(Created page with " Anaconda Arrow recovery Bully Courageous Elemental Affinity Escapist Far Out Man Five-Star Diner Know-it-All Leech Light Stepper Lone Wolf Morning Person My Pre...") |
(Link to EE's talents) Tag: Visual edit |
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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. |
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+ | Note that this page covers Original Sin Classic talents, which are different from Enhanced Edition's [[Talents (DOS EE)|Talents]]. |
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− | Anaconda |
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+ | == Talents == |
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− | Arrow recovery |
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+ | {| class="article-table sortable" border="1" width="100%" cellpadding="1" cellspacing="2" |
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− | Bully |
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+ | ! style="width:110px"|Talent!! class="unsortable" |Effect !! Requirements |
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+ | |- |
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+ | | 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 |
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+ | |- |
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+ | | Anaconda || Increases your damage with crushing weapons by 10%. || Single-Handed 1 |
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+ | |- |
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+ | | Arrow Recovery || Gives you 33% chance to recover a special arrow after shooting it. || |
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+ | |- |
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+ | | 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 |
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+ | |- |
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+ | | 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 |
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+ | |- |
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+ | | 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. || |
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+ | |- |
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+ | | 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 (Divinity: Original Sin)|Willpower]] 5 |
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+ | |- |
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+ | | Courageous || Grants you immunity to fear, but you can no longer flee from combat. || Incompatible with Escapist |
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+ | |- |
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+ | | 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 |
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+ | |- |
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+ | | Elemental Affinity || Lowers the Action Point cost of spells by 1 when standing in a surface of the same element. || |
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+ | |- |
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+ | | Elemental Ranger || Arrows may inflict bonus elemental damage depending on the surface on which your target is standing. || [[Expert Marksman (Divinity: Original Sin)|Expert Marksman]] 5 |
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+ | |- |
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+ | | Escapist || Allows you to flee combat even when enemies are right next to you. || Incompatible with Courageous |
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+ | |- |
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+ | | Far Out Man || Increases the range of spells and scrolls by 2.0m. || |
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+ | |- |
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+ | | Five-Star Diner || Doubles the effects of food. || |
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+ | |- |
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+ | | Glass Cannon || Doubles your recovery AP but your total vitality is decreased by 50% (including the bonus from Lone Wolf). || Level 5 |
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+ | |- |
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+ | | Guerrilla || Doubles your attack damage while sneaking. Works with any weapon, not just daggers/knives. || Sneaking 1 |
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+ | |- |
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+ | | Headstrong || Gives you a 20% bonus against being Frozen, Stunned, Petrified and Knocked Down. || Scoundrel 5 |
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+ | |- |
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+ | | 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 (Divinity: Original Sin)|Hydrosophist]] 5 |
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+ | |- |
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+ | | Know-it-All || Decreases everyone's attitude towards you by 20 but gives you 1 extra point in Intelligence. || |
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+ | |- |
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+ | | Leech || Heals you when standing in blood. (Note: usually only during your turn) || |
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+ | |- |
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+ | | Light Stepper || Gives you a +2 Perception bonus for detecting traps and secrets. || |
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+ | |- |
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+ | | Lightning Rod || Makes you immune to Stun. || [[Aerotheurge (Divinity: Original Sin)|Aerotheurge]] 5 |
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+ | |- |
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+ | | 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. || |
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+ | |- |
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+ | | Morning Person || When resurrected, you revive to full health. (Note: Revive normally raises you at 20% HP) || [[Body Building (Divinity: Original Sin)|Body Building]] 1 |
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+ | |- |
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+ | | My Precious || Every time you hit or get hit, your gear has a 50% chance of not losing durability. || |
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+ | |- |
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+ | | Opportunist || Gives you the ability to perform attacks of opportunity. || [[Man-at-Arms (Divinity: Original Sin)|Man-at-arms]] 1 |
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+ | |- |
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+ | | Packmule || Doubles the amount of weight you can carry. || |
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+ | |- |
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+ | | 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) || |
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+ | |- |
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+ | | Picture of Health || Gives you 5% × Man-at-arms extra Vitality. || [[Man-at-Arms (Divinity: Original Sin)|Man-at-Arms]] 2 |
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+ | |- |
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+ | | Politician || Gives you 2 bonus points in Charisma, but you lose a point in Intelligence. || |
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+ | |- |
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+ | | Quickdraw || Reduces 1 AP from the cost of using ranged weapons. || [[Expert Marksman (Divinity: Original Sin)|Expert Marksman]] 5 |
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+ | |- |
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+ | | Scientist || Gives you a bonus point in Blacksmithing and one in Crafting. || |
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+ | |- |
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+ | | Sidestep || Gives you 10% extra chance to evade hits. || [[Expert Marksman (Divinity: Original Sin)|Expert Marksman]] 2 |
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+ | |- |
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+ | | 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 (Divinity: Original Sin)|Man-at-arms]] 5 |
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+ | |- |
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+ | | Speedcreeper || A character with Speedcreeper moves at normal speed while sneaking. || [[Sneaking (Divinity: Original Sin)|Sneaking]] 1 |
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+ | |- |
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+ | | Stand Your Ground || A character with Stand Your Ground cannot be knocked down. || [[Body Building (Divinity: Original Sin)|Body Building]] 5 |
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+ | |- |
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+ | | Stench || Decreases everyone's attitude towards you by 25, but melee opponents will find you less attractive in combat. || |
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+ | |- |
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+ | | Swift Footed || Gives you a 10% movement bonus. (Note: affects combat only? needs additional verification) || [[Scoundrel]] 2 |
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+ | |- |
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+ | | Thick Skin || Gives you 5 extra base armour + Man-at-arms × 2. (Up to +15 armor) || Man-at-arms 1 |
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+ | |- |
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+ | | Voluble Mage || Gives you immunity to Muted. || [[Willpower (Divinity: Original Sin)|Willpower]] 5 |
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+ | |- |
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+ | | Walk it Off || Reduces all status duration by 1 turn. This also affects positive statuses. || |
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+ | |- |
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+ | | 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 (Divinity: Original Sin)|Man-at-Arms]] 5 |
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+ | |- |
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+ | | 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 (Divinity: Original Sin)|Geomancer]] 5 |
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+ | |- |
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+ | | What a Rush || Increases your recovery and maximum Action Points by 2 when your health is below 30%. || |
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+ | |- |
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+ | | 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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+ | |} |
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+ | [[ru:Таланты в Original Sin]] |
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− | Courageous |
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+ | [[Category:Original Sin skills]] |
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− | |||
− | Elemental Affinity |
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− | |||
− | Escapist |
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− | |||
− | Far Out Man |
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− | |||
− | Five-Star Diner |
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− | |||
− | Know-it-All |
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− | |||
− | Leech |
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− | |||
− | Light Stepper |
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− | |||
− | Lone Wolf |
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− | |||
− | Morning |
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− | |||
− | Person |
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− | |||
− | My Precious |
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− | |||
− | Opportunist |
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− | |||
− | Packmule |
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− | |||
− | Pet Pal |
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− | |||
− | Politician |
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− | |||
− | Scientist |
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− | |||
− | Stench |
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− | |||
− | Thick Skin |
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− | |||
− | Walk it Off |
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− | |||
− | What a Rush |
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− | |||
− | Zombie |
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− | |||
− | All Skilled Up |
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− | |||
− | Back-Stabber |
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− | |||
− | Bigger and Better |
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− | |||
− | Comeback Kid |
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− | |||
− | Demon |
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− | |||
− | Elemental Ranger |
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− | |||
− | Glass Canon |
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− | |||
− | Guerrilla |
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− | |||
− | Headstrong |
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− | |||
− | Ice King |
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− | |||
− | Lightning Rod |
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− | |||
− | Picture of Health |
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− | |||
− | Quickdraw |
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− | |||
− | Sidestep |
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− | |||
− | Sidewinder |
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− | |||
− | Speedcreeper |
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− | |||
− | Stand Your Ground |
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− | |||
− | Swift Footed |
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− | |||
− | Voluble Mage |
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− | |||
− | Weather the Storm |
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− | |||
− | Weatherproof |
Revision as of 18:12, 5 April 2020
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.
Note that this page covers Original Sin Classic talents, which are different from Enhanced Edition's Talents.
Talents
Talent | Effect | 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 | Doubles 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.) |