Known bugs with the Talent system:
The Good Learner talent grants an experience of 40% rather than the stated 2%. The Great Learner talent gives a net experience gain of ~20%. So Good Learner alone is much better than Great Learner.
The Skilled talent causes the game to crash. Do not select it.
All bug should be fixed in R+.
Alphabetical list of talents:
Here's a list of useful or potentially useful talents. Basically, anything that got a rating of 6 or above. Entries in brackets are only worthwhile as prerequisites. Details about all talents are listed below. Note that not all prerequisite relationships are shown, due to limitations of ASCII and because many relationships are cross- boundary; for example, a Defensive Talent might be a prerequisite for a Melee Talent.
STARTING TALENTS Strong (Strong of Will) (Charming) -> (Boon to the Family) -> Heir (Alert) -> 3 Missile Affinities -> Missile Weapon Master -> (Miser) -> Treasure Hunter MELEE TALENTS Brawler Ambidextrous Affinity (any) -> Melee Weapons Master (Aggressive) -> Natural Berserker (Basher) -> Powerful Strike -> Mighty Strike MISSILE AND THROWN WEAPON TALENTS Strong Thrower Quick Shot -> Lightning Shot (Good Shot) -> Eagle-Eyed -> Keen Shot -| Affinity (any) -> |-> Missile Weapon Master DEFENSIVE TALENTS (Shield Specialist) -> (Shield Expert) -> Shield Master (Careful) -> Very Careful -> Defensive Fighter -> Dodger (Hardy) -> Very Hardy -> Extremely Hardy -> (Tough Skin) -> (Iron Skin) -> Steel Skin -> Mithril Skin MAGICAL TALENTS (Potent Aura) -> Strong Healer -> Strong Magic -> Charged -> (Strong Aura) -> (Mighty Aura) -> Good Book Caster -> Great Book Caster MISCELLANEOUS TALENTS Long Stride Sixth Sense Healthy Quick -> Very Quick -> Greased Lightning (Porter) -> Master Packager -> Beast of BurdenTalents are divided into six cathegories: Starting talents (all these have a prerequisite of Level 1), Melee talents, Missile (and thrown weapon) talents, Defensive talents, Magical talents, and Miscellaneous talents.
Note that you only start with 1-6 talents. Since several of the STARTING TALENTS are prerequisites, you need to consider your choice of Level 1 talents very carefully. Since a +Attribute talent is worth half a (blessed) potion of Attribute, it's probably only worthwhile to take them as prerequisites if needed. Some +Attribute talents, however, can be quite useful for early-game survival, and should be considered. ALERT -- +1 to Perception. Prerequisites: Level 1. Rating: 3 (4 for archers) Prerequisite for: Treasure Hunter(9), Missile Weapon Master(3-7) Prerequisite for Missile Weapon Master and Treasure Hunter. Treasure Hunter is generally accepted to be one of the most desirable (if not _the_ most desirable) talents, making Alert a populer Level 1 choice. See Missile Weapon Master for a discussion on viability. If you don't want Treasure Hunter or Missile Weapon Master, Alert is of marginal utility; Perception is one of the less useful attributes, and is fairly easily increased. A mid-range Perception score (12-18) is a prerequisite for a number of talents, none of them very useful, except possibly Great Book Caster. Note that this talent is slightly more useful if you play ADOM on higher than 80x25 resolutions. CHARMING -- +1 to Charisma. Prerequisites: Level 1. Rating: 1 (2 for male characters and Bards) Prerequisite for: Heir(3-10) Prerequisite for Heir. If you don't have at least 3 starting talents, or if you simply don't want Heir, this talent is next to useless. While Charisma is not particularly easy to raise, it's almost completely useless for everyone except Bards (for whom it is of medium importance). Charisma is a prerequisite for Silver Tongue and Natural Trader, neither of which is worth getting, either. DEXTROUS -- +1 to Dexterity. Prerequisites: Level 1. Rating: 3 Not a prerequisite and probably not worth it. Dexterity gives speed, DV, and missile weapon to-hit (and possibly damage, anyone know for certain?), but Dextrous is a dead-end talent and the specialized talents for speed, DV, and missile bonuses are much more powerful. Dexterity is the prerequisite for a number of useful talents. None of them need above 18 Dex, though, and that shouldn't be too difficult to come by in the early-to-mid game. FEY-BLOODED -- +1 to Mana. Prerequisites: Level 1. Rating: 3 (2 for non-spellcasters) Not a prerequisite. Of some use to spellcasters with low mana scores (troll wizards, for example). If your starting Mana score is low, this might be somewhat helpful in reaching the prerequisites for the magical talents. Since Mana is probably the easiest attribute to train, however, I'd advise against taking this talent. GOOD LOOKS -- +1 to Appearance. Prerequisites: Level 1. Rating: 1 (2 for female characters) Not a prerequisite, and a proufundly worthless talent. Appearance is the least useful attribute for anyone. LEARNED -- +1 to Learning. Prerequisites: Level 1. Rating: 4 (5 for illiterate characters) Not a prerequisite, and fairly easy to train for most characters. Learning does help with a good number of things, but if your character automatically gets the Literacy skill, probably not worth it. Even if they doesn't, 1 point is unlikely to make a difference. STRONG -- +1 to Strength. Prerequisites: Level 1. Rating: 4 (5-7 for melee characters) Not a prerequisite. Strength can be trained very quickly at low levels, but slows down somewhat later. It is also one of the most useful attributes for most characters. For this reason, melee characters might possibly want to consider this talent. STRONG OF WILL -- +1 to Willpower. Prerequisites: Level 1. Rating: 3 (4 for Mindcrafters) Prerequisite for: Melee Weapon Master(5-7), Saint(2) Prerequisite for Melee Weapon Master (and Saint, which is next to usealess). If you don't want Melee Weapon Master, Willpower is of medium-to-high importance (high for spellcasters, medium for everyone else). It's easy to raise into the twenties by the early-to-mid game (if you know how), though, making Strong of Will a bad choice except as a prerequisite. TOUGH -- +1 to Toughness. Prerequisites: Level 1. Rating: 4 Not a prerequisite. Would be a fairly good choice if there wasn't a reliable method of raising Toughness into the mid-twenties by the early-to-mid game. Still might be worth considering for characters with a very low starting toughness, but the defensive talents are overall probably better for early survival. WEALTHY -- Three times the normal starting money. Prerequisites: Level 1. VERY WEALTHY -- Two times the normal starting money. Prerequisites: Wealthy, Level 1. FILTHY RICH -- Two times the normal starting money. Prerequisites: Very Wealthy, Level 1. Rating: 1 (3 for Merchants) These three talents are rather useless. All three of them together will only get you twelve times your starting money (or 24 times, with Boon to the Family), which only counts as a lot at the very beginning of the game. One exception: merchants with a lot of starting talents can actually get quite a lot of money with these talents, potentially opening up several interesting options for them in the early game. Overall, these talents are still probably a suboptimal choice. BOON TO THE FAMILY -- Twice normal starting money. Prerequisites: Level 1. Rating: 1 Prerequisite for: Heir(3-10) A prerequisite for Heir. Otherwise even worse than Wealthy. HEIR -- Receives a special magical item inherited from his family. Prerequisites: Boon to the Family, Charming, Level 1. Rating: 3-10 (depending on class; 10 would be for Bards) Has two prerequisites, which means you must have at least 3 starting talents to get it. Its usefulness is strongly dependent on your class. For Bards, the reward is approximately worth a Wish, and is one of the most powerful items in the game. Heir gifts for other classes will eventually become obsolete, but usually help with early-game survival a great deal. It's _three_ starting talents, though, so consider it carefully. SKILLED -- +2 to all initial skill values. Prerequisites: Learning 9+, Level 1. VERY SKILLED -- +3 to all initial skill values. Prerequisites: Skilled, Learning 12+, Level 1. EXTREMELY SKILLED -- +5 to all initial skill values. Prerequisites: Very Skilled, Learning 15+, Level 1. Rating: 3 You can only get these talents if you have a decent Learning, which is precisely when you don't need them. At low levels, skills go up fast. Leave these talents alone. Note also that these talents are currently (ADOM 1.1.1) buggy and can crash the game if taken. LONG-LIVED -- the PCs life span is extended by 30%. Prerequisites: Level 1. Rating: 1-5 (Depending on race; 1 for elves, 5 for trolls) PCs with short life spans might want to consider this. 30% is not a lot overall, but might just be the bonus that saves your life against Ghost Lords. It's a dead-end talent, though, so consider it carefully.MELEE TALENTS
AFFINITY WITH AXES -- +2 to hit with axes. AFFINITY WITH CLUBS & HAMMERS -- +2 to hit with clubs and hammers. AFFINITY WITH DAGGERS & KNIVES -- +2 to hit with daggers and knives. AFFINITY WITH MACES & FLAILS -- +2 to hit with maces and flails. AFFINITY WITH POLEARMS -- +2 to hit with polearms. AFFINITY WITH SWORDS -- +2 to hit with swords. AFFINITY WITH WHIPS -- +4 to hit with whips. AFFINITY WITH STAVES -- +2 to hit with staves. AFFINITY WITH TWOHANDED WEAPONS -- +2 to hit with twohanded weapons. Rating: 6 (5 for spellcasters) Prerequisite for: Melee Weapon Master (5-7) If you want Melee Weapon Master, you must take three of these. Otherwise, I suggest waiting until you're sure about what weapon(s) you want to use in the long run; otherwise, it's a wasted talent. +2 to hit is not a lot, but with the new ADOM combat system, you can never have too much (or even enough) of a to-hit bonus, and every little bit helps. The +4 for whips is nice, but still doesn't make whips worthwhile, generally speaking. MELEE WEAPON MASTER -- +3 to hit and damage in melee combat. Prerequisites: At least 3 melee weapon affinities, Defensive Fighter, Strong of Will Rating: 7 (5 for spellcasters) This is a very expensive talent: it has 7 prerequisites. Still, since four of them (with the exceptions being Strong of Will and two of the three affinities) are useful for a melee fighter, it's probably worth getting. For spellcasters, DV and PV are much more important than to-hit and damage, which makes Melee Weapon Master a less attractive proposition. BRAWLER -- +2 to hit in unarmed melee combat. Prerequisites: Strength 13+. Rating: 1 (7 for Monks and Beastfighters) Not a prerequisite. If you're playing an unarmed fighter, probably worth getting. STRONG LEGS -- Kicking in doors is much easier. +2 to kick damage. Prerequisites: Level 1. Rating: 1 (4 for Monks) Not a prerequisite. Useless for anyone but monks; you very rarely need to kick down a door quickly. Since not even Monks kick much, even after getting the circular kick ability, and the damage bonus is not at all spectacular, it's probably best to ignore this talent. Note that this talent may or may not help with kicking down walls quickly, for a Monk of level 13 or above. AGGRESSIVE -- +1 to hit in melee. Rating: 5 (2 for spellcasters) Prerequisite for: Natural Berserker (4-8) If you want Natural Berserker, you must get this. If you don't, you'd probably be better off with other combat talents. +1 is not much at all. NATURAL BERSERKER -- +2 to hit and damage when berserking. Prerequisites: Aggressive. Rating: 4 (may be 6-8, depending on playstyle). Normally, one doesn't usually spend much time in Berserk mode, and this talent isn't powerful enough to justify doing so. If, however, you play a berserkering melee fighter, this can be a fairly powerful talent. AMBIDEXTROUS -- +2 to hit when fighting with two weapons. Rating: 6 Not a prerequisite. Probably a good idea to get it if you're planning on fighting with two weapons. BASHER -- +1 to hit and damage with weapons weighing more than 100 stones. POWERFUL STRIKE -- +2 to hit and damage with weapons weighing more than 100 stones. Prerequisites: Basher, Strength 13+. MIGHTY STRIKE -- +3 to hit and damage with weapons weighing more than 100 stones. Prerequisites: Powerful Strike, Strength 18+. Rating: 9 (situational, 6 for spellcasters) Unfortunately, most worthwhile weapons are 100s or lighter. Even with these talents, the only weapons that are worthwhile are maces of destruction and some artifacts. Also, some weapons with the "heavier- than-normal" prefixes, as well as some non-higher-metal ego weapons, might fit into this category. If you actually manage to get one of these weapons, these talents can be _very_ worthwhile. It's definitely a gamble, though, and none of them can even be wished for, except the mace of destruction. For this reason, I suggest only getting these talents if you've actually found one of the above weapons, or you know you'll get it (quite a few of the artifacts that fit the bill are guaranteed, including, notably, the ToTRR). Getting these talents earlier is a very risky gamble.MISSILE AND THROWN WEAPON TALENTS
AFFINITY WITH BOWS -- +2 to hit with bows. AFFINITY WITH CROSSBOWS -- +2 to hit with crossbows. AFFINITY WITH SLINGS -- +2 to hit with slings. AFFINITY WITH BOOMERANGS & SCURGARI -- +4 to hit with thrown boomerangs and scurgari. AFFINITY WITH THROWN DAGGERS -- +3 to hit with thrown daggers. AFFINITY WITH THROWN AXES & HAMMERS -- +3 to hit with thrown axes and hammers. AFFINITY WITH THROWN ROCKS & CLUBS -- +3 to hit with thrown rocks and clubs. AFFINITY WITH THROWN SPEARS -- +3 to hit with thrown spears. Rating: 5 (4 for spellcasters, 7 for archers) Prerequisite for: Missile Weapon Master(3-7) If you want Missile Weapon Master, you must take three of these. Otherwise, I suggest waiting until you're sure about what missile weapon(s) you want to use in the long run; otherwise, it's a wasted talent. Your to-hit bonus for missile weapons is less of a critical issue than for melee weapons, which is why these got a lesser score. For an archer, though, they're still very useful. GOOD SHOT -- +1 to hit and damage with missile weapons. KEEN SHOT -- +2 to hit and damage with missile weapons. Prerequisites: Good Shot, Dexterity 13+. EAGLE-EYED -- +3 to hit and damage with missile weapons. Prerequisites: Good Shot, Archery 80+, Dexterity 18+. Rating: 6 (4 for spellcasters, 9 for archers) These are excellent bonuses for an archer. Other characters will want to consider how much they will be using missile weapons. Note that Keen Shot is _not_ a prerequisite for Eagle-Eyed, just for Missile Weapon Master. If you can, buy Eagle-Eyed first. MISSILE WEAPON MASTER -- +3 to hit and damage in missile combat. Prerequisites: At least 3 missile weapon affinities, Keen Shot, Alert Rating: 5 (3 for spellcasters, 7 for archers) This is the same as Eagle-Eyed, but much more expensive. It has 6 prerequisites, 3 of which (Alert and two of the three affinities) are not very useful. Characters other than archers will probably want to pass on this one. QUICK SHOT -- Missile attacks require 10% less energy. Prerequisites: Keen Shot, Quick. LIGHTNING SHOT -- Missile attacks require 10% less energy. Prerequisites: Quick Shot, Archery 60+. Rating: 7 (9 for archers, 5 for pure spellcasters) If you're planning on using missile weapons at all, the bonus speed from these talents is excellent. FAR SHOT -- Missile attack ranges are increased by 20%. Prerequisites: Keen Shot, Strength 10+. Rating: 2 (3 for archers) If you're not going to be primarily using missile attacks, the extra range isn't going to come into play much. If you are, then you should have more than sufficient range from your weapon skill and the Archery skill. Avoid. STRONG THROWER -- +2 range with thrown weapons. Prerequisites: Strength 12+. Rating: 2 (5 for throwers, 7 in special circumstances) This is somewhat better than Far Shot (+2 range is usually better than +20%; if not, then you really don't need to be increasing your range anyway). It really becomes useful if you want to use unorthodox throwing weapons like Hammer of the Gods or Long Sting. In those cases, the +2 range can actually be very useful. I suggest waiting until you're sure that's what you want to do, and then considering buying this talent.DEFENSIVE TALENTS
CAREFUL -- +1 to DV. Rating: 5 Prerequisite for: Very Careful(4-7), Defensive Fighter(7), Good Book Caster(5-8) DV is very important for all classes in the mid-to-late game. +1 is not much by itself, but Careful is a prerequisite for Very Careful, for the Defensive Fighter->Dodger chain, as well as for Good Book Caster. All great talents. VERY CAREFUL -- +3 to DV when fighting very defensively or like a coward. Prerequisites: Careful. Rating: 4 (7 for spellcasters, may be 5-7 for others depending on playing style) Most players probably won't be fighting very defensively a lot, and this talent isn't good enough to make it worth doing so. If, however, you're a spellcaster, or you generally fight at the Very Defensive setting, this can be a useful bonus. DEFENSIVE FIGHTER -- +2 to DV. Prerequisites: Careful, Quick. Rating: 7 Prerequisite for: Melee Weapon Master(5-7), Dodger(7) +2 DV is nice for all classes. This is also a prerequisite for two useful talents. DODGER -- +2 to DV. Prerequisites: Defensive Fighter, Dodge 75+ Rating: 7 Same as Defensive Fighter. Not a prerequisite for anything, though. SHIELD SPECIALIST -- +1 to DV when wielding a shield. SHIELD EXPERT -- +2 to DV when wielding a shield. Prerequisites: Shield Specialist, Shield Weapon Skill 3+ SHIELD MASTER -- +3 to DV when wielding a shield. Prerequisites: Shield Expert, Shield Weapon Skill 6+ Rating: 7 These are only worth buying if you plan on getting all three. Otherwise, Careful and Defensive Fighter are probably better. If you use a shield, though, these three give a +6 bonus to DV, which is excellent. HARDY -- +3 hitpoints. Prerequisites: Toughness 10+. Rating: 4 Prerequisite for: Very Hardy(4-7), Tough Skin(5-7) Prerequisite for the 7 talents below. If don't want them, Hardy probably isn't worth it; 3 hitpoints doesn't count for too much even in the early game, and quickly becomes negligible. VERY HARDY -- +6 hitpoints. Prerequisites: Hardy, Toughness 15+. EXTREMELY HARDY -- +9 hitpoints. Prerequisites: Very Hardy, Toughness 20+. Rating: 4 (5-7 in the early game) If you have a Toughness of 20 or more, 18 extra hitpoints aren't going to mean much, especially in the late game. Your talents would probably be better spent elsewhere. If you feel that the early game is going to be the most difficult part for your character, though, then these talents might just mean the difference between life and death. TOUGH SKIN -- +1 to PV. Prerequisites: Hardy, Toughness 12+. IRON SKIN -- +1 to PV. Prerequisites: Tough Skin, Toughness 15+. STEEL SKIN -- +2 to PV. Prerequisites: Iron Skin, Toughness 20+. MITHRIL SKIN -- +3 to PV. Prerequisites: Steel Skin, Dwarf. Rating: 7 (5 without Mithril Skin) Debatable. With the current combat system, PV is not as useful as DV in the mid-late game. If you want to be difficult to damage, you're better off using a shield and/or buying the DV talents. On the other hand, PV is much more important in the early game. If you feel that your character is most vulnerable early on, you might want to give these talents serious thought, even if you can't get Mithril Skin. It's a big chunk of your available talents, however; Steel Skin is 4 talents fr +3 HP and +4 PV, and Mithril Skin is 5 talents for +3 HP and +7 PV. IMMUNE TO PAIN -- One point of damage is always negated for all attacks. At least one point of damage will be caused nonetheless. Prerequisites: Iron Skin, Willpower 15+. Rating: 5 This is like a point of super-PV, that applies to everything, always. Unfortunately, it's a single point, and it's a dead-end talent. Probably not worth it.MAGICAL TALENTS
POTENT AURA -- +3 power points. Prerequisites: Mana 10+ Rating: 3 Prerequisite for: Strong Aura(4-8), Strong Magic(3-6), Charged(4-7?), Strong Healer(4-7), Good Book Learner(4) This talent is the prerequisite for every single MAGICAL TALENT. By itself, though, it's not very useful; 3 power points are even less impressive a bonus than 3 hit points (see Hardy). STRONG AURA -- +6 power points. Prerequisites: Potent Aura, Mana 12+. Rating: 4 Prerequisite for: Mighty Aura(4-8), Durable Magic(3-4), Great Book Learner(4), Good Book Caster(5-8) Again, not too impressive in itself, but the prerequisite for two useful talents. MIGHTY AURA -- +9 power points. Prerequisites: Strong Aura, Mana 15+ Rating: 4 Prerequisite for: Extended Magic(3-4), Great Book Caster(5-8) Still not worth it by itself (the 18 mana given by this talent and its two prerequisites is a drop in the bucket for any serious spellcaster), but it is the prerequisite for Great Book Caster (an excellent talent), and Extended Magic (a not so excellent one) STRONG MAGIC -- +2 to all damage caused by spells. Prerequisites: Potent Aura, Mana 15+. Rating: 3 (6 for pure spellcasters) Not a prerequisite, but can be a useful talent for spellcasters. Unfortunately, +2 is not much at all. CHARGED -- Regenerates power points at higher speed. Prerequisites: Mana 16+, Potent Aura. Rating: 4? (7? for pure spellcasters) The rating for this talents depends on exactly _how_ much extra PP regeneration it gives. If it's the same 20% you get for Healty, and it's added on _after_ Concentration bonuses, I'd give it a rating of 7 for pure spellcasters, 4 for everyone else. It's quite good, but not quite good enough to be essential. Note that in the latest version of ADOM (1.1.1), casting spells from HP is not as good an idea as it use to be, since doing so abuses the Mana attribute. This makes mana regeneration more useful than it used to be. DURABLE MAGIC -- all spell durations are increased by the PCs current level times 3. Prerequisites: Willpower 16+, Strong Aura. Rating: 3 (4 for pure spellcasters) Spells this applies to (presumably) are Bless, Slow Monster, Invisibility, Strength of Atlas, Farsight, and possibly Scare Monster. That's not a lot, and most of these spells can simply be recast when needed, making this a not-very-useful talent. EXTENDED MAGIC -- all spell ranges are increased by 2. Prerequisites: Mana 24+, Mighty Aura. Rating: 3 (4 for pure spellcasters) For bolt spells, a range increase of 2 also means a damage increase of 2, IIRC. For this reason and Death Ray, this could have been a marginally useful talent. Unfortunately, for most spellcasters, it's tough to get it in the early game, when bolt spells (and this talent) would be the most useful. Note that this talent does _not_ increase the area of effect of ball spells. STRONG HEALER -- +4 to all damage healed by spells. Prerequisites: Potent Aura, Willpower 15+. Rating: 4-6 (7 for pure spellcasters) This can be a good talent, and not just for pure spellcasters. Its usefulness wanes in the late game, but early on, it boosts healing spells by quite a bit. Most characters don't have to heal themselves very often, but when they do, it's sometimes imprerative that they heal as fast as possible, which is why this talent is a potential life-saver. GOOD BOOK LEARNER -- PC is 10% more effective when learning spells from spell books. Prerequisites: Potent Aura, Good Learner. GREAT BOOK LEARNER -- PC is 10% more effective when learning spells from spell books. Prerequisites: Good Book Learner, Strong Aura, Great Learner. Rating: 4 These are just not very good. Together, they give 21%. If they gave more than that, they could be useful for borderline-spellcasters, like paladins. 21% is just not a significant enough boost, though. GOOD BOOK CASTER -- Casting spells from books costs only double power points. Prerequisites: Careful, Strong Aura, Dexterity 14+. GREAT BOOK CASTER -- Casting spells from books costs only 50% more power points. Prerequisites: Good Book Caster, Mighty Aura, Dexterity 18+, Perception 15+. Rating: 7-8 (5 for pure spellcasters) These can be excellent talents, primarily _not_ for pure spellcasters (who tend to get enough castings from books anyway, thank you very much, and have enough mana to cast from books when they need to), but for characters learning spells at low effectivity through various means, then casting the spells via books. Unfortunately, most of these characters tend to wince at the 2-3 Aura talent prerequisites. Still, these can definitely be worth considering.MISCELLANEOUS TALENTS
GOOD LEARNER -- Learns very fast. +2% to all experience gained. Prerequisites: Learning 10+. GREAT LEARNER -- Learns extremely fast. +3% to all experience gained. Prerequisites: Learning 16+. Rating: 4 (5 for trolls) Not quite good enough for serious consideration. +5% XP is never enough for a single level, and spending two talents - 6 levels' worth! on this small amount of extra XP seems like a waste. Charactes with very important class abilities, like Mindcrafters, could find even this little bit of extra XP useful, but +5% is just pitifully little. PORTER -- Carrying capacity is increased by 10% due to the PCs efficient packaging skills. Prerequisites: Strength 8+, Dexterity 10+. MASTER PACKAGER -- Carrying capacity is increased by 20% due to the PCs efficient packaging skills. Prerequisites: Porter, Learning 12+, Perception 12+. BEAST OF BURDEN -- Carrying capacity is increased by 30% due to the PCs efficient packaging skills and great endurace. Prerequisites: Master Packager, Willpower 12+, Toughness 12+. Rating: 6 (8 for Monks) These three talents together give a 71.6% bonus to carrying capacity. This can be useful for most characters, and is especially critical for Monks, who can rarely afford even Burdened status. If you want them, you should probably buy all three. LONG STRIDE -- Movement costs but 950 energy points. Rating: 7 Faster movement is always good, and this is somewhat cumulative with other bonuses. Also, unlike speed bonuses, it doesn't affect the XP you get. Can be invaluable in the early game for outrunning cats (or any other monster). QUICK -- +2 to Speed. VERY QUICK -- +3 to Speed. Prerequisites: Quick. GREASED LIGHTNING -- +4 to Speed. Prerequisites: Very Quick, Dexterity 15+. Rating: 8 Speed is hard to come by, and a hefty +9 is probably worth the three talents it costs. It does come with an XP hit, but not much. Quick is also the prerequisite for Defensive Fighter and Quick Shot, two great talents. HEALTHY -- Heals wounds 20% faster. Rating: 6 (4 for spellcasters) Anyone with easy access to healing spells will probably not need this talent. If you're not a spellcaster, though, an extra 20% of natural healing can be handy in the early game, especially when you start without the Healing skill. Later on, it's not that important, so buy this talent early or not at all. SIXTH SENSE -- More easily evades traps. Prerequisites: Perception 18+. Rating: ? Unfortunately, does not say how _much_ more easily. This can potentially be very useful; traps can be a very nasty and unavoidable source of equipment destruction, and can even be a serious danger in the early game. MECHANICALLY INCLINED -- All Disarm Traps checks are 10% easier. Rating: 1 Absolutely useless. Disarm Traps is a low-priority skill in any case, and 10% is nothing. MISER -- Tends to find more gold because he looks more intensely for it. Rating: 4 Prerequisite for: Treasure Hunter(9) If you don't want to get Treasure Hunter, it's probably not a good idea to take Miser; gold is just not that difficult to come by in ADOM, and the easiest ways to get gold are unaffected by Miser. TREASURE HUNTER -- Finds more items. Prerequisites: Alert, Miser Rating: 9 Considered by many to be the best talent overall. I estimate that a character with the Treasure Hunter talent gets about 50% more items than one without. The quality of items is unaffected, but 50% is a whole lot. Well worth the two prerequisites, in my opinion. SILVER TONGUE -- Shop prices are reduced by 10%. Prerequisites: Charisma 10+. NATURAL TRADER -- Shop prices are reduced by 20%. Prerequisites: Silver Tongue, Charisma 14+. Rating: 3 Again, money is not much of an issue in ADOM, and a 32% drop in prices is just not that impressive. PIOUS -- Prayers are 5% less expensive. Prerequisites: Willpower 15+. VERY PIOUS -- Prayers are 5% less expensive. Prerequisites: Pious, Willpower 20+. SAINT -- Prayers are 5% less expensive. Prerequisites: Strong of Will, Very Pious, Willpower 30+. Rating: 2 These three are ridiculously weak. Prayers being 16% cheaper is a very slight effect, and would probably not be very worthwhile even as a single talent. As the sum of three talents, it's pathetic. With all three talents, 6 prayers will still cost a bit more piety than 5 prayers would for a person without these talents. Not exactly exciting news. SCOUT -- More likely to evade wilderness encounters. Less likely to be ambushed. Prerequisites: Dexterity 10+, Perception 13+. Rating: 5 (3 for spellcasters) Can be somewhat useful in the very early game. Until and unless the uber-jackal effect is fixed, this can retain its usefulness for non- spellcasters. Still not a worthwhile pick, though; any character past level 20 ought to have a solution to wilderness ambushes. STEALTHY - All Stealth checks are 10% easier. Rating: 3 This might be interesting if it gave 30% or more. Even then, you'd have to play a "stealthy" character to make use of the bonus, which would be fun, but not really powerful. As is, the effect of this talent is negligible.