Talents to be deleted: Demon, Glass Cannon, Ice King, Thick Skin, Weather the Storm
Talents to be modified (new versions below): Leech, Picture of Health, Lone Wolf, Swift Footed
Arctic Armour
Prerequisite: Hydrosophist 5
Enemies who strike you with melee attacks are Chilled.
Do you really want a talent that rewards pure casters (who else puts 15 points into Hydro?) for being hit with melee weapons?
Arma Arcanum
Prerequisite: Shield Specialist 5
Half of your Blocking chance applies to Spells as well as Attacks.
So you are saying that the 25% additional elemental resistance for Warriors is one of the most OP talents and are suggesting something that gives you a ~40% chance to completely ignore single targeted spells and their status effects including those with poison/tenebrium damage?
Earth Adaptation
Prerequisite: Geomancer 1
Gives you 10% x Geomancer extra Earth and Poison Resistance.
Fire Adaptation
Prerequisite: Pyrotechnic 1
Gives you 10% x Pyrotechnic extra Fire Resistance.
Water Adaptation
Prerequisite: Hydrosophist 1
Gives you 10% x Hydrosophist extra Water Resistance.
Lightning Adaptation
Prerequisite: Aerotheurge 1
Gives you 10% x Aerotheurge extra Lightning Resistance.
You can wear 4 pieces of armor which can be enchanted to each add 25% resistance vs the 4 elements, making these talents rather useless.
Fashion Plate
Prerequisite: Armour Specialist 5
The attribute requirements of your equipment are reduced by 3.
What kind of char would want this talent and could afford the Prerequisite?
Go For the Throat
Prerequisite: Scoundrel 5
Your Critical Strikes bypass enemy Armour.
I have no hard data on the average armor values, but with crit rates of up to 50%, this seems relatively useful.
Graven Importance
Prerequisite: Bodybuilding 5
If you would be Petrified, instead you are both Fortified and Slowed.
I have finished the game twice and did not get petrified once...
Head Start
Prerequisite: Level 5
You get a 3 bonus to Maximum and Starting Action Points, but take a -1 penalty to Recovery Action Points.
With Glass Cannon removed, increasing the maximum AP isn't that much of a bonus anymore. A SPD 15 CON 5 PER 5 build would still have enough Max AP to not act as a bottleneck for the Start and Turn AP. If a char with this talent would want to match the max AP with the turn AP, he would have need to have at least 25 SPD +2 additional points for every point of CON above 5.
Compared to trading the talent for 2 Speed, you are trading 2 SAP (and 3 relatively irrelevant MAP) for 2 TAP.
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).
No thanks, I don't want to catch fire when I get near a campfire / cast Haste. I'd rather boost my saving throws for that points.
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.
There are close to no locks that need to be picked and a ton of lockpicks available - there are even 2 recipes for them.
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.
That doesn't really solve the problem with this talent.
Lone Wolf
Prerequisites: None
You can no longer have a companion but you receive a 80% bonus to base vitality, 2 bonus to Recovery and maximum Action Points, 2 bonus points in Bodybuilding and in Willpower, and an extra ability point on level up.
Note: Replaces the current version of Lone Wolf.
Correct me if I am wrong, but as far as I know, the max difficulty of the status effacts that you have to resist is 100. Taking LW would make it relatively easy to get to 10 Willpower/ Bodybuilding, which grants you complete immunity from these effects that allow saving throws.
Macromanager
Prerequisites: Leadership 5
You can control two summons at once.
With the high aggro of summons, the enemies wouldn't find the time attacking players anymore.
Mind Over Matter
Prerequisites: None
Gives you 2 bonus points in Telekinesis but you lose a point in Strength.
How does the damage from barrels scale with your level / telekinesis skill?
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.)
There are few good starting talents, so I like the change.
Resolute Technique
Prerequisites: Man-at-Arms 5
Your attacks always hit, but you cannot deal Critical Strikes.
This makes all the chance to hit buffs irrelevant and means a reduced damage output if your cth is > 67% (if all you use is precision stance.)
At the same time it would work extremely well with Ranged weapons on low Perception chars, because these weapons have a low damage multiplicator for critical hits.
Savour the Moment
Prerequisites: None
Incompatible with: Walk it Off
All statuses on you last an additional turn, including negative ones.
Really risky and only interesting for long battles / powerful high CD abilities (Invulnerability!).
Swift Footed
Prerequisite: Scoundrel 1
Gives you a 10% x Scoundrel movement bonus.
Note: Replaces the current version of Swift Footed.
+50% Movement is a huge. When you can walk 6 instead of 4m per AP you can reach every enemy in Bow range for 3 AP. Or worse: fire of some range attacks and then retreat to where nothing can reach you.
Walking Almanac
Prerequisites: None
Gives you a +2 Loremaster bonus for identifying enemies.
Comfortable, but a waste of points.
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.
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.
I thin kit is perfectly fine how Tenebrium weapon work, it is just badly communicated to the player, especially when you spend too much time before finishing the Tenebrium quest.