Talent Overhall
Suggestions for Talents
Most talents never see the light of the Draklar Chain. Even among all the classes, many are rarely used. Here are my suggestions for revising the talent list so that more than just a handful of the same talents are taken every game. I know they are not all perfect ideas, but talents have not gotten a lot of love during the resurrection, and they are in desperate need. Currently, over 3/4ths of the list is never taken, and while there is the illusion of a plethora of options, only the PV line, parts of the magic line, Treasure Hunter, archery line, and the occasional oddball are taken. I would like to see more options for all classes (I think variety adds fun and flavor to the game), especially for melee fighters and casters.
The “Affinity” talents: Currently: rarely taken. Dangerous to take because you might switch weapons, and the benefit isn’t good enough to prevent this. Suggestion: Add “Aggressive” as a prereq for the other Affinities, and give it -5% weapon skill marks to lvl. Link to normal affinities. After that allow the “Melee Weapon Master” talent, but alter it. Make these the only prereq’s, in addition to it not taking affect until you have the “affinity with” weapon talent. So if you are a duelist with a rapier, and you want to make sure you spend the whole game with swords, take “Aggressive” (-5% marks needed, +1 to-hit) -> “Affinity with Swords” (+2 to-hit with swords (I’d add +1DV)) -> Melee Weapon Master (+3 to-hit, +2 dmg, +1DV (-5% marks needed), Only apply to weapons that the char. has “Affinity with” (in this case, swords)). Overall, -10% marks, (+6, +2), and +2 DV with swords. This makes melee a little more comparable to the archer’s line. This way it would be reasonable for a melee char to actually take these skills instead of the defensive ones, or the quick line. Taking just “Aggressive/Affinity with Melee” can also be an option for casters because of the xp% benefit, which they need.
So, a standard aggressive melee build would be “Aggressive” -> “Affinity with ____” -> “Weapon Master”. But there need to be more options for melee fighters, especially if they don't want to lock into one specific weapon type.
"Dirty Fighter". +1 to-hit, +1 dmg, resistant to disarming attacks, small chance of confusing target. Prereq. "Aggressive", Dex 18+, Str 15+
“Perceptive Fighter”. +1 to-hit, and 30% increased effect from Find Weakness. Prereq. “Aggressive”, Find Weakness 65+, and Pe:15+
“Weapon Finesse” (Stolen from D&D). Dexterity now gives a damage bonus. This would be a nice option for Elvish Fighters. Prereq. “Aggressive”, Dex. 18+
“Heavy Hitter”. +2 Melee Damage, increased chance to stun. Prereq. “Aggressive”, Str: 20+
“Cleave”. Grants ability (ctr-x) to Cleave, hitting up to three adjacent targets. -3 to-hit and costs 1800 EP. Prereq. “Aggressive”, Str. 18+ (Maybe Courage 50+?)
The Attribute Talents: Currently: taken only as prereqs. I like this, but it is very limited in value, and costs an entire talent at the start of the game. Suggestion. Have them increase your potential by 2, and passively train your stat (similar to how Athletics trains).
Hardy line: Currently: only the first is taken b/c of prereq to tough skin. Suggestion: Make Hardy give +4 hp, Very +8, and then Extremely Hardy increase hp by 6%.This makes them much more appealing to warrior classes instead of just taking the first, and then the PV line.
Skilled line: Currently: avoided. Minimal effect, no prereq, and wastes a talent. Suggestion: “Skilled” increases skill increase die by 1 level (2d3 becomes 2d4), and increases the chances of theoretical increases through the game. “Very Skilled” increases base skills rank by 4, and increases skill increase die by 1 level, as well as theoretical training. “Extremely Skilled” increases max skill level by 25% (100 cap obviously), and increases skill increase dice by 1 level.
“Natural Apprentice” +1 skill increase per level (or every other). Prereq. “Learned”, “Skilled”
Magic Talents: Currently: Charged, Extended Magic, and Strong Magic are the only useful talents in this line. Suggestion: Have “Strong” and “Mighty Aura” increase PP and PP regen by 5% and 8% (total of 13%). Have “Strong Magic” increase hp from healing as well, removing “Strong Healer”.
“Potent Magic”. +2 dmg with spells, and 20% increases chance to not be “shrugged off” by resistant creatures”. Prereq. “Strong Magic”, Wi 18+
“Quick Caster”, -15% energy points for casting spells. Prereq. “Potent Aura”
"Dual-Casting", ctr-x to cast two spells simultaneously, for 1.8x PP. If they are the same type of spell (bolt or ball) they should extend the range/aoe. Prereq. "Potent Aura", "Quick Caster"
“Blood Caster” (wishful thinking) Removing penalties for using life force as PP. -> “Blood Magic” increasing dmg when you use HP by 50% -> “Blood Mage” Set PP to 0, half the cost of blood casting, and Concentration and "Charged" increases HP regen.
Book Casting line: Book casting needs to be changed in general. I like the concept and imagery, but it doesn’t work in practice. 1: Books are too heavy (especially for frail wizards), 2: you need spell xp, 3: it costs more, and 4: you generally have enough castings, so there simply is no need to cast from books. If you made book casting do more damage and still give xp, then we would be in business.
Wealthy line: Currently: Nobody takes these (except possibly for Heir, but even then). Suggestion: Remove all together. Combine with Miser and Treasure Hunter. Combine with Silver Tongue line (which I would also consider removing). None of these have long reaching affects, and I’ve never taken them except out of curiosity of how much gold I can possibly start with. Gold’s only use is getting Crowned and possibly Training with Garth. It is simply not worth it to take these as talents. If you had Wealthy/Miser -> Silver Tongue (decreased shop prices and increased sale prices) -> Heir and Treasure Hunter, then people might take it. Remove the rest of the line.
Pius line: Currently: useful in theory, but not worth wasting a talent on as Crowning is fairly easy. Suggestion: Have it give you enough piety to pray for a 3rd time at the beginning of the game. Have it passively generate piety enough for 1 prayer (currently, it is my understanding that piety slowly dwindles to 0. If it takes 100 piety (example) to pray, then have “Pius” regen piety for you once you’ve dropped below 100). Remove. Decrease the rate of piety decay. I would like to see this increase the ability of Priests, Paladins and Druids, either in magic, or weapon damage. Maybe Pius, Very Pius and Saint, give the divine classes (+1,+1) each, +1 magic damage, +1DV, +1PP and +1 hp. They do draw their power from their God. This would be really fun I think, and add a lot of flavor. For 3 talents, you get (+3,+3) (mostly useful for Paladins), +3hp, +3 DV (Useful for all. Your god protecting you), +3 PP, +3 magic damage (for druids and priests), and 15% reduced cost to pray. I always wanted more interaction from deities in Adom. They are an untapped resource.
Sixth Sense: Currently: Nominally useful. Suggestion: Increase dodge against spells, similar to Alertness, in addition to traps.
Mechanically Inclined: Currently: Barely useful, borderline useless. Suggestion: Remove, combine with Sixth Sense.
Looking for feedback, points of agreement/disagreement, and new suggestions.