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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]].
Anaconda
 
   
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== Talents ==
Arrow recovery
 
   
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{| class="article-table sortable" border="1" width="100%" cellpadding="1" cellspacing="2"
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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| 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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| Leech || Heals you when standing in blood. (Note: usually only during your turn) ||
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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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| 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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| 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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| 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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| 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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| What a Rush || Increases your recovery and maximum Action Points by 2 when your health is below 30%. ||
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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]]
Courageous
 
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[[Category:Original Sin skills]]
 
Elemental Affinity
 
 
Escapist
 
 
Far Out Man
 
 
Five-Star Diner
 
 
Know-it-All
 
 
Leech
 
 
Light Stepper
 
 
Lone Wolf
 
 
Morning
 
 
Person
 
 
My Precious
 
 
Opportunist
 
 
Packmule
 
 
Pet Pal
 
 
Politician
 
 
Scientist
 
 
Stench
 
 
Thick Skin
 
 
Walk it Off
 
 
What a Rush
 
 
Zombie
 
 
All Skilled Up
 
 
Back-Stabber
 
 
Bigger and Better
 
 
Comeback Kid
 
 
Demon
 
 
Elemental Ranger
 
 
Glass Canon
 
 
Guerrilla
 
 
Headstrong
 
 
Ice King
 
 
Lightning Rod
 
 
Picture of Health
 
 
Quickdraw
 
 
Sidestep
 
 
Sidewinder
 
 
Speedcreeper
 
 
Stand Your Ground
 
 
Swift Footed
 
 
Voluble Mage
 
 
Weather the Storm
 
 
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.)