Attributes The Technomancer Guide
Last update: 29 June 2016
There are five different character attributes that can be developed as you level up. Each three levels you will gain a single attribute point to assign, and each attribute can be upgraded up to the 5th level. You must assign those attributes in accordance to the class you are playing as. Those influence the parameters of a class, increasing, for instance, a chance for a critical strike, or the power of basic attacks, as well as the maximum level of health of a character. Points that were assigned cannot be reclaimed - think twice before using them.
Strength
Strength is the typical combat-oriented attribute. Each point will give you the following:
- +1 melee damage,
- +2% chance to disrupt enemy attack.
This attribute should be developed mainly for the Warrior, or in a lesser extent for the Guardian. Rogue doesn't have to develop this attribute at all. Strength allows a character to wield heavier armors and better weapons and shields. Develop this attribute to the maximum while playing as the Warrior, as this is his bread and butter.
Agility
Agility is an attribute reserved mainly for the Rouge, and in a lesser extent for the Technomancer. Each point will give you the following:
- 1% increased critical damage,
- 2% increased critical damage with spells,
- 1% increased change to poison, disrupt or shock the enemy.
This attribute also allows your character to wear special type of equipment - it's lighter and provides less protection, but often comes with additional bonuses.
Power
Power is, as you've probably guessed, the bread and butter of Technomancers. If you, however, like to use the abilities of a technomancer even when you are using a different class, you should think about assigning some points into Power. This attribute is important if you want to use the technomancer-only equipment (which you can get, above all else, by completing quests during the first chapter). Those items are characterized by larger number of upgrades slots.
Each point of Power will give you the following:
- +2 to power of spells
- 10% increase to power regeneration.
Constitution
Constitution - a parameter useful for every character, and especially for the Guardian, but it all depends on your style. If you are good with the shield and you can block most of the enemy attacks, you won't have to invest points into it. When it comes to the rest of classes - you should invest some points into it, especially if you aren't good at dodging attacks. You can delay development of that attribute if you are playing with a character focusing on ranged combat. Each point of this attribute will give you the following:
- Max health increased by 10 points,
- Resistance to knockdown increased by 4%,
- Increased carrying capacity by 50 points - this is not very useful, as the starting carrying capacity is often more than enough.