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.
AFFINITY WITH AXES -- +2 to hit with axes.
AFFINITY WITH BOOMERANGS & SCURGARI -- +4 to hit with thrown boomerangs and scurgari.
AFFINITY WITH BOWS -- +2 to hit with bows.
AFFINITY WITH CLUBS & HAMMERS -- +2 to hit with clubs and hammers.
AFFINITY WITH CROSSBOWS -- +2 to hit with crossbows.
AFFINITY WITH DAGGERS & KNIVES -- +2 to hit with daggers and knives.
AFFINITY WITH THROWN DAGGERS -- +3 to hit with thrown daggers.
AFFINITY WITH MACES & FLAILS -- +2 to hit with maces and flails.
AFFINITY WITH POLEARMS -- +2 to hit with polearms.
AFFINITY WITH SLINGS -- +2 to hit with slings.
AFFINITY WITH STAVES -- +2 to hit with staves.
AFFINITY WITH SWORDS -- +2 to hit with swords.
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.
AFFINITY WITH TWOHANDED WEAPONS -- +2 to hit with twohanded weapons.
AFFINITY WITH WHIPS -- +4 to hit with whips.
AGGRESSIVE -- +1 to hit in melee.
ALERT -- +1 to Perception. Prerequisites: Level 1.
AMBIDEXTROUS -- +2 to hit when fighting with two weapons.
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 PCs efficient packaging skills and great endurace. 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. Prerequisites: Mana 16+, Potent Aura.
CHARMING -- +1 to Charisma. Prerequisites: Level 1.
DEFENSIVE FIGHTER -- +2 to DV. Prerequisites: Careful, Quick.
DEXTROUS -- +1 to Dexterity. 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 hitpoints. Prerequisites: Very Hardy, Toughness 20+.
EXTREMELY SKILLED -- +5 to all initial skill values. Prerequisites: Very Skilled, Learning 15+, Level 1.
FAR SHOT -- Missile attack ranges are increased by 20%. Prerequisites: Keen Shot, Strength 10+.
FEY-BLOODED -- +1 to Mana. Prerequisites: Level 1.
FILTHY RICH -- Two times the normal starting money. Prerequisites: Very Wealthy, Level 1.
GOOD BOOK CASTER -- Casting spells from books costs only double power points. Prerequisites: Careful, Strong Aura, Dexterity 14+.
GOOD BOOK LEARNER -- PC is 10% more effective when learning spells from spell books. Prerequisites: Potent Aura, Good Learner.
GOOD LEARNER -- Learns very fast. +2% to all experience gained. Prerequisites: Learning 10+.
GOOD LOOKS -- +1 to Appearance. 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. +3% to all experience gained. Prerequisites: Learning 16+.
HARDY -- +3 hitpoints. Prerequisites: Toughness 10+.
HEALTHY -- Heals wounds 20% faster.
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 -- +1 to Learning. Prerequisites: Level 1.
LIGHTNING SHOT -- Missile attacks require 10% less energy. Prerequisites: Quick Shot, Archery 60+.
LONG-LIVED -- the PCs 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 PCs efficient packaging skills. Prerequisites: Porter, Learning 12+, Perception 12+.
MECHANICALLY INCLINED - All Disarm Traps checks are 10% easier.
MELEE WEAPON MASTER -- +3 to hit and damage in melee combat. 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 he looks more intensely for it.
MISSILE WEAPON MASTER -- +3 to hit and damage in missile combat. Prerequisites: At least 3 missile weapon affinities, Keen Shot, Alert
MITHRIL SKIN -- +3 to PV. Prerequiites: Steel Skin, Dwarf.
NATURAL BERSERKER -- +2 to hit and damage when berserking. Prerequisites: Aggressive.
NATURAL TRADER -- Shop prices are reduced by 20%. Prerequisites: Silver Tongue, Charisma 14+.
PIOUS -- Prayers are 5% less expensive. Prerequisites: Willpower 15+.
PORTER -- Carrying capacity is increased by 10% due to the PCs 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 5% 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 10%. Prerequisites: Charisma 10+.
SIXTH SENSE -- More easily evades traps. Prerequisites: Perception 18+.
SKILLED -- +2 to all initial skill values. Prerequisites: Learning 9+, Level 1.
STEALTHY - All Stealth checks are 10% easier.
STEEL SKIN -- +2 to PV. Prerequisites: Iron Skin, Toughness 20+.
STRONG -- +1 to Strength. 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. +2 to kick damage. 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 -- +1 to Willpower. Prerequisites: Level 1.
TOUGH -- +1 to Toughness. Prerequisites: Level 1.
TOUGH SKIN -- +1 to PV. Prerequisites: Hardy, Toughness 12+.
TREASURE HUNTER -- tends to find more items because he looks more intensely for it. Prerequisites: Alert, Miser.
VERY CAREFUL -- +3 to DV when fighting very defensively or like a coward. Prerequisites: Careful.
VERY HARDY -- +6 hitpoints. Prerequisites: Hardy, Toughness 15+.
VERY PIOUS -- Prayers are 5% less expensive. Prerequisites: Pious, Willpower 20+.
VERY QUICK -- +3 to Speed. Prerequisites: Quick.
VERY SKILLED -- +3 to all initial skill values. Prerequisites: Skilled, Learning 12+, Level 1.
VERY WEALTHY -- Two times the normal starting money. Prerequisites: Wealthy, Level 1.
WEALTHY -- Three times the normal starting money. Prerequisites: Level 1.