Because a player can choose to concentrate on particular attributes, equip different types of weapons and armor, and paint a character just about any color in the spectrum during the creation phase, one player's chosen type can and most likely will end up looking vastly different from another of the same type. From the very beginning, Philar A looks nothing like Philar B. Characters advance through levels in a familiar way. Each victory over an opponent nets experience points which, in turn, translate into levels. Upon gaining a level, a character receives two attribute points that may be placed in any of four attributes, Strength, Spirit, Dexterity or Power. For example, Kitara, because she is psychically gifted, gains a great deal of Spirit from a point placed in that attribute, and only a little if the same is done for Strength.
Attribute scores have definite in-game effects.
Out in the RedMoon world, you'll find a variety of significant buildings, such as shops and hospitals, run by a host of NPCs. You'll likely spend the most time with the Arms Peddler, who offers a tantalizing array of weapons and armor, from tank tops to long swords. Under normal circumstances, it won't be money preventing your equipment upgrade, but rather ability scores and level. Every two or three levels sees a trip back to the Arms Peddler to pick up that bow you've been lusting after, or that fancy shield you weren't entitled to until you hit level 20. Other NPCs you encounter include the Doctors lurking about the Hospitals and Food Vendors, from whom you may pick up food and drink to restore your health or mana.