Difference between revisions of "Talent list"

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{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! EditorTalentName !! GameTalentName !! Description !! Comment
+
! Index !! EditorTalentName !! GameTalentName !! Description !! Requirements !! Comment
 
|-
 
|-
|Vitalty||Vitality||||(Doesn't show in Character Examine Panel, nor I've seen any effect on character)
+
| 23 || Kinetics (Throwing) || || ||   ||
 
|-
 
|-
|FolkDance||FolkDance||||(Doesn't show in Character Examine Panel, nor I've seen any effect on character)
+
| 30 || Vitality ||Picture of Health||Increases your hitpoints total by 20%. ||  ||+20% Vitality
 
|-
 
|-
|Throwing||Throwing||||(Doesn't show in Character Examine Panel, nor I've seen any effect on character
+
| 68 || FolkDancer ||Speedcreeper||A character with Speedcreeper moves at normal speed while sneaking.|| Sneaking 1  ||
 
|-
 
|-
|BeastMaster||BeastMaster||||(Doesn't show in Character Examine Panel, nor I've seen any effect on character)
+
| 85 || ExtraWandCharge (WandCharge) ||Magician||Magician gives you one extra use of a wand skill.|| Wand 1 ?  ||(Doesn't seem to work)
 
|-
 
|-
|Criticals||Killer Instincts ||Improves your chance of landing a critical hit by 5%.||  
+
| 106 || BeastMaster ||Beast Master|| Allows you to control an extra summon.|| Summoning 2 || Third summon destroys first summon.
 
|-
 
|-
|IncreasedArmor||Indestructible||Improves your armour rating.||+7% Physical Armour
+
| 13 || Criticals ||Killer Instincts ||Improves your chance of landing a critical hit by 5%.||   ||
 
|-
 
|-
|Politician||Politician||Gives you 2 bonus points in Persuasion but you loose a point in Intelligence.||+2 Persuasion -1 Intelligence
+
| 14 || IncreasedArmor ||Indestructible||Improves your armour rating.||  ||+7% Physical Armour
 
|-
 
|-
|Lockpick||Cat Burglar||Improves your aptitude at picking locks.||+1 Thievery
+
| 59 || Politician ||Politician||Gives you 2 bonus points in Persuasion but you loose a point in Intelligence.||  ||+2 Persuasion -1 Intelligence
 
|-
 
|-
|Trade||Trader's Tongue||Improves your bartering techniques.||+1 Bartering
+
| 7 || Lockpick ||Cat Burglar||Improves your aptitude at picking locks.||  ||+1 Thievery
 
|-
 
|-
|Damage||Warlord||Increases the overall damage by 10%.||
+
| 6 || Trade||Trader's Tongue||Improves your bartering techniques.||   ||+1 Bartering
 
|-
 
|-
|MrKnowItAll||Know-It-All||Decreases everyone's attitude towards you by 20, but gives you 1 extra point in Intelligence.||
+
| 10 || Damage||Warlord||Increases the overall damage by 10%.||  ||
 
|-
 
|-
|AvoidDetection||Pussyfooter||Makes you less prone to be detected while performing suspicious acts.||+1 Sneaking
+
| 50 ||MrKnowItAll||Know-It-All||Decreases everyone's attitude towards you by 20, but gives you 1 extra point in Intelligence.||   ||
 
|-
 
|-
|EarthSpells||Geomancer||Improves your casting abilities of earth-based spells.||+1 Geomancer
+
| 41 ||AvoidDetection||Pussyfooter||Makes you less prone to be detected while performing suspicious acts.||  ||+1 Sneaking
 
|-
 
|-
|AirSpells||Tempest||Improves your casting abilities of air-based spells.||+1 Aerotheurge
+
| 34 ||EarthSpells||Geomancer||Improves your casting abilities of earth-based spells.||  ||+1 Geomancer
 
|-
 
|-
|WaterSpells||Rainman||Improves your casting abilities of water-based spells.||+1 Hydrosophist
+
| 33 ||AirSpells||Tempest||Improves your casting abilities of air-based spells.||  ||+1 Aerotheurge
 
|-
 
|-
|FireSpells||Pyromaniac||Improves your casting abilites of fire-based spells.||+1 Pyrokinetic
+
| 32 ||WaterSpells||Rainman||Improves your casting abilities of water-based spells.||  ||+1 Hydrosophist
 
|-
 
|-
|Luck||Fortune's Favourite||Increases your overall luck.||+1 Lucky Charm
+
| 31 ||FireSpells||Pyromaniac||Improves your casting abilites of fire-based spells.||  ||+1 Pyrokinetic
 
|-
 
|-
|Charm||Prince Charming||Charm people during dialogue.||(no Persuasion bonus)
+
| 38 ||Luck||Fortune's Favourite||Increases your overall luck.||   ||+1 Lucky Charm
 
|-
 
|-
|ExpGain||Quick Witted||Increases the rate at witch you gain experiance by 10%.||  
+
| 35 ||Charm||Prince Charming||Charm people during dialogue.||   ||(no Persuasion bonus)
 
|-
 
|-
|ItemCreation||Tinkerer||Improves ability to brew potions, prepare food, write scrolls.||(crafting recipes does not yield more items – no clue how it works)
+
| 25 ||ExpGain||Quick Witted||Increases the rate at witch you gain experiance by 10%.||   ||
 
|-
 
|-
|ItemMovement||Spook||Improves your telekinetic abilities.||+1 telekinesis
+
| 2 || ItemCreation||Tinkerer||Improves ability to brew potions, prepare food, write scrolls.||   ||(crafting recipes does not yield more items – no clue how it works)
 
|-
 
|-
|ResistSilence||Silver-tongued||Increases your ability to resist being silenced by 25%. (When Silenced you can no longer cast spells until the effect wears off).||
+
| 1 || ItemMovement||Spook||Improves your telekinetic abilities.||   ||+1 telekinesis
 
|-
 
|-
|ResistStun||Lightning Rod||Increases your ability to resist stun attacks by 25%.||
+
| 20 ||ResistSilence||Silver-tongued||Increases your ability to resist being silenced by 25%. (When Silenced you can no longer cast spells until the effect wears off).||  || (doesn't work)
 
|-
 
|-
|ResistKnockdown||Stand Your Ground||Increases your ability to resist knockdown attacks by 25%.||
+
| 18 ||ResistStun||Lightning Rod||Increases your ability to resist stun attacks by 25%.||  ||
 
|-
 
|-
|ResistFear||Breveheart||Increases your ability to resist fear by 25%.||
+
| 17 ||ResistKnockdown||Stand Your Ground||Increases your ability to resist knockdown attacks by 25%.||  ||
 
|-
 
|-
|ActionPoints2||Rosy-cheeked||Increases you maximum Action Points by 1.||
+
| 16 ||ResistFear||Breveheart||Increases your ability to resist fear by 25%.||  ||
 
|-
 
|-
|ActionPoints||FleetFooted||Increases you maximum Action Points by 1.||
+
| 12 || ActionPoints2||Rosy-cheeked||Increases you maximum Action Points by 1.||  ||
 
|-
 
|-
|ChanceToHitMelee||Gladiator||Improves your chances to hit opponent with melee weapons in battle.||(no Accuracy bonus)
+
| 11 || ActionPoints||FleetFooted||Increases you maximum Action Points by 1.||   ||
 
|-
 
|-
|Repair||Grease Monkey||Improves your ability to repair damaged items.||(no clue how it works - maybe once there was durability on all items, not only weapons)
+
| 9 || ChanceToHitMelee||Gladiator||Improves your chances to hit opponent with melee weapons in battle.||  ||(no Accuracy bonus)
 
|-
 
|-
|ChanceToHitRanged||Marksman||Improves your chance to hit an opponent with range weapons in battle.||(no Accuracy bonus)
+
| 24 ||Repair||Grease Monkey||Improves your ability to repair damaged items.||  ||(no clue how it works - maybe once there was durability on all items, not only weapons)
 
|-
 
|-
|Backstab||Assassin||Allows you to backstab enemies with weapons other then a knife.||
+
| 8 || ChanceToHitRanged||Marksman||Improves your chance to hit an opponent with range weapons in battle.||   ||(no Accuracy bonus)
 
|-
 
|-
|RogueLoreGrenadePrecision||Pinpoint||Makes your granade throws never miss.||
+
| 5 || Backstab||Assassin||Allows you to backstab enemies with weapons other then a knife.||  ||
 
|-
 
|-
|RogueLoreHoldResistance||Headstrong||Gives you a 20% bonus against being Frozen, Stuned, Petrified and Knock Down.||
+
| 84 ||RogueLoreGrenadePrecision||Pinpoint||Makes your granade throws never miss.|| Scoundrel 1  ||
 
|-
 
|-
|RogueLoreMovementBonus||SwiftFooted||Gives you a 10% movement bonus.||  
+
| 81 ||RogueLoreHoldResistance||Headstrong||Gives you a 20% bonus against being Frozen, Stuned, Petrified and Knock Down.|| Scoundrel 5 ||
 
|-
 
|-
|RogueLoreDaggerBackStab||Backstabber||Allows the character to backstab with Dagger and Knives.||
+
| 80 ||RogueLoreMovementBonus||SwiftFooted||Gives you a 10% movement bonus.||  Scoundrel 2 ||  
 
|-
 
|-
|RogueLoreDaggerAPBonus||Mack The Knife||Reduces 1AP from the cost of using Daggers and Knives.||Allowes to infinitlly attack for 0ap with base attack
+
| 79 ||RogueLoreDaggerBackStab||Backstabber||Allows the character to backstab with Dagger and Knives.||   ||
 
|-
 
|-
|Kickstarter||Kickstarter||A character with Kickstarter will find certain secrets throughout the game.||(seems to be replaced by Wits)
+
| 78 ||RogueLoreDaggerAPBonus||Mack The Knife||Reduces 1AP from the cost of using Daggers and Knives.|| Scoundrel 1 ||Allowes to infinitlly attack for 0ap with base attack
 
|-
 
|-
|InventoryAccess||Dress Rehersal||Decreases amount of Action Points it takes to equip different items during combat.||(-1 Action Point cost - Free items equip in combat)
+
| 71 ||Kickstarter||Kickstarter||A character with Kickstarter will find certain secrets throughout the game.||  ||(seems to be replaced by Wits)
 
|-
 
|-
|Initiative||Leader Of The Pack||Increases your initiative by 5 at the onset of combat.||(seems to be replaced by Wits)
+
| 40 ||InventoryAccess||Dress Rehersal||Decreases amount of Action Points it takes to equip different items during combat.||  ||(-1 Action Point cost - Free items equip in combat)
 
|-
 
|-
|Awareness||Sixth Sense||Increases your ability to hear and spot (hidden) thing in and out of combat.||(seems to be replaced by Wits)
+
| 39 ||Initiative||Leader Of The Pack||Increases your initiative by 5 at the onset of combat.||  ||(seems to be replaced by Wits)
 
|-
 
|-
|Reason||Rhetorician||Improves the ability to reason with people during dialogue.||(no bonus to Persuasion)
+
| 29 ||Awareness||Sixth Sense||Increases your ability to hear and spot (hidden) thing in and out of combat.||  ||(seems to be replaced by Wits)
 
|-
 
|-
|Intimidate||Intimidator||Improves the ability to intimidate people during dialogue.||(no bonus to Persuasion)
+
| 37 ||Reason||Rhetorician||Improves the ability to reason with people during dialogue.||  ||(no bonus to Persuasion)
 
|-
 
|-
|ResistPoison||Mithridates||Increases your ability to resist poison by 25%.||(no bonus to poison resistance)
+
| 36 ||Intimidate||Intimidator||Improves the ability to intimidate people during dialogue.||  ||(no bonus to Persuasion)
 
|-
 
|-
|Sight||Hyperopia||Makes you farsighted, causing your ranged attacks to be precise at long distances, but miss frequently if your target is close.||
+
| 19 ||ResistPoison||Mithridates||Increases your ability to resist poison by 25%.||   ||(no bonus to poison resistance)
 
|-
 
|-
|RangerLoreRangedAPBonus||Quickdraw||Inrceases attack range of Bows and Crossbows by 1m.||
+
| 15 ||Sight||Hyperopia||Makes you farsighted, causing your ranged attacks to be precise at long distances, but miss frequently if your target is close.|| Huntsman 2  ||
 
|-
 
|-
|RangerLoreEvasionBonus||Sidestep||Gives you 10% extra chance to evade hits.||
+
| 77 ||RangerLoreRangedAPBonus||Quickdraw||Inrceases attack range of Bows and Crossbows by 1m.|| Huntsman 5  ||
 
|-
 
|-
|WarriorLoreNaturalResistance||Weather The Storms||Gives you 3% x Warfare extra Magic Resistance.||
+
| 76 ||RangerLoreEvasionBonus||Sidestep||Gives you 10% extra chance to evade hits.||  Huntsman 4 ||
 
|-
 
|-
|WarriorLoreNaturalArmor||Thick Skin||Gives you extra armor equal to your Warfare ability +5.||(doesn't seem to work)
+
| 74 ||WarriorLoreNaturalResistance||Weather The Storms||Gives you 3% x Warfare extra Magic Resistance.||  Warfare 5 || Gives resistance for fire, water, earth and air.
 
|-
 
|-
|SpillNoBlood||Anaconda||Increases your damage with crushing weapons by 10%.||
+
| 72 ||WarriorLoreNaturalArmor||Thick Skin||Gives you extra armor equal to your Warfare ability +5.|| Warfare 1  ||(doesn't seem to work)
 
|-
 
|-
|GoldenMage||Voluble Mage||Gives you immunity to Silenced.||(probably work – further testing needed)
+
| 69 ||SpillNoBlood||Anaconda||Increases your damage with crushing weapons by 10%.|| Single-Handed 1  ||
 
|-
 
|-
|Courageous||Courageous||Gives you immunity to Terrified, but you can no longer flee from combat.||
+
| 66 ||GoldenMage||Voluble Mage||Gives you immunity to Silenced.||   ||(probably work – further testing needed)
 
|-
 
|-
|WeatherProof||Weather Proof||Makes you immune to enviromental effects.||(req Geomancer 5 - wet, chilled, burning, poisoned, slowed are applied - maybe doesnt work anymore)
+
| 65 ||Courageous||Courageous||Gives you immunity to Terrified, but you can no longer flee from combat.|| Incompatible with Escapist.  ||
 
|-
 
|-
|LightningRod||Lightning Rod||Makes you immune to stun.||(req Aero 5 – haven't tested)
+
| 60 ||WeatherProof||Weather Proof||Makes you immune to enviromental effects.||  Geomancer 5 ||(wet, chilled, burning, poisoned, slowed are applied - doesn't work)
 
|-
 
|-
|Bully||Bully||Gives you 50% extra damage against opponents that are Slowed, Crippled or Knock Down.||
+
| 58 ||LightningRod||Lightning Rod||Makes you immune to stun.|| Aerotheurge 5 || (doesn't work)
 
|-
 
|-
|Scientist||Scientist||Gives you a bonus point in Blacksmithing and one in crafting.||(probably obsolete)
+
| 56 ||Bully||Bully||Gives you 50% extra damage against opponents that are Slowed, Crippled or Knock Down.||   ||
 
|-
 
|-
|LightStep||Light Stepper||Gives you a +2 Wits bonus to detecting traps.||(+Wits ONLY for trap detection)
+
| 48 ||Scientist||Scientist||Gives you a bonus point in Blacksmithing and one in crafting.||  ||(probably obsolete)
 
|-
 
|-
|StandYourGround||Stand Your Ground||A character with Stand Your Ground cannot be Knocked Down.||
+
| 46 ||LightStep||Light Stepper||Gives you a +2 Wits bonus to detecting traps.||   || (+Wits ONLY for trap detection)
 
|-
 
|-
|Durability||My Precious||With "My Precious" everytime you hit or get hit, your gear has a 50% chance not to lose durability.||
+
| 44 ||StandYourGround||Stand Your Ground||A character with Stand Your Ground cannot be Knocked Down.||  ||
 
|-
 
|-
|Carry||Packmule||Increases the amount of weight you can carry.||(+100)
+
| 28 ||Durability||My Precious||With "My Precious" everytime you hit or get hit, your gear has a 50% chance not to lose durability.||   ||
 
|-
 
|-
|ResurrectExtraHealth||Ressurect With Extra Health|| Gives 10% more Vitality when being ressurected (stacks).||
+
| 22 ||Carry||Packmule||Increases the amount of weight you can carry.||   || x2 your maximum weight (dynamic)
 
|-
 
|-
|AnimalEmpathy||Pet Pal||Enables you to talk to animals.||
+
| 111 ||ResurrectExtraHealth||Ressurect With Extra Health|| Gives 10% more Vitality when being ressurected (stacks).||  ||
 
|-
 
|-
|ExtraSkillPoints||All Skilled Up||Immedialy gives you 1 extra Combat Ability point and 1 extra Civil Ability point.||
+
| 42 ||AnimalEmpathy||Pet Pal||Enables you to talk to animals.||  ||
 
|-
 
|-
|ExtraStatPoints||Bigger And Better||Immediately grants 2 extra attribute points.||
+
| 27 ||ExtraSkillPoints||All Skilled Up||Immedialy gives you 1 extra Combat Ability point and 1 extra Civil Ability point.|| Level 2  ||
 
|-
 
|-
|Escapist||Escapist||Allows you to flee combat even when enemies are right next to you.||
+
| 26 ||ExtraStatPoints||Bigger And Better||Immediately grants 2 extra attribute points.||  Level 2 ||
 
|-
 
|-
|ElementalAffinity||Elemental Affinity||Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.||
+
| 43 ||Escapist||Escapist||Allows you to flee combat even when enemies are right next to you.||  ||
 
|-
 
|-
|ResurrectToFullHealth||Morning Person||When resurrected, you ressurect to full health.||
+
| 54 ||ElementalAffinity||Elemental Affinity||Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.||  ||
 
|-
 
|-
|LoneWolf||Lone Wolf||Provides +2 Max AP, +2 Recovery AP, +30% Vitality, +30% Physical Armour, +30% Magic Armour, and doubles invested points in attributes and combat abilities (except Polymorph ability), while you are adventuring solo or with at most one companion. This bonus is temporarily removed while there are more than two members in the current party.||
+
| 47 ||ResurrectToFullHealth||Morning Person||When resurrected, you ressurect to full health.||  ||
 
|-
 
|-
|Raistlin||Glass Cannon||You start every combat round with Maximum AP, but Magic and Physical Armour do not protect you from statuses.||
+
| 61 ||LoneWolf||Lone Wolf||Provides +2 Max AP, +2 Recovery AP, +30% Vitality, +30% Physical Armour, +30% Magic Armour, and doubles invested points in attributes and combat abilities (except Polymorph ability), while you are adventuring solo or with at most one companion. This bonus is temporarily removed while there are more than two members in the current party.|| Incompatible with Glass Cannon. ||
 
|-
 
|-
|WhatARush||What A Rush||Increases your recovery and maximum Action Points by 1 when your health is below 50%.||
+
| 49 ||Raistlin||Glass Cannon||You start every combat round with Maximum AP, but Magic and Physical Armour do not protect you from statuses.||  Incompatible with Lone Wolf. ||
 
|-
 
|-
|FaroutDude||Far Out Man||Increase the range of spells and scrolls by 2m. Does not affect melee and touch-ranged skills.||
+
| 51 ||WhatARush||What A Rush||Increases your recovery and maximum Action Points by 1 when your health is below 50%.||  ||
 
|-
 
|-
|Leech||Leech||Heals you when standing in blood.||
+
| 52 ||FaroutDude||Far Out Man||Increase the range of spells and scrolls by 2m. Does not affect melee and touch-ranged skills.||  ||
 
|-
 
|-
|FiveStarRestaurant||Five-Star Dinner||Doubles the effects of foods and potions.||
+
| 53 ||Leech||Leech||Heals you when standing in blood.||  ||
 
|-
 
|-
|SurpriseAttack||Guerilla||While Sneaking, Guerilla increses attack damage by 40%.||
+
| 55 ||FiveStarRestaurant||Five-Star Dinner||Doubles the effects of foods and potions.||  ||
 
|-
 
|-
|Demon||Demon||Gain 15% fire resistance and 15% water weakness. Max fire resistance also increases by 10.||
+
| 45 ||SurpriseAttack||Guerilla||While Sneaking, Guerilla increses attack damage by 40%.||  ||
 
|-
 
|-
|IceKing||Ice King||Grants +15% Water resistance and +15% fire weakness. Max water resistance is raised by 10.||
+
| 63 ||Demon||Demon||Gain 15% fire resistance and 15% water weakness. Max fire resistance also increases by 10.||  Pyrokinetic 1; incompatible with Ice King. ||
 
|-
 
|-
|WalkItOff||Walk It Off||Reduces all status durations by 1 turn, including positive statuses. Does not affect statuses with a duration of 1 turn.||
+
| 64 ||IceKing||Ice King||Grants +15% Water resistance and +15% fire weakness. Max water resistance is raised by 10.||  Hydrosophist 1; incompatible with Demon. ||
 
|-
 
|-
|Stench||Stench||Decreases everyone's attitude towards you by 25, but melee combatants will find you less attractive.||
+
| 67 ||WalkItOff||Walk It Off||Reduces all status durations by 1 turn, including positive statuses. Does not affect statuses with a duration of 1 turn.||  ||
 
|-
 
|-
|QuickStep||The Pawn||Permits your character 1 AP worth of free movement per turn.||
+
| 70 ||Stench||Stench||Decreases everyone's attitude towards you by 25, but melee combatants will find you less attractive.||  ||
 
|-
 
|-
|ElementalRanger||Elemental Ranger||Shooting arrows will inflict bonus elemental damage depending on the surface your target is standing in.||
+
| 98 ||QuickStep||The Pawn||Permits your character 1 AP worth of free movement per turn.|| Scoundrel 1; incompatible with Executioner. ||
 
|-
 
|-
|RangerLoreArrowRecover||Arrow Recovery||Grants a 33% chance to recover a special arrow after firing it.||
+
| 57 ||ElementalRanger||Elemental Ranger||Shooting arrows will inflict bonus elemental damage depending on the surface your target is standing in.|| Huntsman 1  ||
 
|-
 
|-
|NoAttackOfOpportunity||Duck Duck Goose||Lets you evade attacks of opportunity.||
+
| 75 ||RangerLoreArrowRecover||Arrow Recovery||Grants a 33% chance to recover a special arrow after firing it.||  ||
 
|-
 
|-
|WarriorLoreGrenadeRange||Slingshot||Adds an extra 5m range to your granade throws.||
+
| 82 ||NoAttackOfOpportunity||Duck Duck Goose||Lets you evade attacks of opportunity.|| Huntsman 1  ||
 
|-
 
|-
|WarriorLoreNaturalHealth||Picture Of Health||Grants +3% extra Vitality for every point of Warfare.||
+
| 83 ||WarriorLoreGrenadeRange||Slingshot||Adds an extra 5m range to your granade throws.||  ||
 
|-
 
|-
|AttackOfOpportunity||Opportunist||Gives you the ability to perform atacks of opportunity.||
+
| 73 ||WarriorLoreNaturalHealth||Picture Of Health||Grants +3% extra Vitality for every point of Warfare.|| Warfare 1 ||
 
|-
 
|-
|Zombie||Undead||Lets you heal from poison, but regurlar healing will damage you instead.||(+200% Poison Resistance; Immune to Death Fog)
+
| 4 || AttackOfOpportunity||Opportunist||Gives you the ability to perform atacks of opportunity.||   ||
 
|-
 
|-
|Unstable||Unstable||Makes you explode in a bloody cloud when you die, dealing 50% of your vitality as physical damage in a 3 meter radius.||
+
| 62 ||Zombie||Undead||Lets you heal from poison, but regurlar healing will damage you instead.||   ||(+200% Poison Resistance; immune to Death Fog)
 
|-
 
|-
|Ambidextrous||Ambidextrous||Reduces the cost of using grenades and scrolls by 1AP if your offhand is free.||
+
| 110 ||Unstable||Unstable||Makes you explode in a bloody cloud when you die, dealing 50% of your vitality as physical damage in a 3 meter radius.||  ||
 
|-
 
|-
|Torturer||Torturer||Increases the duration of damage statuses caused by your skills and surfaces by 1 turn.||
+
| 109 || Ambidextrous ||Ambidextrous||Reduces the cost of using grenades and scrolls by 1AP if your offhand is free.||  ||
 
|-
 
|-
|LivingArmor||Living Armour||Adds 35% of all healing you receive by skills and consumables to your Magic Armour.||
+
| 108 || Torturer ||Torturer||Increases the duration of damage statuses caused by your skills and surfaces by 1 turn.||  ||
 
|-
 
|-
|Executioner||Executioner||Gives you 2 extra Action Points after dealing a killing blow.||
+
| 107 || LivingArmor ||Living Armour||Adds 35% of all healing you receive by skills and consumables to your Magic Armour.||  ||
 
|-
 
|-
|DualWieldingDodging||Parry Master||Gives you 10% Dodging when dual wielding.||
+
| 96 || Executioner ||Executioner||Gives you 2 extra Action Points after dealing a killing blow.|| Warfare 1; incompatible with The Pawn. ||
 
|-
 
|-
|ResistDead||Comeback Kid||Once per combat, if an enemy lands a fatal blow, Comeback Kid will help you bounce back to life with 20% health. If you die and are resurrected in combat, Comeback Kid will be available again.||
+
| 86 || DualWieldingDodging ||Parry Master||Gives you 10% Dodging when dual wielding.||  ||
 
|-
 
|-
|Memory||Mnemonics||Gives you 3 extra points in your Memory attribute.||
+
| 21 || ResistDead ||Comeback Kid||Once per combat, if an enemy lands a fatal blow, Comeback Kid will help you bounce back to life with 20% health. If you die and are resurrected in combat, Comeback Kid will be available again.||  ||
 
|-
 
|-
|NaturalConductor||Natural Conductor||Grants the Hasted Status when standing on electric surfaces.||
+
| 103 || Memory || Mnemonics ||Gives you 3 extra points in your Memory attribute.||  ||
 
|-
 
|-
|Flanking||Sidewinder||Removes the Dodging penalty when flanked.||
+
| 116 || Sourcerer || || ||  ||
 
|-
 
|-
|Perfectionist||Hothead||While you are at maximum Vitality, Hothead grants you an extra 10% critical chance and 10% more accuracy.||
+
| 117 || Rager || || ||  ||
 
|-
 
|-
|ViolentMagic||Savage Sortilege||Gives all magical skills a critical chance equal to your critical chance score.||(by default your critical chance is melee only, this talent allowes you to expand it on magical spells)
+
| 118 || Elementalist || || Resistances are evened between you and your allies (work?) ||  ||
 
|-
 
|-
|Human_Inventive||Ingenious||Gives you 2 bonus Initiative and +5% extra Critical Chance.||
+
| 119 || Sadist || || Melee attacks deal additional fire damage to burning targets, poison damage to poisoned targets, and physical damage to bleeding targets ||  ||
 
|-
 
|-
|Human_Civil||Thrifty||Gives you +1 to Bartering.||
+
| 120 || Haymaker || || Your attacks never miss, but they don't critically hit either. ||  ||
 
|-
 
|-
|Dwarf_Sneaking||Dwarven Guile||Gives you +1 in Sneaking.||  
+
| 121 || Gladiator || ||  ||  ||
 
|-
 
|-
|Dwarf_Sturdy||Sturdy||Gives you +10% maximum Vitality and +5% Dodging.||
+
| 122 || Indomitable || ||  ||  ||
 
|-
 
|-
|Elf_CorpseEating||Corpse Eater||Lets you eat body parts to access the memories of the dead.||
+
| 123 || WildMag || ||  ||  ||
 
|-
 
|-
|Elf_Lore||Ancestral Knowledge||Gives you +1 to Loremaster.||
+
| 124 || Jitterbug || ||  ||  ||
 
|-
 
|-
|Lizard_Persuasion||Spellsong||You get +1 in Persuasion.||
+
| 125 || Soulcatcher || ||  ||  ||
 
|-
 
|-
|Lizard_Resistance||Sophisticated||Gives you +10% Fire Resistance and +10% Poison Resistance.||
+
| 126 || MasterThief || ||  ||  ||
 
|-
 
|-
|Quest_SpidersKiss_Str||Spider Kiss||Gives you -2 to Constitution and +2 to Strength.||
+
| 127 || GreedyVessel || ||  ||  ||
 
|-
 
|-
|Quest_SpidersKiss_Int||Spider Kiss||Gives you -2 to Constitution and +2 to Intelligence.||
+
| 128 || MagicCycles || ||  ||  ||
 
|-
 
|-
|Quest_SpidersKiss_Per||Spider Kiss||Gives you -2 to Constitution and +2 to Wits.||
+
| 112 || NaturalConductor ||Natural Conductor||Grants the Hasted Status when standing on electric surfaces.||  ||
 
|-
 
|-
|Quest_SpidersKiss_Null||Spider Kiss||Gives you -2 to Constitution.||
+
| 3 || Flanking ||Sidewinder||Removes the Dodging penalty when flanked.|| Warfare 5 || Works, yet status icon still shows.
 
|-
 
|-
|Quest_TradeSecrets||Trade Secrets||Gives you +1 to Bartering.||
+
| 95 || Perfectionist ||Hothead||While you are at maximum Vitality, Hothead grants you an extra 10% critical chance and 10% more accuracy.||  ||
 
|-
 
|-
|Quest_GhostTree||Forest's Fortune||Gives you +1 to Lucky Charm.||
+
| 97 || ViolentMagic ||Savage Sortilege||Gives all magical skills a critical chance equal to your critical chance score.||  ||(by default your critical chance is melee only, this talent allowes you to expand it on magical spells)
 +
|-
 +
| 87 || Human_Inventive ||Ingenious||Gives you 2 bonus Initiative and +5% extra Critical Chance.||  ||
 +
|-
 +
| 88 || Human_Civil ||Thrifty||Gives you +1 to Bartering.||  ||
 +
|-
 +
| 92 || Dwarf_Sneaking ||Dwarven Guile||Gives you +1 in Sneaking.||  ||
 +
|-
 +
| 91 || Dwarf_Sturdy ||Sturdy||Gives you +10% maximum Vitality and +5% Dodging.||  ||
 +
|-
 +
| 90 || Elf_CorpseEater ||Corpse Eater||Lets you eat body parts to access the memories of the dead.||  ||
 +
|-
 +
| 89 || Elf_Lore ||Ancestral Knowledge||Gives you +1 to Loremaster.||  ||
 +
|-
 +
| 94 || Lizard_Persuasion ||Spellsong||You get +1 in Persuasion.||  ||
 +
|-
 +
| 93 || Lizard_Resistance ||Sophisticated||Gives you +10% Fire Resistance and +10% Poison Resistance.||  ||
 +
|-
 +
| 99 ||Quest_SpidersKiss_Str||Spider Kiss||Gives you -2 to Constitution and +2 to Strength.||  ||
 +
|-
 +
| 100 ||Quest_SpidersKiss_Int||Spider Kiss||Gives you -2 to Constitution and +2 to Intelligence.||  ||
 +
|-
 +
| 101 ||Quest_SpidersKiss_Per||Spider Kiss||Gives you -2 to Constitution and +2 to Wits.||  ||
 +
|-
 +
| 102 ||Quest_SpidersKiss_Null||Spider Kiss||Gives you -2 to Constitution.||  ||
 +
|-
 +
| 104 ||Quest_TradeSecrets||Trade Secrets||Gives you +1 to Bartering.||  ||
 +
|-
 +
| 105 ||Quest_GhostTree||Forest's Fortune||Gives you +1 to Lucky Charm.||  ||
 +
|-
 +
| 113 ||Quest_Rooted||Rooted||Gives you +3 Memory.||  ||
 +
|-
 +
| 114 ||PainDrinker|| || ||  ||
 +
|-
 +
| 115 ||DeathfogResistant|| || ||  ||
 
|-
 
|-
|Quest_Rooted||Rooted||Gives you +3 Memory.||
 
 
|}
 
|}
  
Line 231: Line 264:
 
'''Legend:'''
 
'''Legend:'''
 
* If comment field is empty and talent involves status or skill use I have not tested that talent in combat.
 
* If comment field is empty and talent involves status or skill use I have not tested that talent in combat.
* Some talents have Combat Ability requirements, they can be viewed in ExtraData\Requirements in Divinity Engine 2, I have not tested if they are needed to make particular Talent work. Maybe someone be willing to test it.
 
  
 
Additional commentaries are appreciated, as data is not complete.
 
Additional commentaries are appreciated, as data is not complete.
Line 238: Line 270:
  
 
'''Side Note''' <br />
 
'''Side Note''' <br />
 
+
* DualWieldingBlock - source ExtraData\Requirements *''UPD.'' '''''DualWieldingBlock''''' ''deleted''
I have excluded talent "WandCharge" as I found similar in ExtraData\Requirements called "ExtraWandCharge", im not sure if it was misspeling of talent name. If not, I'll add it also. Anyway "ExtraWandCharge" desciption is as follows "Magician gives you one extra use of a wand skill." (doesn't seem to work anyway)<br />
+
* Throwing - source [[Scripting_talent_types]]; ExtraData\Requirements *''UPD.'' '''''Throwing''''' ''change on'' '''''Kinetics''''' ''- source native code''
 
+
* WandCharge - source [[Scripting_talent_types]] *''UPD.'' '''''WandCharge''''' ''change on'' '''''ExtraWandCharge''''' ''- source native code''
Second one which was not included on previous list but still found in ExtraData\Requirements was "DualWieldingBlock". I deleted it for sake of the same entries between [[Scripting_talent_types]] and data found in ExtraData\Requirements. If i or anyone else found what is it for, it will be added.
+
Currently don't exist as The Divinity Engine 2 is not recognising them as talents.

Latest revision as of 13:38, 21 October 2021

Index EditorTalentName GameTalentName Description Requirements Comment
23 Kinetics (Throwing)
30 Vitality Picture of Health Increases your hitpoints total by 20%. +20% Vitality
68 FolkDancer Speedcreeper A character with Speedcreeper moves at normal speed while sneaking. Sneaking 1
85 ExtraWandCharge (WandCharge) Magician Magician gives you one extra use of a wand skill. Wand 1 ? (Doesn't seem to work)
106 BeastMaster Beast Master Allows you to control an extra summon. Summoning 2 Third summon destroys first summon.
13 Criticals Killer Instincts Improves your chance of landing a critical hit by 5%.
14 IncreasedArmor Indestructible Improves your armour rating. +7% Physical Armour
59 Politician Politician Gives you 2 bonus points in Persuasion but you loose a point in Intelligence. +2 Persuasion -1 Intelligence
7 Lockpick Cat Burglar Improves your aptitude at picking locks. +1 Thievery
6 Trade Trader's Tongue Improves your bartering techniques. +1 Bartering
10 Damage Warlord Increases the overall damage by 10%.
50 MrKnowItAll Know-It-All Decreases everyone's attitude towards you by 20, but gives you 1 extra point in Intelligence.
41 AvoidDetection Pussyfooter Makes you less prone to be detected while performing suspicious acts. +1 Sneaking
34 EarthSpells Geomancer Improves your casting abilities of earth-based spells. +1 Geomancer
33 AirSpells Tempest Improves your casting abilities of air-based spells. +1 Aerotheurge
32 WaterSpells Rainman Improves your casting abilities of water-based spells. +1 Hydrosophist
31 FireSpells Pyromaniac Improves your casting abilites of fire-based spells. +1 Pyrokinetic
38 Luck Fortune's Favourite Increases your overall luck. +1 Lucky Charm
35 Charm Prince Charming Charm people during dialogue. (no Persuasion bonus)
25 ExpGain Quick Witted Increases the rate at witch you gain experiance by 10%.
2 ItemCreation Tinkerer Improves ability to brew potions, prepare food, write scrolls. (crafting recipes does not yield more items – no clue how it works)
1 ItemMovement Spook Improves your telekinetic abilities. +1 telekinesis
20 ResistSilence Silver-tongued Increases your ability to resist being silenced by 25%. (When Silenced you can no longer cast spells until the effect wears off). (doesn't work)
18 ResistStun Lightning Rod Increases your ability to resist stun attacks by 25%.
17 ResistKnockdown Stand Your Ground Increases your ability to resist knockdown attacks by 25%.
16 ResistFear Breveheart Increases your ability to resist fear by 25%.
12 ActionPoints2 Rosy-cheeked Increases you maximum Action Points by 1.
11 ActionPoints FleetFooted Increases you maximum Action Points by 1.
9 ChanceToHitMelee Gladiator Improves your chances to hit opponent with melee weapons in battle. (no Accuracy bonus)
24 Repair Grease Monkey Improves your ability to repair damaged items. (no clue how it works - maybe once there was durability on all items, not only weapons)
8 ChanceToHitRanged Marksman Improves your chance to hit an opponent with range weapons in battle. (no Accuracy bonus)
5 Backstab Assassin Allows you to backstab enemies with weapons other then a knife.
84 RogueLoreGrenadePrecision Pinpoint Makes your granade throws never miss. Scoundrel 1
81 RogueLoreHoldResistance Headstrong Gives you a 20% bonus against being Frozen, Stuned, Petrified and Knock Down. Scoundrel 5
80 RogueLoreMovementBonus SwiftFooted Gives you a 10% movement bonus. Scoundrel 2
79 RogueLoreDaggerBackStab Backstabber Allows the character to backstab with Dagger and Knives.
78 RogueLoreDaggerAPBonus Mack The Knife Reduces 1AP from the cost of using Daggers and Knives. Scoundrel 1 Allowes to infinitlly attack for 0ap with base attack
71 Kickstarter Kickstarter A character with Kickstarter will find certain secrets throughout the game. (seems to be replaced by Wits)
40 InventoryAccess Dress Rehersal Decreases amount of Action Points it takes to equip different items during combat. (-1 Action Point cost - Free items equip in combat)
39 Initiative Leader Of The Pack Increases your initiative by 5 at the onset of combat. (seems to be replaced by Wits)
29 Awareness Sixth Sense Increases your ability to hear and spot (hidden) thing in and out of combat. (seems to be replaced by Wits)
37 Reason Rhetorician Improves the ability to reason with people during dialogue. (no bonus to Persuasion)
36 Intimidate Intimidator Improves the ability to intimidate people during dialogue. (no bonus to Persuasion)
19 ResistPoison Mithridates Increases your ability to resist poison by 25%. (no bonus to poison resistance)
15 Sight Hyperopia Makes you farsighted, causing your ranged attacks to be precise at long distances, but miss frequently if your target is close. Huntsman 2
77 RangerLoreRangedAPBonus Quickdraw Inrceases attack range of Bows and Crossbows by 1m. Huntsman 5
76 RangerLoreEvasionBonus Sidestep Gives you 10% extra chance to evade hits. Huntsman 4
74 WarriorLoreNaturalResistance Weather The Storms Gives you 3% x Warfare extra Magic Resistance. Warfare 5 Gives resistance for fire, water, earth and air.
72 WarriorLoreNaturalArmor Thick Skin Gives you extra armor equal to your Warfare ability +5. Warfare 1 (doesn't seem to work)
69 SpillNoBlood Anaconda Increases your damage with crushing weapons by 10%. Single-Handed 1
66 GoldenMage Voluble Mage Gives you immunity to Silenced. (probably work – further testing needed)
65 Courageous Courageous Gives you immunity to Terrified, but you can no longer flee from combat. Incompatible with Escapist.
60 WeatherProof Weather Proof Makes you immune to enviromental effects. Geomancer 5 (wet, chilled, burning, poisoned, slowed are applied - doesn't work)
58 LightningRod Lightning Rod Makes you immune to stun. Aerotheurge 5 (doesn't work)
56 Bully Bully Gives you 50% extra damage against opponents that are Slowed, Crippled or Knock Down.
48 Scientist Scientist Gives you a bonus point in Blacksmithing and one in crafting. (probably obsolete)
46 LightStep Light Stepper Gives you a +2 Wits bonus to detecting traps. (+Wits ONLY for trap detection)
44 StandYourGround Stand Your Ground A character with Stand Your Ground cannot be Knocked Down.
28 Durability My Precious With "My Precious" everytime you hit or get hit, your gear has a 50% chance not to lose durability.
22 Carry Packmule Increases the amount of weight you can carry. x2 your maximum weight (dynamic)
111 ResurrectExtraHealth Ressurect With Extra Health Gives 10% more Vitality when being ressurected (stacks).
42 AnimalEmpathy Pet Pal Enables you to talk to animals.
27 ExtraSkillPoints All Skilled Up Immedialy gives you 1 extra Combat Ability point and 1 extra Civil Ability point. Level 2
26 ExtraStatPoints Bigger And Better Immediately grants 2 extra attribute points. Level 2
43 Escapist Escapist Allows you to flee combat even when enemies are right next to you.
54 ElementalAffinity Elemental Affinity Lowers the Action Point cost of spells by 1 when standing in a surface of the same element.
47 ResurrectToFullHealth Morning Person When resurrected, you ressurect to full health.
61 LoneWolf Lone Wolf Provides +2 Max AP, +2 Recovery AP, +30% Vitality, +30% Physical Armour, +30% Magic Armour, and doubles invested points in attributes and combat abilities (except Polymorph ability), while you are adventuring solo or with at most one companion. This bonus is temporarily removed while there are more than two members in the current party. Incompatible with Glass Cannon.
49 Raistlin Glass Cannon You start every combat round with Maximum AP, but Magic and Physical Armour do not protect you from statuses. Incompatible with Lone Wolf.
51 WhatARush What A Rush Increases your recovery and maximum Action Points by 1 when your health is below 50%.
52 FaroutDude Far Out Man Increase the range of spells and scrolls by 2m. Does not affect melee and touch-ranged skills.
53 Leech Leech Heals you when standing in blood.
55 FiveStarRestaurant Five-Star Dinner Doubles the effects of foods and potions.
45 SurpriseAttack Guerilla While Sneaking, Guerilla increses attack damage by 40%.
63 Demon Demon Gain 15% fire resistance and 15% water weakness. Max fire resistance also increases by 10. Pyrokinetic 1; incompatible with Ice King.
64 IceKing Ice King Grants +15% Water resistance and +15% fire weakness. Max water resistance is raised by 10. Hydrosophist 1; incompatible with Demon.
67 WalkItOff Walk It Off Reduces all status durations by 1 turn, including positive statuses. Does not affect statuses with a duration of 1 turn.
70 Stench Stench Decreases everyone's attitude towards you by 25, but melee combatants will find you less attractive.
98 QuickStep The Pawn Permits your character 1 AP worth of free movement per turn. Scoundrel 1; incompatible with Executioner.
57 ElementalRanger Elemental Ranger Shooting arrows will inflict bonus elemental damage depending on the surface your target is standing in. Huntsman 1
75 RangerLoreArrowRecover Arrow Recovery Grants a 33% chance to recover a special arrow after firing it.
82 NoAttackOfOpportunity Duck Duck Goose Lets you evade attacks of opportunity. Huntsman 1
83 WarriorLoreGrenadeRange Slingshot Adds an extra 5m range to your granade throws.
73 WarriorLoreNaturalHealth Picture Of Health Grants +3% extra Vitality for every point of Warfare. Warfare 1
4 AttackOfOpportunity Opportunist Gives you the ability to perform atacks of opportunity.
62 Zombie Undead Lets you heal from poison, but regurlar healing will damage you instead. (+200% Poison Resistance; immune to Death Fog)
110 Unstable Unstable Makes you explode in a bloody cloud when you die, dealing 50% of your vitality as physical damage in a 3 meter radius.
109 Ambidextrous Ambidextrous Reduces the cost of using grenades and scrolls by 1AP if your offhand is free.
108 Torturer Torturer Increases the duration of damage statuses caused by your skills and surfaces by 1 turn.
107 LivingArmor Living Armour Adds 35% of all healing you receive by skills and consumables to your Magic Armour.
96 Executioner Executioner Gives you 2 extra Action Points after dealing a killing blow. Warfare 1; incompatible with The Pawn.
86 DualWieldingDodging Parry Master Gives you 10% Dodging when dual wielding.
21 ResistDead Comeback Kid Once per combat, if an enemy lands a fatal blow, Comeback Kid will help you bounce back to life with 20% health. If you die and are resurrected in combat, Comeback Kid will be available again.
103 Memory Mnemonics Gives you 3 extra points in your Memory attribute.
116 Sourcerer
117 Rager
118 Elementalist Resistances are evened between you and your allies (work?)
119 Sadist Melee attacks deal additional fire damage to burning targets, poison damage to poisoned targets, and physical damage to bleeding targets
120 Haymaker Your attacks never miss, but they don't critically hit either.
121 Gladiator
122 Indomitable
123 WildMag
124 Jitterbug
125 Soulcatcher
126 MasterThief
127 GreedyVessel
128 MagicCycles
112 NaturalConductor Natural Conductor Grants the Hasted Status when standing on electric surfaces.
3 Flanking Sidewinder Removes the Dodging penalty when flanked. Warfare 5 Works, yet status icon still shows.
95 Perfectionist Hothead While you are at maximum Vitality, Hothead grants you an extra 10% critical chance and 10% more accuracy.
97 ViolentMagic Savage Sortilege Gives all magical skills a critical chance equal to your critical chance score. (by default your critical chance is melee only, this talent allowes you to expand it on magical spells)
87 Human_Inventive Ingenious Gives you 2 bonus Initiative and +5% extra Critical Chance.
88 Human_Civil Thrifty Gives you +1 to Bartering.
92 Dwarf_Sneaking Dwarven Guile Gives you +1 in Sneaking.
91 Dwarf_Sturdy Sturdy Gives you +10% maximum Vitality and +5% Dodging.
90 Elf_CorpseEater Corpse Eater Lets you eat body parts to access the memories of the dead.
89 Elf_Lore Ancestral Knowledge Gives you +1 to Loremaster.
94 Lizard_Persuasion Spellsong You get +1 in Persuasion.
93 Lizard_Resistance Sophisticated Gives you +10% Fire Resistance and +10% Poison Resistance.
99 Quest_SpidersKiss_Str Spider Kiss Gives you -2 to Constitution and +2 to Strength.
100 Quest_SpidersKiss_Int Spider Kiss Gives you -2 to Constitution and +2 to Intelligence.
101 Quest_SpidersKiss_Per Spider Kiss Gives you -2 to Constitution and +2 to Wits.
102 Quest_SpidersKiss_Null Spider Kiss Gives you -2 to Constitution.
104 Quest_TradeSecrets Trade Secrets Gives you +1 to Bartering.
105 Quest_GhostTree Forest's Fortune Gives you +1 to Lucky Charm.
113 Quest_Rooted Rooted Gives you +3 Memory.
114 PainDrinker
115 DeathfogResistant


Legend:

  • If comment field is empty and talent involves status or skill use I have not tested that talent in combat.

Additional commentaries are appreciated, as data is not complete. I hope that you find it helpful! :)

Side Note

  • DualWieldingBlock - source ExtraData\Requirements *UPD. DualWieldingBlock deleted
  • Throwing - source Scripting_talent_types; ExtraData\Requirements *UPD. Throwing change on Kinetics - source native code
  • WandCharge - source Scripting_talent_types *UPD. WandCharge change on ExtraWandCharge - source native code

Currently don't exist as The Divinity Engine 2 is not recognising them as talents.