ADOM Manual
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Talents
Each character in ADOM has one or more talents representing inborn
strengths and abilities that favor the character in some special way. A
character receives one or more talents at the time of character creation
(depending on several factors, among them race, profession, star signs and
special luck) and also steadily gain new talents while advancing in level:
every third level a new talent is gained.
While talents sometimes are independent of each other, at other times they
depend on prerequisites. These prerequisites can be highly variable: race,
profession, attribute scores, level, skills and other things are possible.
By selecting talents in a special order, you will be able to focus on
certain key areas and thus gain access to very powerful yet highly
specialized talents. By remaining unfocused you can choose from a wide
variety of talents and thus remain flexible.
If no talents are available (because you don't meet the prerequisites),
your choices are lost.
Starting Talents
The initial number of talents is determined according to the following
rules:
- Every character receives one base talent.
- Characters born under the sign of Falcon or Candle receive one free talent.
- Characters with a Mana score of 18 or more receive one free talent.
- Humans, gnomes and hurthlings receive one free talent.
- Bards, merchants and farmers receive one free talent.
- Characters whose sum of attributes is divisible by 7 receive one free talent (this represents some inborn magical luck or talent).
Cumulative Talents
All talent effects are cumulative, e.g. they add up or multiply (depending on the special effect in question).
Talent List
The following list of talents is sorted in alphabetical order and
gives each talent with a brief description and optionally a list of
prerequisites.
Affinity with Axes
+2 to hit and damage with axes.
Affinity with Boomerangs & Scurgari
+4 to hit and +2 to damage with thrown boomerangs and scurgari.
Affinity with Bows
+2 to hit and +1 to damage with bows.
Affinity with Clubs & Hammers
+2 to hit and damage with clubs and hammers.
Affinity with Crossbows
+2 to hit and damage with crossbows.
Affinity with Daggers & Knives
+3 to hit and damage with daggers and knives.
Affinity with Maces & Flails
+2 to hit and damage with maces and flails.
Affinity with Polearms
+2 to hit and damage with polearms.
Affinity with Slings
+2 to hit and damage with slings.
Affinity with Staves
+2 to hit and damage with staves.
Affinity with Swords
+2 to hit and damage with swords.
Affinity with Thrown Axes & Hammers
+3 to hit and damage with thrown axes and hammers.
Affinity with Thrown Daggers
+4 to hit and damage with thrown daggers.
Affinity with Thrown Rocks & Clubs
+3 to hit and damage with thrown rocks and clubs.
Affinity with Thrown Spears
+3 to hit and damage with thrown spears.
Affinity with Twohanded Weapons
+2 to hit and damage with twohanded weapons.
Affinity with Whips
+4 to hit and +2 to damage with whips.
Aggressive
+1 to hit in melee.
Alert
+2 to Perception (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Ambidextrous
+2 to hit when fighting with two weapons. Additionally energy costs for two weapon attacks are reduced by 50 points.
Basher
+1 to hit and damage with weapons weighing more than 100 stones.
Beast of Burden
Carrying capacity is increased by 30% due to the PC's efficient packaging skills and great endurance.
Prerequisites: Master Packager, Willpower 12+, Toughness 12+.
Boon to the Family
Twice normal starting money.
Prerequisites: Level 1.
Brawler
+2 to hit in unarmed melee combat.
Prerequisites: Strength 13+.
Careful
+1 to DV.
Charged
Regenerates power points at higher speed (roughly +1 PP per 15 turns). Additionally if you regenerate PP through other means than this talent you recover +1 PP extra.
Prerequisites: Mana 16+, Potent Aura.
Charming
+3 to Charisma (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Defensive Fighter
+2 to DV.
Prerequisites: Careful, Quick.
Dextrous
+2 to Dexterity (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Dodger
+2 to DV.
Prerequisites: Defensive Fighter, Dodge 75+
Durable Magic
All spell durations are increased by the PCs current level times 3.
Prerequisites: Willpower 16+, Strong Aura.
Eagle-Eyed
+3 to hit and damage with missile weapons.
Prerequisites: Good Shot, Archery 80+, Dexterity 18+.
Extended Magic
All spell ranges are increased by 2.
Prerequisites: Mana 24+, Mighty Aura.
Extremely Hardy
+9 hit points.
Prerequisites: Very Hardy, Toughness 20+.
Extremely Skilled
+5 to all initial skill values. Moves the skill increase die to the next higher level.
Prerequisites: Very Skilled, Learning 15+, Level 1.
Far Shot
Missile attack ranges are increased by 20%.
Prerequisites: Keen Shot, Strength 10+.
Fey-Blooded
+2 to Mana (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Filthy Rich
Three times the normal starting money. Add 6000 gold pieces.
Prerequisites: Very Wealthy, Level 1.
Good Book Caster
Casting spells from books costs only double power points.
Prerequisites: Careful, Strong Aura, Dexterity 14+, Literacy.
Good Book Learner
PC is 10% more effective when learning spells from spell books.
Prerequisites: Potent Aura, Good Learner, Literacy.
Good Learner
Learns very fast. +8% to all experience gained.
Prerequisites: Learning 10+.
Good Looks
+3 to Appearance (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Good Shot
+1 to hit and damage with missile weapons.
Greased Lightning
+4 to Speed.
Prerequisites: Very Quick, Dexterity 15+.
Great Book Caster
Casting spells from books costs only 50% more power points.
Prerequisites: Good Book Caster, Mighty Aura, Dexterity 18+, Perception 15+.
Great Book Learner
PC is 10% more effective when learning spells from spell books.
Prerequisites: Good Book Learner, Strong Aura, Great Learner.
Great Learner
Learns extremely fast. +15% to all experience gained.
Prerequisites: Learning 16+.
Hardy
+3 hit points.
Prerequisites: Toughness 10+.
Healthy
Heals wounds 20% faster. Heals an extra HP whenever damage is healed.
Heir
Receives a special magical item inherited from his family.
Prerequisites: Boon to the Family, Charming, Level 1.
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+.
Iron Skin
+1 to PV.
Prerequisites: Tough Skin, Toughness 15+.
Keen Shot
+2 to hit and damage with missile weapons.
Prerequisites: Good Shot, Dexterity 13+.
Learned
+2 to Learning. +2 to Learning (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Lightning Shot
Missile attacks require 10% less energy.
Prerequisites: Quick Shot, Archery 60+.
Long-Lived
The PC's life span is extended by 30%.
Prerequisites: Level 1.
Long Stride
Movement costs but 950 energy points.
Master Packager
Carrying capacity is increased by 20% due to the PC's efficient packaging skills.
Prerequisites: Porter, Learning 12+, Perception 12+.
Mechanically Inclined
All Disarm Traps checks are 10% easier. Additionally you are far more likely to dodge traps if they are activated.
Melee Weapon Master
+6 to hit and damage in melee combat. Melee attacks now cost but 900 energy points.
Prerequisites: at least 3 melee weapon affinities, Defensive Fighter, Strong of Will.
Mighty Aura
+9 power points.
Prerequisites: Strong Aura, Mana 15+
Mighty Strike
+3 to hit and damage with weapons weighing more than 100 stones.
Prerequisites: Powerful Strike, Strength 18+.
Miser
Tends to find more gold because she looks more intensely for it.
Missile Weapon Master
+6 to hit and damage in missile combat. +6 to range.
Prerequisites: at least 3 missile weapon affinities, Keen Shot, Alert.
Mithril Skin
+3 to PV.
Prerequisites: Steel Skin, Dwarf.
Natural Berserker
+2 to hit and damage when berserking.
Prerequisites: Aggressive.
Natural Trader
Shop prices are reduced by 20%. Shop offers are increased by 10%. Slightly higher chance for finding shops in dungeons.
Prerequisites: Silver Tongue, Charisma 14+.
Pious
Prayers are 20% less expensive.
Prerequisites: Willpower 15+.
Porter
Carrying capacity is increased by 10% due to the PC's efficient packaging skills.
Prerequisites: Strength 8+, Dexterity 10+.
Potent Aura
+3 power points.
Prerequisites: Mana 10+.
Powerful Strike
+2 to hit and damage with weapons weighing more than 100 stones.
Prerequisites: Basher, Strength 13+.
Quick
+2 to Speed.
Quick Shot
Missile attacks require 10% less energy.
Prerequisites: Keen Shot, Quick.
Saint
Prayers are 40% less expensive.
Prerequisites: Strong of Will, Very Pious, Willpower 30+.
Scout
More likely to evade wilderness encounters. Less likely to be ambushed.
Prerequisites: Dexterity 10+, Perception 13+.
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+.
Shield Specialist
+1 to DV when wielding a shield.
Silver Tongue
Shop prices are reduced by 20%. Slightly higher chance for finding shops in dungeons.
Prerequisites: Charisma 10+.
Sixth Sense
More easily evades traps.
Prerequisites: Perception 18+.
Skilled
+2 to all initial skill values. Moves the skill increase die to the next higher level.
Prerequisites: Learning 9+, Level 1.
Stealthy
All Stealth checks are 20% easier. Additionally it is easier to pick the pockets of other beings.
Steel Skin
+2 to PV.
Prerequisites: Iron Skin, Toughness 20+.
Strong
+2 to Strength (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Strong Aura
+6 power points.
Prerequisites: Potent Aura, Mana 12+.
Strong Healer
+4 to all damage healed by spells.
Prerequisites: Potent Aura, Willpower 15+.
Strong Legs
Kicking in doors is much easier. Sometimes you kick doors so expertly that traps hidden in them are shattered and do no activate. Additionally your receive +4 to hit and +2 to damage when kicking opponents. Finally movement costs but 990 energy points.
Prerequisites: Level 1.
Strong Magic
+2 to all damage caused by spells.
Prerequisites: Potent Aura, Mana 15+.
Strong Thrower
+2 range with thrown weapons.
Prerequisites: Strength 12+.
Strong of Will
+2 to Willpower (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Tough
+2 to Toughness (both to the initial attribute value and the maximum potential attribute).
Prerequisites: Level 1.
Tough Skin
+1 to PV.
Prerequisites: Hardy, Toughness 12+.
Treasure Hunter
Finds more treasure.
Prerequisites: Alert, Miser.
Very Careful
+3 to DV when fighting very defensively or like a coward.
Prerequisites: Careful.
Very Hardy
+6 hit points.
Prerequisites: Hardy, Toughness 15+.
Very Pious
Prayers are 30% less expensive.
Prerequisites: Pious, Willpower 20+.
Very Quick
+3 to Speed.
Prerequisites: Quick.
Very Skilled
+3 to all initial skill values. Moves the skill increase die to the next higher level.
Prerequisites: Skilled, Learning 12+, Level 1.
Very Wealthy
Three times the normal starting money. Add 2500 gold pieces.
Prerequisites: Wealthy, Level 1.
Wealthy
Three times the normal starting money. Add 1000 gold pieces.
Prerequisites: Boon to the Family, Level 1.
Shaping Characters with Talents
The initial talent choices can make a vast difference in how your character
plays. Talents allow both very narrow specializations (if you e.g. select
only talents that increase your power points) or widely knowledgable
characters.
Advantages and Disadvantages of Using Talents in ADOM
ADOM Deluxe (http://www.adom.de/steam) offers several modes of working with
talents:
- You can select all talents for your character by yourself. This offers
the best customizability but also forces you understand and know the many
available talents. Additionally it adds a pretty time-consuming step to
character generation. Recommended for advanced players!
- You can allow ADOM to select predefined talents for you. ADOM has an
internal selection of talents based on your chosen profession and will
select from that list.
- You can deactivate talents completely (if you find neither the first nor
the second option enjoyable).
ADOM Classic always makes you choose your talents yourself.