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:

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:

ADOM Classic always makes you choose your talents yourself.