Originally Posted by ScrotieMcB
Death Pact
Prerequisites: Witchcraft 5
When you are at 0 Vitality and your summon is within 12 meters of you, take all of its Vitality instead of dying.

Are people actually dying in this game?

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Fashion Plate
Prerequisite: Armour Specialist 5
The attribute requirements of your equipment are reduced by 3.
This could give dex chars access to heavy boots, bracers and sarongs as well as lucky charm shields for opening chests. At the same time it is a protection from Attribute debuffs (sometimes you end up dropping your equipment if you barely made the requirements). You could even give your dex char a club against Skelletons in the first map if necessary.
That being said, AS 5 means that it is unlikely to see this talent on anything other than a STR char.

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Graven Importance
Prerequisite: Shield Specialist 5
Your Defense Rating and Blocking still apply while Frozen or Petrified.

Correct me if I am wrong, but doesn't frozen give you a additional defense rating?

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Head Start
Prerequisite: Level 3
You get a +3 bonus to Maximum and Starting AP, but lose 1 Recovery AP.
Now that is an interesting talent, for Glass Cannon Mages, especially when that have 0 Perception because of the +1INT-1PER books. I wouldn't want this on a char without Glass Cannon though, since -1 Recovery AP effectively means losing 2 SPD instead of just 1.

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Jailbreaker
Prerequisite: Lockpicking 1
You do not require a lockpick to pick a lock. Gives you a +1 bonus to Lockpicking while using a lockpick.

Aren't Lockpicks completely useless atm?

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Mind Over Matter
Prerequisites: None
Gives you 2 bonus points in Telekinesis but you lose a point in Strength.
How high do you want Telekinesis to be? 1 talent point is worth 10 ability points, which would be enough to boost the skill from 0 to 4 or from 3 to 5.

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Savour the Moment
Prerequisites: None
Incompatible with: Walk it Off
All statuses on you (including negative ones) last an additional turn.
This talent would cause plenty of early frustration when your saving throws are low. It also seems that debuffs are far more common than buffs.

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Walking Almanac
Prerequisites: None
Gives you a +2 Loremaster bonus for identifying enemies.

1 talent point is worth 10 ability points, which would be enough to boost the skill from 0 to 4 or from 3 to 5.

Last edited by eidolon; 25/07/14 06:45 AM.