Talents
Talents in Fractured are ability improvements and other benefits gained through knowledge.
The Talent Tree adds a ton of variety to your builds and allows the player to further improve their character.
Each character can unlock up to 60 Talent Points, which can be assigned on a tree consisting of 90 different nodes, which each node providing a different bonus and accepting a different amount of points. In sum, a classic RPG talent tree, with the peculiarity that you can create multiple talent presets and memorize a different one each time you rest – just like with abilities, no timed or paid respecs!
List of talents
Intelligence
- Impervious +20 Magical Armor
- Focused +3 Mana Regeneration
- Energetic +100 Mana
Tier 2: (1 level)
- Smart +1 Intelligence
Tier 3: (4 levels)
- Impervious II +2% Magical Armor
- Focused II +5% Mana Regeneration
- Energetic II +2% Mana
Tier 4: (1 level)
- Smart II +1 Intelligence
Tier 5: (4 levels)
- Expert Sorcerer 1,5% damage increase for all magical abilities.
- Mage Weapon Style Wands and Mage Staffs hit with a small AoE effect, dealing 15% of their damage to any opponent within 1.5 meters from the projectile impact.
Tier 6: (1 level)
Intelligence/Wisdom
- Inspiring Commander As a party leader, you share 5% of your Willpower with every other member of your party.
- Concentration Sustained abilities cost 5% less mana.
Tier 2: (1 level)
Wisdom
- Biting +1.5% Magical Penetration.
- Healer +2% Healing Power.
- Resolute +25 Willpower.
Tier 2: (1 level)
- Wise +1 Wisdom
Tier 3: (4 levels)
- Biting II +1.5% Magical Penetration.
- Healer II +2% Healing Power.
- Resolute II +10% Willpower.
Tier 4: (1 level)
- Wise II +1 Wisdom
Tier 5: (4 levels)
- Healing Conversion Whenever you heal another creature by a certain amount, you heal yourself by 10% of that amount.
- Summoner Summons get +15% Health and Damage.
Tier 6: (1 level)
Wisdom/Constitution
- Blessed File:Icon TT Blessed.png Whenever someone attacks you with an ability that involves a Skill Contest (e.g. Accuracy vs. Fortitude), that contest is shifted in your favor by 2.5%.
- Righteous Commander File:Icon TT Righteous Commander.png As a party leader, you share 5% of your Fortitude with every other member of your party.
Tier 2: (1 level)
- Untouchable File:Icon TT Untouchable.png The first time someone hits you with an ability that involves a Skill Contest (e.g. Accuracy vs. Fortitude), you completely negate the effect determined by that contest. This effect has a cooldown of 10 seconds, but loses over the Inevitable talent.
- Heroic Endurance File:Icon TT Heroic Endurance.png As a party leader, you gain 200 Bonus Health for each other member of your party. For it to count, a party member must be alive and within 50 meters from you.
Constitution
Tier 2: (1 level)
- Robust +1 Constitution
Tier 3: (4 levels)
Tier 4: (1 level)
- Robust II +1 Constitution
Tier 5: (4 levels)
- Alchemical Tolerance Potion toxicity reduced by 8.33%.
- Fast Metabolism This talent is under implementation.
Tier 6: (1 level)
Constitution/Strength
- Shield Style While wielding a shield, your Block Chance is increased by 2.5%.
- Thick-Skinned All direct damage you receive is reduced by 8 points (after resistances are applied). This talent doesn't reduce Pure damage.
Tier 2: (1 level)
Strength
- Tough +25 Physical Armor
- Enduring +2 Health Regeneration
- Pack Mule Your Carry Weight increases by 10%
Tier 2: (1 level)
- Forceful +1 Strength
Tier 3: (4 levels)
- Tough II +5% Physical Armor
- Enduring II +5% Health Regeneration
- Pack Mule II 10% of Carry Weight
Tier 4: (1 level)
- Forceful II +1 Strength
Tier 5: (4 levels)
- Two Hand Style Attacks performed with Two Handed Melee Weapons are dealt with 50 Bonus Accuracy and deal 4% Extra Damage.
- Armor Efficiency The resistances given by any piece of armor you have equipped is increased by 2.5%.
Tier 6: (1 level)
- Two Weapon Mastery Attacks performed with Two Handed Melee Weapons have an extra 5% chance of being Critical Hits.
- Armor Mastery The total Armor Encumbrance malus from armor you have equipped is reduced by 50%.
Strength/Dexterity
- Runner +2% Movement Speed.
- Martial Style The Base Damage of your fist attacks is increased by 25%.
Tier 2: (1 level)
Dexterity
- Elusive +25 Evasion
- Piercing +25 Armor Penetration.
- Furtive Your Stealth score is increased by 25.
Tier 2: (1 level)
- Agile +1 Dexterity
Tier 3: (4 levels)
- Elusive II +10% Evasion
- Piercing II +5% Armor Penetration
- Furtive II +10% Stealth
Tier 4: (1 level)
- Agile II +1 Dexterity
Tier 5: (4 levels)
- Poisoner Reduces the poison consumed when using a poisoned weapon by 20%.
- Single Weapon Style While wielding a single One Handed Melee Weapon keeping your Off-Hand free, you gain 50 Bonus Evasion and your basic attacks deal 6% Extra Damage.
Tier 6: (1 level)
- Master Poisoner Doubles the chances of poisoning your opponents with a poisoned weapon.
- Single Weapon Mastery While wielding a single One Handed Melee Weapon keeping your Off-Hand free, you gain 16% Block Chance Bonus. This bonus stacks with weapons that already have a Block Chance as a Native Property.
Dexterity/Perception
- Feint Whenever you dodge a basic attack in combat, your base Accuracy increases by 100 for 5 seconds.
- Steady Hands You have a 15% chance to not consume a lockpick when performing a lockpicking attempt.
Tier 2: (1 level)
Perception
- Precise +25 Accuracy
- Deadly +1% Critical Chance
- Observant Your Detection score is increased by 25%
Tier 2: (1 level)
- Discerning +1 Perception
Tier 3: (4 levels)
- Precise II +10% Accuracy
- Deadly II +10% Critical Damage
- Observant II +10 Detection
Tier 4: (1 level)
- Discerning II +1 Perception
Tier 5: (4 levels)
- Ranger Style Attacks performed with Bows and Crossbows deal 4% Extra Damage and have a 1.5% Bonus Chance to be Critical Hits.
- True Stricker Whenever you attack someone with an ability that involves a Skill Contest (e.g. Accuracy vs. Fortitude), that contest is shifted in your favor by 2.5%.
Tier 6: (1 level)
- Ranger Mastery Arrows and bolts you shoot have a 60% chance to pierce through multiple targets.
- Inevitable The first attack or ability you use can't be dodged not subjected to any Save Throw and is Critical if it can be so. This effect has a cooldown of 20 seconds.
Perception/Intelligence
- Seer Your Detection range increases by 1.
- Sharp Caster +3% Critical Chance for Magical Abilities (spells belonging to a magic school).
Tier 2: (1 level)
- True Sight Hidden and Invisible creatures within 4 meters from you are revealed instantly.
- Overcharge +25% Critical Damage for Magical Abilities (spells belonging to a magic school)
Version history
Version | Changes |
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2.4.0f |
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2.3.0e |
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