Post by [GM] John on Nov 20, 2015 8:07:07 GMT
Talents are skills that don't have direct stat dependency. They do effect combat but in many different ways depend on the skill. Only some of them are utilized in combat but they are have a use somewhere in the game. Talents will advance just as you do level. It only gains experience when you actually utilize the skill. Leveling up the skill does various things. Some weapons will require higher level weapon mastery. Some secret techniques will be unlocked as you learn new levels of talents. For example, When learning the Battle Healing skill, you will gain a passive skill that will have slow health recovery. At higher levels perhaps you will learn abilities to immediately heal quantities of health though, wink wink.
Here are a list of a talents and what they do!
[Weapon Talents] - One of these are REQUIRED.
Long Sword Mastery: The ability to use long handed swords.
Curved Blade Mastery: The ability to use curved blades.
Dagger Master: The ability to use daggers.
Spear Mastery: The ability to use spears.
Two-Handed Sword Mastery: The ability to use two handed swords.
Rapier Mastery: The ability to use Rapiers.
Shield Mastery: The ability to use shields.
Axe Mastery: The ability to use axes.
[Combat Talents]
Stealth Mastery: (REQ 4 Agility) The ability to hide and strike from the shadows.
Throwing Mastery: (REQ 4 Dexterity) The ability to use throwing weapons. (NOTE: cannot be used at the same time as shields or two handed weapons.)
Perseverance Mastery: (REQ 4 Endurance) The ability to reduce overall damage taken, increases at lower health.
Burst Mastery: (REQ 4 Strength) The ability to strike harder than normal, chance for critical hits.
Battle Healing: (REQ Level 2) The ability to recover hit points in battle over time.
[Misc. Talents]
Night Vision: The ability to see in dark places.
Acrobatics: The ability to manouver through air and climbing.
Mapping: The ability to create maps of dungeons and record data on enemies. Also helps locate dungeons.
Lock Picking: The ability to pick locks and treasure chests.
Detection: The ability to notice things others may not. Includes all senses.
Tracking: (REQ Detection Level 1) The ability to track targets.
[Familiar Talents]
Familiar Mastery: (REQ Level 2) The ability to catch and tame a creature to fight in combat.
Familiar Leadership: (REQ Familiar Mastery 5) The ability to have more than one familiar. (Only one can be active at a time)
[Social Talents]
Provisioning: The ability to cook foods. Food's act as a means of recovery in combat.
Tailoring: The ability to sow leathers. Utilized in both weapon and armor crafting
Blacksmithing: The ability to forge metals. Utilized in both weapon and armor crafting.
Fishing: The ability to catch fish. Fish often heals for more than foods dropped by enemies.
Channeling: The ability to craft trinkets and recall stones.
Mercantile: The ability to sell items in a shop, and open up a shop. (Removes taxes and service fees on sales.)
[Guild Talents]
Leadership: (REQ Level 2) The ability to start a guild, also requires two other members signatures on petition. (other members do not need this talent.)
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A more complete list can be found here.
Here are a list of a talents and what they do!
[Weapon Talents] - One of these are REQUIRED.
Long Sword Mastery: The ability to use long handed swords.
Curved Blade Mastery: The ability to use curved blades.
Dagger Master: The ability to use daggers.
Spear Mastery: The ability to use spears.
Two-Handed Sword Mastery: The ability to use two handed swords.
Rapier Mastery: The ability to use Rapiers.
Shield Mastery: The ability to use shields.
Axe Mastery: The ability to use axes.
[Combat Talents]
Stealth Mastery: (REQ 4 Agility) The ability to hide and strike from the shadows.
Throwing Mastery: (REQ 4 Dexterity) The ability to use throwing weapons. (NOTE: cannot be used at the same time as shields or two handed weapons.)
Perseverance Mastery: (REQ 4 Endurance) The ability to reduce overall damage taken, increases at lower health.
Burst Mastery: (REQ 4 Strength) The ability to strike harder than normal, chance for critical hits.
Battle Healing: (REQ Level 2) The ability to recover hit points in battle over time.
[Misc. Talents]
Night Vision: The ability to see in dark places.
Acrobatics: The ability to manouver through air and climbing.
Mapping: The ability to create maps of dungeons and record data on enemies. Also helps locate dungeons.
Lock Picking: The ability to pick locks and treasure chests.
Detection: The ability to notice things others may not. Includes all senses.
Tracking: (REQ Detection Level 1) The ability to track targets.
[Familiar Talents]
Familiar Mastery: (REQ Level 2) The ability to catch and tame a creature to fight in combat.
Familiar Leadership: (REQ Familiar Mastery 5) The ability to have more than one familiar. (Only one can be active at a time)
[Social Talents]
Provisioning: The ability to cook foods. Food's act as a means of recovery in combat.
Tailoring: The ability to sow leathers. Utilized in both weapon and armor crafting
Blacksmithing: The ability to forge metals. Utilized in both weapon and armor crafting.
Fishing: The ability to catch fish. Fish often heals for more than foods dropped by enemies.
Channeling: The ability to craft trinkets and recall stones.
Mercantile: The ability to sell items in a shop, and open up a shop. (Removes taxes and service fees on sales.)
[Guild Talents]
Leadership: (REQ Level 2) The ability to start a guild, also requires two other members signatures on petition. (other members do not need this talent.)
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A more complete list can be found here.