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Hints for talent choices and tactics
This page serves as a starting point for character development in ToME 4. It gives an overview of how the talent system works, and provides links to more detailed resources.
Talents
- A Talent is a skill that a character can learn and develop. Most talents have a talent level from 1 to 5, reflecting the character's knowledge of the subject. Some of the fighting talents go up to level 10.
- Talents are divided into two broad categories: Class talents and Generic talents. Class talents are specialized skills that only specific classes may learn; Generic talents represent more general knowledge and are usually available to several classes.
Talent points
- For every level gained, a character receives:
- 3 stat points (2.5 in insane game mode) that can be used to increase Strength, Dexterity, Magic, Willpower, Cunning, and Constitution.
- 1 Class talent point and 1 Generic talent point (except: 2 Class talent points and 0 Generic talent points at levels 5, 10, 15, and so on) that can be used to increase Class or Generic talents, respectively.
- Characters receive 1 Talent category point at levels 10, 20, 30. They can be used to learn a new talent category (grey in the talent list), or to increase the mastery of a known category by 0.2 (only once per category), or to add an additional infusion/rune slot (up to a maximum of 2 additional slots).
- A talent category (or "tree") usually contains 4 talents that can be learned at character level 1, 4, 8, 12 (although some have higher level requirements). It may be useful to unlearn talent points from the prior character level(s) if you want to pick up multiple talents at level 4, 8 or 12.
- If you want to learn a Generic talent category at level 10, 20, or 30, you may consider unlearning a generic point from the previous level, since you won't get one at 10, 20 or 30.
- One of the weapon shops in Last Hope teaches how to shoot a ranged weapon (cost: 8 gold) and opens the generic combat training talent class for classes without combat training (cost: 50 gold).
- Completing the Arena quest in Derth will grant 2 Generic talent points.
- Some of the Alchemist quest rewards grant Class or Generic talent points.
Inscriptions
- The traditional potions and scrolls are replaced with infusions and runes (respectively), which are inscribed on your body. You get 3 inscription slots to start with, and each slot can accept either 1 rune or 1 infusion. You can buy up to 2 more slots using category points. You cannot have more than 2 of the same type of infusion or rune at once.
- Most players buy at least 1 more slot by the endgame; often 2 more (the maximum), depending on the race and class.
- Two good Regeneration or Healing infusions are considered a basic necessity. Other desirable choices are Wild (for negative effect removal and damage resistance), Shielding (damage reduction), Movement (mobility/defense) and Controlled Phase Door (mobility). Controlled Phase Door runes are difficult to find in the early and mid game, however, so a Phase Door or Teleport rune will often be substituted until a Controlled Phase Door can be found.
- Undead races cannot use infusions; they can only use runes.
Antimagic
- There is an Antimagic talent category available to non-spellcasting classes. This category is obtained by completing an optional quest in the town of Zigur. It does not cost a talent category point. Obtaining the category also gives you 1 level in the first talent (Resolve).
- Zigur is hidden from anyone who first enters the wilderness with a Mana, Vim, Paradox, Positive or Negative energy resource bar (this is how the game decides who is a "spellcaster"). It is also hidden from Undead characters.
- Accepting this category requires you to forego all magical talents, arcane powered items and equipment, and runes. The pros and cons of this sacrifice are still in flux; most players will probably find the Antimagic talents a poor substitute for all that they're giving up.
- Infusions are considered natural and do not count as magical for the purposes of the antimagic quest. Runes are magical, however.
- Wands are magical. However, the Orb of Scrying and the Rod of Recall are safe to use.
- Accepting Antimagic will remove your ability to use the portal to Angolwen, if you had discovered it.
- If Antimagic is accepted, the character may also obtain access to a Slime talent category. This is done by betraying a spellcasting escortee (leading him/her to the portal and then using a "special Zigur trick" at the last second). So, if the Slime category is a goal for your character, you may wish to skip dungeons that may have escort quests until you've obtained the Antimagic category.
Classes
Warriors: Bulwark / Berserker / Archer / Arcane Blade / Brawler
Rogues: Rogue / Shadowblade / Marauder
Mages: Alchemist / Archmage / Necromancer
Wilders: Summoner / Wyrmic
Celestials: Sun Paladin / Anorithil
Corrupters: Reaver / Corruptor
Afflicted: Cursed / Doomed
Chronomancers: Temporal Warden / Paradox Mage
Psionics: Mindslayer
Races
Humans: Cornac / Higher
Elves: Shalore / Thalore
Halflings: Halfling
Dwarves: Dwarf
Undead: Ghoul / Skeleton
Yeeks: Yeek
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