Talents are special abilities that the PC can acquire throughout the game. The player chooses at least one of these for the PC at the start of the game, and a further one each time the PC's level reaches a multiple of 3.
A PC can get more than one starting talent, with a potential maximum of seven. The number depends the PC's race, class, star sign, and initial attributes. These are applied as follows:
- If the PC is a Hurthling or a Gnome, they get 1 additional talent.
- If the PC is of the Bard, Merchant, or Farmer class, they get 1 additional talent.
- If the PC has the Candle or Falcon star sign, they get 1 additional talent.
- PCs with an initial Mana score of 18 or above will get 1 additional talent.
- PCs generated on August 22 receive the Boon to the Family talent for free.
- If the sum of a PC's initial attributes is divisible by 7, they will get 1 additional talent.
Each talent provides a desirable bonus such as increasing an attribute, increasing DV or PV, increasing melee damage and/or to-hit rating with particular weapons, increasing the effectiveness of spells and the ability to learn them, and many more.
The effects of talents are cumulative — e.g. if a PC gets the 'Tough Skin' talent which raises PV by 1, then gets the 'Iron Skin' talent which also raises PV by 1, and then gets the 'Steel Skin' talent which raises PV by 2, the overall effect on PV will be an increase of 4 (1+1+2).
The currently available talents (that is, the ones that you can choose next time you get one) can be found in-game by pressing :T (colon, then capital T - not both at once). Currently possessed talents can be viewed with Alt-t (Alt and lower-case t at the same time).
Talents can be split into 3 general categories. First, there are talents which are available at any time in the game. Secondly, there are talents which are only available at the beginning of the game — these are usually talents which affect the initial value of attributes, starting money and starting inventory. Thirdly, there are many talents which will only become available if certain conditions are met — these talents usually depend on one or more attribute scores, or are part of a hierarchy of talents in which one talent can only be made available when one or more related talents are acquired (e.g. the PC must have 'Hardy' to unlock 'Very Hardy'; and in turn, must have 'Very Hardy' to unlock 'Extremely Hardy').
Most talents from this third group can be obtained by a player of any level willing to develop the necessary attributes and invest in the prerequisite talents; however, a few require a talent that can only be chosen at level one: Treasure Hunter and Missile Weapon Master require an initial investment in Alert, while Melee Weapon Master and Saint require that Strong of Will is chosen at level one.
Talent tree[]
Talents that are always available[]
Talent | Effect | Notes |
---|---|---|
Affinity with Axes | +2 to-hit and damage when wielding axe(s) | Prerequisite for Melee Weapon Master |
Affinity with Boomerangs and Scurgari | +4 to-hit and +2 damage with thrown boomerangs and scurgari | Prerequisite for Missile Weapon Master |
Affinity with Bows | +2 to-hit and +1 damage when shooting arrows (from a bow) | Prerequisite for Missile Weapon Master |
Affinity with Clubs and Hammers | +2 to-hit and damage when wielding club(s) and/or hammer(s) | Prerequisite for Melee Weapon Master |
Affinity with Crossbows | +2 to-hit and damage when shooting quarrels (from a crossbow) | Prerequisite for Missile Weapon Master |
Affinity with Daggers and Knives | +3 to-hit and damage when wielding dagger(s) and/or a knife/knives | Prerequisite for Melee Weapon Master |
Affinity with Maces and Flails | +2 to-hit and damage when wielding mace(s) and/or flail(s) | Prerequisite for Melee Weapon Master |
Affinity with Polearms | +2 to-hit and damage when wielding polearm(s) | Prerequisite for Melee Weapon Master |
Affinity with Slings | +2 to-hit and damage when shooting missiles from a sling | Prerequisite for Missile Weapon Master |
Affinity with Staves | +2 to-hit and damage when wielding a staff | Prerequisite for Melee Weapon Master |
Affinity with Swords | +2 to-hit and damage when wielding sword(s) | Prerequisite for Melee Weapon Master |
Affinity with Thrown Axes and Hammers | +3 to-hit and damage when throwing axes or hammers | Prerequisite for Missile Weapon Master |
Affinity with Thrown Daggers | +4 to-hit and damage when throwing daggers | This talent also increases to-hit when throwing knives; Prerequisite for Missile Weapon Master |
Affinity with Thrown Rocks and Clubs | +3 to-hit and damage when throwing rocks or clubs | Prerequisite for Missile Weapon Master |
Affinity with Thrown Spears | +3 to-hit and damage when throwing spears | Prerequisite for Missile Weapon Master |
Affinity with Twohanded Weapons | +2 to-hit and damage when wielding a two-handed weapon | This talent only affects weapons in the 'Twohanded' category (e.g. two-handed swords), not staves, halberds, etc.; Prerequisite for Melee Weapon Master |
Affinity with Whips | +4 to-hit and +2 damage when wielding whip(s) | Prerequisite for Melee Weapon Master |
Aggressive | +1 to-hit in melee combat [with any weapon] | Prerequisite for Natural Berserker |
Ambidextrous | +2 to-hit, -50 Energy Cost when wielding two weapons, rings of damage are equally effective in either ring slot | |
Basher | +1 to-hit and +1 damage when wielding weapon(s) weighing 100s or more | Prerequisite for Powerful Strike |
Careful | +1 DV | Prerequisite for Defensive Fighter, Good Book Caster, and Very Careful |
Good Shot | +1 to-hit and +1 damage in missile combat | Prerequisite for Eagle-Eyed |
Healthy | Increases the natural HP regeneration rate of the PC by 20%, increases the amount healed by natural regeneration, healing, and Candle regeneration by 1 HP | The increase is not shown in the output from potion of insight |
Long Stride | 950 Energy Cost movement | |
Mechanically Inclined | Checks to the Disarm Traps skill are 10% more likely to return successful, more likely to dodge activated traps | |
Miser | Increased probability of finding gold. 20% chance to increase it's amount by 1d20% | Prerequisite for Treasure Hunter |
Quick | +2 speed | Prerequisite for Defensive Fighter, Quick Shot, and Very Quick |
Shield Specialist | +1 DV when equipped with shield(s) | Prerequisite for Shield Expert |
Stealthy | Checks to Stealth skill are 20% easier, pick pocket checks are easier |
Talents that are only available at the start of the game[]
Talent | Effect | Additional requirements | Notes |
---|---|---|---|
Alert | +2 initial Perception | Prerequisite for Treasure Hunter and Missile Weapon Master | |
Boon to the Family | Starting money is doubled | Prerequisite for Heir and Wealthy | |
Charming | +3 initial Charisma | Prerequisite for Heir | |
Dextrous | +2 initial Dexterity | ||
Extremely Skilled | All initial skill values are increased by 5, skill dice improved by one step | 15+ in Learning ; Very Skilled talent acquired |
|
Fey-Blooded | +2 initial Mana | ||
Filthy Rich | Starting money is tripled, 6000 extra gold pieces | Very Wealthy talent acquired | |
Good Looks | +3 initial Appearance | ||
Heir | A rare item is added to PC's starting inventory. | Boon to the Family and Charming talents acquired | The item usually depends entirely on the PC's class, with race being a factor for Archers, Duelists, Farmers, Merchants and mist elves. |
Learned | +2 initial Learning | ||
Long-Lived | The PC's lifespan is extended, increasing the maximum age they can live to by 30% | ||
Skilled | All initial skill values are increased by 2, skill dice improved by one step | 9+ in Learning | Prerequisite for Very Skilled and Extremely Skilled |
Strong | +2 initial Strength | ||
Strong Legs | +5 to-hit and +5 damage when kicking, kicking in doors is easier, chance to disable traps with kick, 990 Energy Cost movement | ||
Strong of Will | +2 initial Willpower | Prerequisite for Melee Weapon Master and Saint | |
Tough | +2 initial Toughness | ||
Very Skilled | All initial skill values are increased by 3, skill dice improved by one step | 12+ in Learning; Skilled talent acquired |
Prerequisite for Extremely Skilled |
Very Wealthy | Starting money is tripled, extra 2500 gold pieces | Wealthy talent acquired | Prerequisite for Filthy Rich |
Wealthy | Starting money is tripled, extra 1000 gold pieces | Boon to the family talent acquired | Prerequisite for Very Wealthy |
Talents that are only available when other conditions are met[]
Talent | Effect | Requirements | Notes |
---|---|---|---|
Beast of Burden | PC's carrying capacity is increased by 30% | 12+ in Willpower and 12+ in Toughness; Master Packager talent acquired |
|
Brawler | +2 to-hit in melee combat when unarmed | 13+ in Strength | |
Charged | Regenerate around ~1 PP every 15 turns, natural PP regeneration restores +2 PP | 16+ in Mana; Potent Aura talent acquired |
|
Defensive Fighter | +2 DV | Careful and Quick talents acquired | Prerequisite for Dodger and Melee Weapon Master |
Dodger | +2 DV | Defensive Fighter talent acquired; 75+ in the Dodge skill |
|
Durable Magic | The duration of all the PC's learned spells are increased by (PC level)*3 | 16+ in Willpower; Strong Aura talent acquired |
|
Eagle-Eyed | +3 to-hit and +3 damage in missile combat | 18+ in Dexterity; Good Shot talent acquired; 80+ in the Archery skill |
|
Extended Magic | +2 range to all spells | 24+ in Mana; Mighty Aura talent acquired |
|
Extremely Hardy | +9 HP | 20+ in Toughness; Very Hardy talent acquired |
|
Far Shot | The range for missile attacks is increased by 20% | 10+ in Strength; Keen Shot talent acquired |
|
Good Book Caster | PP Cost for casting spells from books is reduced to double that of casting spells from memory | 14+ in Dexterity; Careful and Strong Aura talents acquired |
Prerequisite for Great Book Caster |
Good Book Learner | PC is 10% more efficient at learning spells from books | PC must know how to read; Good Learner and Potent Aura talents acquired |
Prerequisite for Great Book Learner |
Good Learner | Experience gained from monster kills is increased by 8% | 10+ in Learning | Prerequisite for Good Book Learner and Great Learner |
Greased Lightning | +4 Speed | 15+ in Dexterity; Very Quick talent acquired |
|
Great Book Caster | PP cost for casting spells from books is reduced to 1.5 times that of casting spells from memory | 18+ in Dexterity; 15+ in Perception; Good Book Caster and Mighty Aura talents acquired |
|
Great Book Learner | PC is 10% more efficient at learning spells from books | Good Book Learner, Great Learner and Strong Aura talents acquired | |
Great Learner | Experience gained from monster kills is increased by 15% | 16+ in Learning; Good Learner talent acquired |
Prerequisite of Great Book Learner |
Hardy | +3 HP | 10+ in Toughness | Prerequisite for Very Hardy and Tough Skin |
Immune to Pain | Any damage received by the PC is reduced by one point | 15+ in Willpower; Iron Skin talent acquired |
This works e.g. in the Tower of Eternal Flames— meaning that if the PC has two counts of fire resistance and this talent, (s)he won't take any damage from the heat |
Iron Skin | +1 PV | 15+ in Toughness; Tough Skin talent acquired |
Prerequisite for Immune to Pain and Steel Skin |
Keen Shot | +2 to-hit and +2 damage in missile combat | 13+ in Dexterity; Good Shot talent acquired |
Prerequisite for Far Shot, Missile Weapon Master, and Quick Shot |
Lightning Shot | Energy cost of missile attacks is reduced by 10% | Quick Shot talent acquired; 60+ in the Archery skill |
|
Master Packager | PC's carrying capacity is increased by 20% | 12+ in Learning and 12+ in Perception; Porter talent acquired |
Prerequisite for Beast of Burden |
Melee Weapon Master | +6 to-hit and +6 damage in melee, melee attacks have 900 base Energy Cost | Defensive Fighter and Strong of Will talents acquired, along with at least 3 talents called 'Affinity with..." which relate to melee weapons | |
Mighty Aura | +9 PP | 15+ in Mana; Strong Aura talent acquired |
Prerequisite for Extended Magic, Great Book Caster, and Great Book Learner |
Mighty Strike | +3 to-hit and +3 damage when wielding weapon(s) weighing 100s or more | 18+ in Strength; Powerful Strike talent acquired |
|
Missile Weapon Master | +6 to-hit, damage, and range in missile combat | Alert and Keen Shot talents acquired, along with at least 3 talents called 'Affinity with..." which relate to missiles or missile weapons | |
Mithril Skin | +3 PV | PC is a Dwarf; Steel Skin talent acquired |
|
Natural Berserker | +2 to-hit and +2 damage when using Berserk tactic | Aggressive talent acquired | |
Natural Trader | Shop prices are reduced by 20%, offers are increased by 10%, greater chance to find shops | 14+ in Charisma; Silver Tongue talent acquired |
Increases the frequency of shops from around 9% to 12%. |
Pious | Prayers are 20% less expensive | 15+ in Willpower | Prerequisite for Very Pious |
Porter | PC's carrying capacity is increased by 10% | 8+ in Strength and 10+ in Dexterity | Prerequisite for Master Packager |
Potent Aura | +3 PP | 10+ in Mana | Prerequisite for Charged, Good Book Learner, Strong Aura, Strong Healer, and Strong Magic |
Powerful Strike | +2 to-hit and +2 damage when wielding weapon(s) weighing 100s or more | 13+ in Strength; Basher talent acquired |
Prerequisite for Mighty Strike |
Quick Shot | Energy cost of missile attacks is reduced by 10% | Keen Shot and Quick talents acquired | Prerequisite for Lightning Shot |
Saint | Prayers are 40% less expensive | 30+ in Willpower; Strong of Will and Very Pious talents acquired |
|
Scout | Decreases probability of being ambushed in the wilderness, and increases probability of successfully escaping wilderness encounters | 10+ in Dexterity and 13+ in Perception | |
Shield Expert | +2 DV when equipped with shield(s) | Shield Specialist talent acquired; 3+ skill level in Shields |
Prerequisite for Shield Master |
Shield Master | +3 DV when equipped with shield(s) | Shield Expert talent acquired; 6+ skill level in Shields |
|
Silver Tongue | Shop prices are reduced by 20%, more likely to find shops | 10+ in Charisma | Prerequisite for Natural Trader. Increases the frequency of shops from around 6% to 9%. |
Sixth Sense | Allows PC to sometimes step on undiscovered traps without triggering them (or might increase the chance provided by Alertness skill if PC has it) | 18+ in Perception | |
Steel Skin | +2 PV | 20+ in Toughness; Iron Skin talent acquired |
Prerequisite for Mithril Skin |
Strong Aura | +6 PP | 12+ in Mana; Potent Aura talent acquired |
Prerequisite for Durable Magic, Good Book Caster, and Mighty Aura |
Strong Healer | +4 damage healed by healing spells | 15+ in Willpower; Potent Aura talent acquired |
|
Strong Magic | +2 damage when using attacking magic | 15+ in Mana; Potent Aura talent acquired |
|
Strong Thrower | +2 range to all thrown weapons | 12+ in Strength | |
Tough Skin | +1 PV | 12+ in Toughness; Hardy talent acquired |
Prerequisite for Iron Skin |
Treasure Hunter | Increased probability of treasure being dropped by monsters | Alert and Miser talents acquired | The effect of the talent is considered controversial by ADOM players — which is discussed on the Treasure Hunter Debate page |
Very Careful | +3 DV when using Very Defensive or Coward tactic | Careful talent acquired | |
Very Hardy | +6 HP | 15+ in Toughness; Hardy talent acquired |
Prerequisite for Extremely Hardy |
Very Pious | Prayers are 30% less expensive | 20+ in Willpower; Pious talent acquired |
Prerequisite for Saint |
Very Quick | +3 Speed | Quick talent acquired | Prerequisite for Greased Lightning |
Version History[]
In 1.1.1, the skilled talents caused the game to crash, making them effectively impossible to take [1]. Good learner gave substantially more XP than stated, and was actually made worse by taking the Great Learner talent [2]. Mithril Skin did not require taking the Steel Skin talent, as was intended [3]. These bugs in the talent system were fixed in 1.2.0.
Many talents were improved in 3.1.0 [4].