Talent |
Requires |
Description |
All Skilled Up |
Level 3 |
Gives you 2 extra Ability Points to spend |
Anaconda |
Single-Handed 1 |
Increases your damage with crushing weapons by 10% |
Arrow Recovery |
|
Gives you a 20% chance to recover a special arrow after shooting it |
Back-Stabber |
Scoundrel 1 |
Allows you to backstab with daggers and knives |
Bigger and Better |
Level 5 |
Gives you 1 extra Attribute Point to spend |
Bully |
|
Gives you 50% extra damage against opponents that are slowed, crippled or knocked down |
Comeback Kid |
Willpower 5 |
When an opponent lands a blow that should kill you, Comeback Kid will leave you with 1 health
as long as you had more than 1 left |
Courageous |
Can't have Escapist talent |
Grants you immunity to Fear, but you can no longer flee from combat |
Demon |
Pyrokinetic 5 |
Gives you a chance to burn an opponent who strikes you with a melee weapon, but inflicts
a 25% penalty to your Water Resistance |
Elemental Affinity |
|
Lowers the AP cost of spells by 1 when standing on a surface of the same element |
Elemental Ranger |
Expert Marksman 5 |
Arrows might inflict bonus elemental damage depending on the surface your target is standing on |
Escapist |
Can't have Courageous talent |
Allows you to flee from combat even when enemies are right next to you |
Far Out Man |
|
Increases the range of spells and scrolls by 2m |
Five-Star Diner |
|
Doubles the effects of food |
Glass Cannon |
Level 5 |
Doubles your recovery AP, but your total vitality is decreased by 50% (including the bonus
from Lone Wolf) |
Guerrilla |
Sneaking 1 |
Doubles your attack damage when sneaking |
Headstrong |
Scoundrel 5 |
Gives you a 20% bonus against being Frozen, Stunned, Petrified and Knocked Down |
Ice King |
Hydrosophist 5 |
Gives you a chance to chill an opponent who strikes you with a melee weapon, but inflicts
a 25% penalty to your Fire Resistance |
Know-It-All |
|
Decreases everyone's attitude towards you by 20 but gives you +1 Intelligence |
Leech |
|
Heals you when standing on blood |
Light Stepper |
|
Gives you a +2 Perception bonus for detecting traps and secrets |
Lightning Rod |
Aerotheurge 5 |
Makes you immune to stun |
Lone Wolf |
|
A character with Lone Wolf can no longer have a companion but receives +80% base
vitality, +2 Turn AP, +2 Maximum AP, and an extra ability point when leveling up |
Morning Person |
Body Building 1 |
When resurrected, you revive to full health |
My Precious |
|
Every time you hit or get hit, your equipment has a 50% chance to not lose durability |
Opportunist |
Man-at-Arms 1 |
Gives you the ability to perform attacks of opportunity |
Packmule |
|
Increases the amount of weight you can carry |
Pet Pal |
|
Allows you to talk to animals |
Picture of Health |
Man-at-Arms 2 |
Gives you (5% x Man-at-Arms) extra vitality |
Politician |
|
Gives +2 Charisma but -1 Intelligence |
Quickdraw |
Expert Marksman 5 |
Reduces 1 AP from the cost of using ranged weapons |
Scientist |
|
Gives you +1 Blacksmithing and +1 Crafting |
Sidestep |
Expert Marksman 2 |
Gives you an extra 10% chance to evade hits |
Sidewinder |
Man-at-Arms 5 |
Removes your defense penalty when flanked |
Speedcreeper |
Sneaking 1 |
Allows you to move at normal speed while sneaking |
Stand Your Ground |
Body Building 5 |
Prevents you from being knocked down |
Stench |
|
Decreases everyone's attitude towards you by 25, but melee opponents find you less
attractive in combat |
Swift Footed |
Scoundrel 2 |
Gives you a 20% movement bonus |
Thick Skin |
Man-at-Arms 1 |
Gives you (5 + 2 x Man-at-Arms) extra base armor |
Voluble Mage |
Willpower 5 |
Grants you immunity to Muted |
Walk It Off |
|
Reduces all status durations (including positive ones) by 1 turn |
Weather the Storm |
Man-at-Arms 5 |
Gives you (5% x Man-at-Arms) extra Magic Resistance |
Weatherproof |
Geomancer 5 |
Makes you immune to environmental effects |
What a Rush |
|
Increases your Turn AP and Maximum AP by 2 when your health is below 30% |
Zombie |
|
Lets you heal from poison but causes damage from regular healing |