It is good to define what weapon will the character use at the start, to master using it.
The last ability is using weapons made ofTanebrium.
After doing this, every character in the team unlocks the ability and gets +1 point.
You cannot buy tanebrium weapons if you do not have this ability.
Defence abilities increase you protection against attacks.
It is very important for melee classes and not so important for ranged classes (like enchanters).
You will have to decide which abilities you will use and which will be forgotten.
We can distinguish three abilities here.
We can find four abilities here and it is enough if only one character is good at them.
Attributes
Attributes are kind of a character’s parameters.
Represented by Strength, Dexterity, Intelligence, Constitution, Speed and Perception.
With a proper equipment, you might increase your attributes for the time that you’re wearing it.
Some potions also do that.
Strength is the basic attribute for melee fighters.
It enhances the Man-At-Arms ability by increasing the value of attack points modifier and your chances of hitting.
Additionally, it allows you to carry heavy equipment and powerful weapons or armors.
Dexterity has a positive influence on the Expert Marksman and Scoundrel abilities.
Intelligence is an attribute mainly for magic classes, as it enhances the quality of Elemental and Witchcraft spells.
It also allows one to wear specific mage equipment.
Constitution should be developed in every character, besides their main attributes.
Speed, just like constitution, should be developed in characters that attack a lot.

Perception should be developed to a high level in at least one team member.
Talents
Talents are obtained once every few levels.
They are valuable, because they become passive abilities that change our heroes permanently.
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