Attribute points now depend on your class. Warriors raise Strength, Vitality, Fortitude (defence, block) and Fury (attack speed, crit damage); Mages raise Wisdom (spell power), Essence (mana, health), Insight (spell pierce, crit damage) and Warding (defence, health); Rangers raise Aim (marksmanship), Dexterity (attack speed, crit chance), Penetration (armour pierce, crit damage) and Stamina (health, defence); Rogues raise Malice (lethality), Footwork (evasion, attack speed), Cunning (crit damage, crit chance) and Resilience (health, defence). Novices have Strength, Vitality and Agility; becoming a Warrior keeps Strength and Vitality, and points on anything the new class lacks are handed back. Every character gets all spent attribute points back for free, to spend again on the new set. Spending is quicker too: a +10 button and a box to type the number in, still applied only when you confirm. Crit chance now stops at 75%, a long bow shot's bonus included: high-level Assassins used to pile points and gear past 100% and crit on every blow. Crit chance on every piece of gear and every set is halved, the rest turned into crit damage, so each crit hits harder. Magic resist is new: monsters' spells (curses, wraith bolts, dragon fire, light and void) and a Mage's blows against other players now meet magic resist plus half your defence instead of defence. Every class gains magic resist with its level, Mages the most; Mage armour, every accessory and the Warding attribute add more, and enhancement raises it too.