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Each character start with 2 talents points. The character will gain another point at level 3 and will continue to gain more every four levels afterwards, ending up with 7 talent points.

Talents Edit

TalentEffect Requirements
All Skilled Up Gives you 2 extra Ability Points to spend. (Note that if you wait for it to be unlocked in your Homestead, you can instead trade 1 unused Talent Point for 10 Ability Points.) Level 3
Anaconda Increases your damage with crushing weapons by 10%. Single-Handed 1
Arrow Recovery Gives you 33% chance to recover a special arrow after shooting it.
Back-Stabber Allows a character to backstab with daggers and knives. Backstabs always get a 100% chance to critical (using the weapon's critical multiplier, e.g. x2), assuming you position properly. Scoundrel 1
Bigger and Better Gives you 1 extra Attribute Point to spend. (Note that if you wait for it to be unlocked in your Homestead, you can instead trade 1 unused Talent Point for 10 Ability Points, and then trade 5 Ability Points for each additional Attribute Point.) Level 5
Bully Gives you 50% extra damage against opponents that are slowed, crippled or knocked down. Only works with melee or ranged weapons; not with spells.
Comeback Kid When an opponent lands the blow that should kill you, Comeback Kid will leave you with 1 health as long as you had more than 1 left. Willpower 5
Courageous Grants you immunity to fear, but you can no longer flee from combat. Incompatible with Escapist
Demon A character with Demon has a chance to burn an opponent who strikes with a melee weapon but takes a 25% penalty to Water Resistance. Pyrokinetic 5
Elemental Affinity Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.
Elemental Ranger Arrows may inflict bonus elemental damage depending on the surface on which your target is standing. Expert Marksman 5
Escapist Allows you to flee combat even when enemies are right next to you. Incompatible with Courageous
Far Out Man Increases the range of spells and scrolls by 2.0m.
Five-Star Diner Doubles the effects of food.
Glass Cannon Doubles your recovery AP but your total vitality is decreased by 50% (including the bonus from Lone Wolf). Level 5
Guerrilla Doubles your attack damage while sneaking. Works with any weapon, not just daggers/knives. Sneaking 1
Headstrong Gives you a 20% bonus against being Frozen, Stunned, Petrified and Knocked Down. Scoundrel 5
Ice King A character with Ice King has a chance to chill an opponent who strikes with a melee weapon but takes a 25% penalty to Fire Resistance. Hydrosophist 5
Know-it-All Decreases everyone's attitude towards you by 20 but gives you 1 extra point in Intelligence.
Leech Heals you when standing in blood. (Note: usually only during your turn)
Light Stepper Gives you a +2 Perception bonus for detecting traps and secrets.
Lightning Rod Makes you immune to Stun. Aerotheurge 5
Lone Wolf A character with Lone Wolf can no longer have a companion but receives a 60% bonus to base vitality, 1 bonus to Recovery and maximum Action Points and an extra ability point on level up.
Morning Person When resurrected, you revive to full health. (Note: Revive normally raises you at 20% HP) Body Building 1
My Precious Every time you hit or get hit, your gear has a 50% chance of not losing durability.
Opportunist Gives you the ability to perform attacks of opportunity. Man-at-arms 1
Packmule Increases the amount of weight you can carry.
Pet Pal Enables you to talk to animals. (Note: This is useful for starting/completing some quests, as well as tapping into the general humor of the game)
Picture of Health Gives you 5% × Man-at-arms extra Vitality. Man-at-Arms 2
Politician Gives you 2 bonus points in Charisma, but you lose a point in Intelligence.
Quickdraw Reduces 1 AP from the cost of using ranged weapons. Expert Marksman 5
Scientist Gives you a bonus point in Blacksmithing and one in Crafting.
Sidestep Gives you 10% extra chance to evade hits. Expert Marksman 2
Sidewinder Removes your defense rating penalty when flanked. (Note: The penalty is normally 10 per adjacent enemy beyond the 1st. Unfortunately, this talent appears to frequently only halve the penalty, instead of eliminating it outright.) Man-at-arms 5
Speedcreeper A character with Speedcreeper moves at normal speed while sneaking. Sneaking 1
Stand Your Ground A character with Stand Your Ground cannot be knocked down. Body Building 5
Stench Decreases everyone's attitude towards you by 25, but melee opponents will find you less attractive in combat.
Swift Footed Gives you a 10% movement bonus. (Note: affects combat only? needs additional verification) Scoundrel 2
Thick Skin Gives you 5 extra base armour + Man-at-arms × 2. (Up to +15 armor) Man-at-arms 1
Voluble Mage Gives you immunity to Muted. Willpower 5
Walk it Off Reduces all status duration by 1 turn. This also affects positive statuses.
Weather the Storm Gives you a 5% × Man-at-arms extra Elemental Resistance. (+25% Fire/Water/Earth/Air resist, but not Poison or Tenebrium. Resistances still cap at 80 without temporary bonuses.) Man-at-Arms 5
Weatherproof Makes you immune to environmental effects. (Note: Weather effects only, such as desert Slow status; standing on different elemental surfaces like poison/fire/etc still affects you normally. Lava is also still lethal.) Geomancer 5
What a Rush Increases your recovery and maximum Action Points by 2 when your health is below 30%.
Zombie Lets you heal from poison but causes damage from regular healing. (Note: This grants 200% Poison Resistance and makes you immune to the Poisoned status. This stacks with other poison resistance effects, e.g. from equipment. Any other elemental resistance higher than 100% will also heal you, as does sleeping in a bed, draining blood with Leech, and few other limited methods. However, other forms of healing will harm you, even food or spells like Vampiric Touch.)

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