DOS2:Talents
Gameplay mechanic
More actions
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Talents are awesome.
| Name | Description | Requirements |
|---|---|---|
| Immediately grants 1 extra combat ability point(s) and 1 extra civil ability point(s) | Level 2 | |
| Reduces cost of using grenades and scrolls by 1 AP when offhand is free | None | |
| +33% chance to recover special arrow after shooting it | None | |
| Immediately grants 2 extra attribute points | Level 2 | |
| Once per combat, if an enemy lands a fatal blow, return to life with 20% health. If resurrected during combat, Comeback Kid is available again. | None | |
| +15% Fire Resistance, but takes +15% penalty to Water Resistance. Maximum Fire Resistance is raised +10. | Pyrokinetic 1; incompatible with Ice King | |
| Evade opportunity attacks | Huntsman Level 1 | |
| Lowers AP spell cost by 1 when standing on a surface of the same element | None | |
| Shooting arrows inflict bonus elemental damage depending on the surface the target is standing on | Huntsman Level 1 | |
| Flee combat even when enemies are nearby | None | |
| File:Talent DOS2 Executioner Icon.png Executioner | Grants +2 AP after dealing a killing blow once per turn | Warfare Level 1; incompatible with The Pawn |
| Increases range of skills and scrolls by 2m; does not affect melee and touch-range skills | None | |
| Doubles effects of food and potions | None | |
| Start every combat round with maximum AP, but Magic and Physical Armour do not protect you from statuses | Incompatible with Lone Wolf | |
| While sneaking, damage is increased +40%; reduces cost of entering sneak mode by 1 AP | None | |
| While at maximum Vitality, gain +10% critical chance and +10% accuracy | None | |
| +15% Water Resistance, but takes +15% penalty to Fire Resistance; maximum Water Resistance increases +10 | Hydrosophist Level 1; incompatible with Demon (talent) | |
| Heals you when standing in blood | None | |
| Adds +35% of all healing you receive by skills or consumables to Magic Armour | None | |
| +2 Max AP, +2 Recovery AP, +30% Vitality, +60% Physical Armour, +60% Magic Armour, and doubles invested points in attributes up to a maximum of 40 and combat abilities (except Polymorph) up to a maximum of 10 while adventuring with a maximum of 1 companion | Removed when there are 3+ members in party; incompatible with Glass Cannon | |
| Grants 3 extra points to Memory attribute | None | |
| When resurrected, you resurrect to full health | None | |
| Gives you the ability to perform attacks of opportunity | None | |
| +10% Dodging while dual wielding | None | |
| Enables you to speak with animals | None | |
| Gives you extra Vitality: +3% for every point in Warfare | None | |
| Gives all magical skills a critical chance equal to your critical chance score | None | |
| +5m range to grenade throws | None | |
| +10% Fire Resistance and +10% Poison Resistance | None | |
| +1 Persuasion | None | |
| Decreases everyone's Attitude towards you by 25, but melee opponents find you less attractive in combat | None | |
| Permits your character 1 AP worth of free movement per turn | Level 1 Scoundrel; incompatible with Executioner | |
| Certain statuses caused by you are no longer blocked by Magic or Physical Armour, and their duration is extended by 1 turn. Acid, Bleeding, Burning, Death Wish, Entangled, Necrofire, Poisoned, Ruptured Tendons, and Suffocating are affected. | None | |
| Explode in a bloody cloud when you die, dealing 50% of your Vitality as physical damage within a 3m radius | None | |
| Reduce duration of all statuses by 1 turn, including positive statuses. Does not affect statues with a duration of 1 turn | None | |
| Increases recovery and maximum AP by 1 when health is below 50% | None |