Talents (Origins)

Talents are unique selectable abilities that warriors and  rogues can use. Mages do not use talents and have access to spells instead. Players receive one free talent based on their background, two at character generation time and one talent per level. They have custom animations, and Senior technical designer Georg Zoeller says that the number of talents is "in Baldur's Gate territory".

Activated
The character executes a special attack or action (e.g. bashing your shield into the opponent, sending them flying).

Passive
A permanent bonus, change in game mechanics or upgrade to an existing ability (e.g. adding a chance of stun to all 2h attacks).

Sustained
While turned on, the player character gains some buffs or some game mechanics will change (e.g. using your shield to increase your cover vs. missiles).

Dual Weapon

 * Dual Weapon Training &gt; Dual Weapon Finesse &gt; Dual Weapon Expert &gt; Dual Weapon Mastery


 * Dual Striking &gt; Riposte &gt; Cripple &gt; Punisher


 * Dual Weapon Sweep &gt; Flurry &gt; Momentum &gt; Whirlwind

Dual Weapon Training

Passive

Requires: 12 Dexterity

Requires: Combat Training

The character has become more proficient fighting with two weapons, and now deals closer to normal damage bonus with the off-hand weapon.

Dual Weapon Finesse

Passive

Requires: 16 Dexterity

Requires: Improved Combat Training

The character is extremely skilled at wielding a weapon in each hand, gaining bonus to attack and defense.

Dual Weapon Expert

Passive

Requires: Level 9

Requires: 26 Dexterity

Requires: Expert Combat Training

The character has significant experience with two-weapon fighting, gaining a bonus to critical chance, as well as a possibility with each hit to inflict bleeding lacerations that continue to damage a target for a time.

Dual Weapon Mastery

Passive

Requires: Level 12

Requires: 36 Dexterity

Requires: Master Combat Training

Only a chosen few truly master the complicated art of fighting with two weapons, but the character is now among that elite company, able to wield full-sized weapons in both hands. Stamina costs for all dual-weapon talents are also reduced.

Dual Striking

Sustained

Range: Personal

Upkeep: 50

Fatigue: 5%

Cooldown: 10s

Requires: 12 Dexterity

Requires: Combat Training

When in this mode, the character strikes with both weapons simutaneously. Attacks cause more damage, but the character cannot inflict regular critical hits or backstabs.

Riposte

Activated

The character strikes at a target once, dealing normal damage, as well as stunning the opponent unless it passes a physical resistance check. The character then strikes with the other weapon, generating a critical hit if the target was stunned.

Cripple

Activated

The character strikes low at a target, hitting critically if the attack connects, while crippling the target with penalties to movement speed, attack, and defense unless it passes a physical resistance check.

Punisher

Activated

Range: Personal

Activation: 35

Cooldown: 40s

Requires: 24 Dexterity

Requires: Master Combat Training

The character makes three blows against a target, dealing normal damage for the first two strikes and generating a critical hit for the final blow, if it connects. The target may also suffer penalties to attack and defense, or be knocked to the ground.

Dual Weapon Sweep

Activated

Range: Personal

Activation: 19

Cooldown: 15s

Requires: 12 Dexterity

Requires: Combat Training

The character sweeps both weapons in a broad forward arc, striking nearby enemies with one or both weapons and inflicting significantly more damage than normal.

Flurry

Activated

The character lashes out with a flurry of three blows, dealing normal combat damage with each hit.

Momentum

Sustained

The character has learned to carry one attack through to the next, increasing both attack speed and movement speed. This mode consumes stamina quickly, however.

Whirlwind

Activated

Range: Personal

Activation: 43

Cooldown: 40s

Requires: 30 Dexterity

Requires: Master Combat Training

The character flies into a whirling dance of death, striking out at surrounding enemies with both weapons. Each hit deals normal combat damage.

Archery

 * Melee Archer &gt; Aim &gt; Defensive Fire &gt; Master Archer


 * Pinning Shot &gt; Crippling Shot &gt; Critical Shot &gt; Arrow of Slaying


 * Rapid Shot &gt; Shattering Shot &gt; Suppressing Fire &gt; Scattershot

Melee Archer

Passive

Requires: 12 Dexterity

Requires: Combat Training

Experience fighting in tight quarters has taught the archer to fire without interruption, even when being attacked.

Aim

Sustained

Range: Personal

Upkeep: 35

Fatique: 5%

Cooldown: 10s

Requires: 16 Dexterity

Requires: Improved Combat Training

The archer carefully places each shot for maximum effect while in this mode. This decreases rate of fire, but grants bonuses to attack, damage, armor penetration, and critical chance. Master Archer further increases these bonuses.

Defensive Fire

Sustained

Range: Personal

Upkeep: 40

Fatique: 5%

Cooldown: 15s

Requires: 22 Dexterity

Requires: Expert Combat Training

While active, the archer changes stance, receiving a bonus to defense but slowing the rate of fire. With the Master Archer talent, the defense bonus increases.

Master Archer

Passive

Requires: 30 Dexterity

Requires: Master Combat Training

Deadly with both bows and crossbows, master archers receive additional benefits when using Aim, Defensive Fire, Crippling Shot, Critical Shot, Arrow of Slaying, Rapid Shot, and Shattering Shot. This talent also eliminates the penalty to attack speed when wearing heavy armor, although massive armor still carries the penalty.

Pinning Shot

Activated

Range: Very long

Activation: 19

Cooldown: 15 s

Requires: 12 Dexterity

Requires: Combat Training

A shot to the target's legs disables the foe, pinning the target in place unless it passes a physical resistance check, and slowing movement speed otherwise.

Crippling Shot

Activated

Range: Very long

Activation: 27

Cooldown: 10s

Requires: 16 Dexterity

Requires: Improved Combat Training

A carefully aimed shot hampers the target's ability to fight by reducing attack and defense if it hits, although the shot inflicts only normal damage. The Master Archer talent adds an attack bonus while firing the Crippling Shot.

Critical Shot

Activated

Finding a chink in the target's defense, the archer looses an arrow that, if aimed correctly, automatically scores a critical hit and gains a bonus to armor penetration. The Master Archer talent increases the armor penetration bonus.

Arrow of Slaying

Activated

The archer generates an automatic critical hit if this shot finds it target, although high-level targets may be able to ignore the effect. The archer suffers reduced stamina regeneration for a time. Master Archer adds an extra attack bonus.

Rapid Shot

Sustained

Range: Personal

Upkeep: 35

Fatigue: 5%

Cooldown: 30s

Requires: 12 Dexterity

Requires: Combat Training

Speed wins out over power while this mode is active, as the archer fires more rapidly, but without any chance of inflicting regular critical hits. Master Archer increases the rate of fire further still.

Shattering Shot

Activated

Range: Very long

Activation: 27

Cooldown: 15s

Requires: 14 Dexterity

Requires: Improved Combat Training

The archer fires a shot designed to open up a weak spot in the target's armor. The shot deals normal damage if it hits and imposes an armor penalty on the target. Master Archer increases the target's armor penalty.

Suppressing Fire

Passive

The archer's attacks are now more likely to disrupt a target who is preparing to cast a spell.

Scattershot

Activated

The archer fires a single arrow that automatically hits, stunning the target and dealing normal damage. The arrow then shatters, hitting all nearby enemies with the same effect.

Weapon and Shield

 * Shield Bash &gt; Shield Pummel &gt; Assault &gt; Overpower


 * Shield Defense &gt; Shield Balance &gt; Shield Wall &gt; Shield Expertise


 * Shield Block &gt; Shield Cover &gt; Shield Tactics &gt; Shield Mastery

Shield Bash

Activated

Range: Personal

Activation: 23

Cooldown: 20s

Requires: 11 Strength

Requires: Combat Training

The character shield-bashes a target, dealing normal damage as well as knocking the target off its feet unless it passes a physical resistance check. Shield Mastery doubles the strength bonus for this attack.

Shield Pummel

Activated

Range: Personal

Activation: 33

Cooldown: 20s

Requires: 15 Strength

Requires: Improved Combat Training

The character follows up an attack with two hits from the shield, dealing normal damage with each attack. If the target fails a physical resistance check, it is stunned. Shield Mastery doubles the character's strength bonus for each strike.

Assault

Activated

The character quickly strikes a target four times, but dealing less than full damage with each hit. If the character has Shield Mastery, each attack does a fraction of the maximum possible attack damage instead.

Overpower

Activated

The character lashes out with the shield three times. The first two hits inflict normal damage. The last strike is a critical hit if it connects, knocking the target down unless it passes a physical resistance check. Shield Mastery increases the damage.

Shield Defense

Sustained

Range: Personal

Upkeep: 35

Fatigue: 5%

Cooldown: 5s

Requires: 11 Strength

Requires: Combat Training

While this mode is active, the character drops into a defensive stance that favors the shield, gaining a bonus to defense and an increased chance to shrug off missile attacks, but taking a penalty to attack. With Shield Balance, the attack penalty is reduced. With Shield Expertise, the defense bonus increases. With Shield Mastery, the defense bonus increases further.

Shield Balance

Passive

Requires: 14 Strength

Requires: Improved Combat Training

The character has learned to compensate for the weight of a shield in combat, and no longer suffers an attack penalty while using Shield Defense.

Shield Wall

Sustained

In this mode, the character's shield becomes nearly a fortress, adding a significant defense bonus, but at the cost of movement speed. Shield Expertise increases the defense bonus and reduces the penalty, and Shield Mastery reduces the penalty further.

Shield Expertise

Passive

The character's experience using a shield in combat has made certain abilities more efficient, reducing the penalty to movement speed and increasing the defense bonus for both Shield Wall and Shield Defense.

Shield Block

Passive

Requires: 10 Dexterity

Requires: Combat Training

Practice fighting with a shield improves the character's guard. Enemies can no longer flank the character on the shield-carrying side.

Shield Cover

Sustained

Range: Personal

Upkeep: 20

Fatique: 5%

Cooldown: 15s

Requires: 16 Dexterity

Requires: Improved Combat Training

While in this mode, the warrior's shield provides a greater chance of deflecting missile attacks. Shield Mastery increases this bonus further.

Shield Tactics

Passive

The character is proficient enough with a shield to defend from all angles, so that attackers no longer benefit from flanking strikes.

Shield Mastery

Passive

The character has mastered the use of the shield for both offense and defense, and receives additional benefits when using Shiled Bash, Shield Pummel, Assault, Overpower, Shield Defense, Shield Wall, and Shield Cover.

Two-Handed

 * Pommel Strike &gt; Indomitable &gt; Stunning Blows &gt; Critical Strike


 * Sunder Weapon &gt; Shattering Blows &gt; Sunder Armor &gt; Destroyer


 * Mighty Blow &gt; Powerful Swings &gt; Two-Handed Strength &gt; Two-Handed Sweep

Pommel Strike

Activated

Range: Personal

Activation: 22

Cooldown: 10s

Requires: 12 Strength

Requires: Combat Training

Instead of going for the fatal attack an enemy expects, the player strikes out with a weapon's blunt end, knocking the opponent to the ground unless it passes a physical resistance check.

Indomitable

Sustained

Through sheer force of will, the character remains in control on the battlefield, immune to being stunned or knocked down while this mode is active.

Stunning Blows

Passive

The character's fondness for massive two-handed weapons means that each attack offers a chance to stun the opponent, due to the sheer weight behind the blow.

Critical Strike

Activated

The character makes a single massive swing at the target. If the attack hits, it's an automatic critical hit, possibly killing the opponent outright if its health is low enough.

Sunder Weapon

Activated

The character attacks a target's weapon instead of its body, trying to hinder its ability to fight back. Unless the target passes a physical resistance check, it suffers a penalty to attack for a short time.

Shattering Blows

Passive

The character is as adept at destruction as at death, and gains a large damage bonus against golems and other constructs.

Sunder Armor

Activated

The character aims a destructive blow at the target's armor, dealing normal damage, as well as damaging the armor unless the target passes a physical resistance check.

Destroyer

Passive

Few can stand against the savage blows of a destroyer. Every attack sunders the target's armor, reducing its effectiveness for a short time, although the effects of this talent do not stack.

Mighty Blow

Activated

The character puts extra weight and effort behind a single attack. If it hits, the blow deals extra damage to the target, as well as imposing a penalty to movement speed unless the target passes a physical resistance check.

Powerful Swings

?

Two-Handed Strength

Passive

The character has learned to wield two-handed weapons more effectively, reducing the penalties to attack and defense from Powerful Swings.

Two-Handed Sweep

Activated

The character swings a two-handed weapon through enemies in a vicious arc, dealing normal damage to those it hits, as well as knocking them down unless they pass a physical resistance check.

Rogue
Note: The Lockpicking/Disarm Trap line is completely outdated. There is no English information available currently.

See the Rogue class for a full description of these talents.

Warrior
See the Warrior class for a full description of these talents.

Templar

 * Righteous Strike &gt; Cleanse Area &gt; Mental Fortress &gt; Holy Smite

Righteous Strike

Passive

The templars are enforcers specifically designed to chosen to control and slay mages. Each of the templar's melee hits against an enemy spellcaster drains its mana.

Cleanse Area

Activated

The templar purges the area of magic, removing all dispellable effects from those nearby. Friendly fire possible.

Mental Fortress

Passive

The templar has learned to focus on duty, gaining a large bonus to mental resistance.

Holy Smite

Activated

The templar drains all mana from a spellcaster target, inflicting spirit damage equal to the mana lost, and stuns the target unless it passes a physical resistance check. The attack also removes all dispellable effects from those nearby the target.