I think the balance of the talents should be improved:
All Skilled Up:
Gives you 3 (4 with Lone Wolf) extra Ability Points to spend.
Anaconda:
Increases the Poison Resistance by 50%.
Arrow Recovery:
Gives you a 50% chance to recover a special arrow after shooting it.
Back-Stabber:
Allows a character to back-stab with daggers and knives.
Bigger and Better:
Gives you 2 extra Attribute Points to spend.
Bully:
Gives you 50% extra damage against opponents that are slowed, crippled or knocked down. Only works with melee or ranged weaposn.
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.
Courageous:
Increases your Initiative by 3.
Demon:
A character with Demon has a 40% chance to burn an opponent who strikes with a melee weapon.
Elemental Affinity:
Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.
Elemental Ranger:
Arrows inflict (Level X 3) bonus elemental damage depending on the surface on which your target is standing.
Escapist:
You do not provoke an Attack of Opportunity.
Far Out Man:
Increases the range of spells and scrolls by 2 m.
Five-Star Diner > Drunken Master:
Increases the effect of healing potions by 50%.
Glass Cannon:
A character with Glass Cannon receives a 50% penalty to base vitality, a bonus of 4 points to Start and Maximum Action Points and a bonus of 2 points to Recovery Action Points.
Guerrilla:
Doubles your attack damage while sneaking.
Headstrong:
A character with Headstrong cannot be stunned.
Ice King:
A character with Ice King has a 40% chance to freeze an opponent who strikes with a melee weapon.
Know-it-All > Summoner:
Increases the vitality of summoned units by 50%.
Leech:
You heal (Damage X 0.25) points with every physical melee or ranged attack.
Light Stepper:
You are immune to trap damage.
Lightning Rod:
A character with Lightning Rod has a 40% chance to stun an opponent who strikes with a melee weapon.
Lone Wolf:
A character with Lone Wolf can no longer have a companion but receives a 80% bonus to base vitality, 2 bonus to Recovery and maximum Action Points and an extra ability point on level up.
Morning Person:
Should be removed.
My Precious:
Your gear will never loose durability.
Opportunist:
Should be removed, because everyone should be able to make an Attack of Opportunity.
Packmule:
Reduces the AP cost of changing weapons or armours by 1.
Pet Pal:
Enables you to talk to animals.
Picture of Health:
Gives you 25% extra Vitality.
Politician
Should be removed.
Quickdraw:
Reduces 1 AP from the cost of using ranged weapons.
Scientist:
Should be removed.
Sidestep:
Gives you 15% extra chance to evade hits.
Sidewinder:
Removes your defense penalty when flanked.
Speedcreeper:
A character with Speedcreeper moves at normal speed while sneaking.
Stand Your Ground:
A character with Stand Your Ground cannot be knocked down.
Stench:
Melee opponents will find you less attractive in combat.
Swift Footed:
Gives you a 20% movement bonus.
Thick Skin:
Gives you (Level x 1.5) extra base armour.
Voluble Mage:
Gives you immunity to Muted.
Walk it Off > Mages Friend:
Increases all positive status durations by 1 turn.
Weather the Storm:
Gives you a 25% extra Elemental Resistances.
Weatherproof:
Makes you immune to environmental effects.
What a Rush:
Increases your recovery and maximum Action Points by 2 when your health is below 50%.
Zombie:
Should be removed, because Anaconda increases the Poison Resistance by 50%.
Last edited by Wizard1200; 16/07/14 08:11 PM.