Previously titled "Suggestions for New Talents to add to the game."

Per my request to Raze, I can now edit this post even after it gets old thanks to slightly elevated privileges (and also delete spam); this means I won't need to keep making new versions of this thread. Thanks Raze! smile

Currently, it's virtually impossible to make this into a mod because (from what I've been told) there isn't support for mods to edit or create new Talents. (The Crafting stuff is currently doable.) However, when Talent-modding functionality comes, I'd be inclined to make this myself. The core aim of the mod is balance changes (especially regarding resistance stacking) and more interesting build options.
("Changes to Crafting")

[Earth/Fire/Air/Water] Essences on defensive gear would now override previously applied Essences and Rubies. Each would provide 5% x Crafting of the appropriate resistance, to a maximum of 40% at Crafting 8.

Void Essence would now consistently give defensive pieces of gear Tenebrium resistance, 5% x Crafting.

Rubies would require Crafting 4 to apply and provide only 5% to all elemental resistances. They would also override previously applied Essences.

("Changes to Difficulty Levels (Easy/Normal/Hard)")

All previous difficulty setting adjustments would be removed.

Normal: No adjustments to players or monsters
Easy: +1 to all player Attributes; +10% to all player Resistances; -1 to all monster/NPC Attributes and Abilities (cannot reduce an Ability below 0); -10% to all monster/NPC Resistances
Hard: -1 to all player Attributes; -10% to all player Resistances; +1 to all monster/NPC Attributes and Abilities; +10% to all monster/NPC Resistances

In addition, some specific adjustments to last-half-of-game difficulty may be made to make battles more challenging for all difficulties.

("Changes to Abilities")

The Tenebrium ability would be removed from the game. Its functionality would be replaced by Talents, and the core weapon abilities (ex: One-Handed) would apply to the appropriate Tenebrium weapons.

The Sneaking ability would no longer reduce the AP cost of sneaking. Instead, each point would give 10% chance of an attack not breaking sneaking while attacking. Because the skill no longer reduces the AP cost of sneaking, the cost of activation would be reduced to 3 Action Points. Finally, any Backstab attack would never break Sneaking (although a monster turning around due to a miss can still break Sneaking because of the vision cone).

("Changes to Moloch (End of Time)")

Now accepts 1 Talent Point to give 6 Ability Points (nerf from 1:10).
Now accepts 4 Ability Points to give 1 Attribute Point (boost from 5:1).

("Changes to Talents (biggest section)")

Talents to be deleted: All Skilled Up, Bigger and Better, Demon, Glass Cannon (but see Lone Wolf), Packmule, Thick Skin, Weather the Storm

Talents to be modified without a name change (new versions below): Elemental Ranger, Headstrong, Know-it-All, Leech, Lone Wolf (see also Thirst for Knowledge), Picture of Health, Sidewinder, Swift Footed, Quickdraw, Weatherproof

Talents/abilities to be modified with a name change (new versions below): Arrow Recovery (now Thrifty), Ice King (now Arctic Armour), Tenebrium ability (now Dark Knight and Tenebrium Handler)

Talent unmodified except for a name change: Lightning Rod (now Unflappable)

Talents replacing Weather the Storm: Amphibian, Dirt Magnet, Heatseeker, Lightning Rod (new talent, does not replace old/renamed Lightning Rod)

Completely new Talents: Arma Arcanum, Barbarian, Fashion Plate, Go For the Throat, Graven Importance, Inner Fire, Jailbreaker, Legerdemain, Macromanager, Mind over Matter, Resolute Technique, Savour the Moment, School's Out, Thirst for Knowledge

Amphibian
Prerequisite: Hydrosophist 1
Gives you 10% x Hydrosophist extra Water Resistance.

Arctic Armour
Prerequisite: Hydrosophist 5
Enemies who strike you with melee attacks are Chilled.

Arma Arcanum
Prerequisite: Shield Specialist 5
Half of your Blocking chance applies to Spells as well as Attacks.

Barbarian
Prerequisite: None
Spells, scrolls and books cost you 2 extra Action Points to use, but gives you 2 bonus points in Strength.

Dark Knight
Prerequisites: Level 15
Increases your damage with Tenebrium weapons by 10%.
Notes: The book on Tenebrium handling found in Sacred Stone would grant this talent instead of its current effect. Tenebrium weapons would use the core weapon abilities (One-Handed, Bow, etc) instead of the Tenebrium ability, which would no longer exist. Using the book bypasses the level requirement. Using the book on a character who already has the talent fails and does not consume the book. This talent does not grant Rot immunity.

Dirt Magnet
Prerequisite: Geomancer 1
Gives you 10% x Geomancer extra Earth and Poison Resistance.

Elemental Ranger
Prerequisite: Expert Marksman 5
Arrows inflict bonus elemental damage depending on the surface on which your target is standing.
Note: Replaces the current version of Elemental Ranger. (The change is rather minor.)

Fashion Plate
Prerequisite: Armour Specialist 5
The attribute requirements of your equipment are reduced by 3.

Go For the Throat
Prerequisite: Scoundrel 5
Your Critical Strikes bypass enemy Armour.

Graven Importance
Prerequisite: Geomancer 5
If you would be Petrified, instead you are Fortified.

Headstrong
Prerequisite: Man-at-Arms 5
Gives you a 20% bonus against being Frozen, Stunned, Petrified and Knocked Down.
Note: Replaces the current version of Headstrong. The only difference is the prerequisite change. See also: Sidewinder.

Heatseeker
Prerequisite: Pyrotechnic 1
Gives you 10% x Pyrotechnic extra Fire Resistance.

Inner Fire
Prerequisite: Pyrotechnic 5
Your body Warms itself at the beginning of each of your turns.
Note: Warm duration is 1 turn, usually ending just before a new Warm begins, but can combine with other statuses (Frozen, Chilled, or preexisting Warm).

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.

Know-it-All
Prerequisites: None
Decreases everyone's attitude towards you by 20 but gives you 2 extra points in Intelligence.
Note: Replaces current version of Know-it-All; buffed to compete with Moloch.

Leech
Prerequisite: Witchcraft 5
You absorb blood you are standing in, healing you.
Note: Replaces the current version of Leech. The effect isn't nerfed at all, it's just given a much tougher prerequisite.

Legerdemain
Prerequisites: None
It costs you 1 less AP to equip weapons in combat. Also gives you a bonus point in Pickpocketing.

Lightning Rod
Prerequisite: Aerotheurge 1
Gives you 10% x Aerotheurge extra Lightning Resistance.
Note: This does NOT replace the current version of Lightning Rod. It would still exist but with a rename.

Lone Wolf
Prerequisites: Level 3, one of the two main characters
Doubles your Starting and Recovery AP, but you can no longer have a companion.
Note: Replaces the current versions of Lone Wolf and Glass Cannon. This balances the AP doubling by removing the AP (and health and everything else) of the companion. The ability point bonus is removed because Lone Wolf + Glass Cannon is now one talent instead of two; see Thirst for Knowledge.

Macromanager
Prerequisites: Leadership 5
You can control two summons at once.

Mind Over Matter
Prerequisites: None
Gives you 2 bonus points in Telekinesis but you lose a point in Strength.

Picture of Health
Prerequisites: Man-at-Arms 1
Gives you 5% x Man-at-Arms extra Vitality.
Note: Replaces the current version of Picture of Health. (The change is rather minor.)

Quickdraw
Prerequisite: Expert Marksman 5
Special arrows require 1 less AP to use.

Resolute Technique
Prerequisites: Man-at-Arms 5
Your attacks always hit, but you cannot deal Critical Strikes.

Savour the Moment
Prerequisites: None
Incompatible with: Walk it Off
All statuses on you last an additional turn, including negative ones.

School's Out
Prerequisites: Level 3, Thirst for Knowledge
Nullifies the effect of Thirst for Knowledge from this point onward.

Sidewinder
Prerequisite: Scoundrel 5
Removes your defence penalty when flanked.
Note: Replaces the current version of Sidewinder. The only difference is the prerequisite change. See also: Headstrong.

Swift Footed
Prerequisite: Scoundrel 1
Gives you a 10% x Scoundrel movement bonus.
Note: Replaces the current version of Swift Footed.

Tenebrium Handler
Prerequisites: Level 15
You do not contract Rot from handling Tenebrium.
Notes: The quest given by Brandon would grant this talent as a reward instead of its current reward. Tenebrium weapons would use the core weapon abilities (One-Handed, Bow, etc) instead of the Tenebrium ability. The quest reward bypasses the level requirement.

Thirst For Knowledge
Prerequisites: None
Starting the level-up after taking this talent, increasing your Attributes costs twice as many Attribute Points, but you gain an additional Ability Point per level.
See also: School's Out

Thrifty
Prerequisites: None
Gives you a 20% chance to recover a potion, scroll, or special arrow after using it.

Weatherproof
Prerequisite: Bodybuilding 5
Makes you immune to environmental effects.
Note: Replaces the current version of Weatherproof. The only difference is the prerequisite.

Original ideas for Head Start, Legerdemain, Go For the Throat by dirigible; also, assistance with Lone Wolf, Thirst for Knowledge, and Moloch redesign. Resolute Technique inspired by an idea by Cameron9428 and the game Path of Exile. Macromanager inspired by an idea by Fellgnome. In almost all cases, these inspirations have been heavily edited by me.

Last edited by ScrotieMcB; 07/08/14 10:05 PM.