also makes juggling, alignment, and combo locking easier, and it also makes dodging easier, so it essentially replaces defense, depending on whether the player is skilled or not.