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% Magical Penetration.
- Healer
+2% Spiritual Power.
- Resolute
+25 Willpower.
Tier 2: (1 level)
- Wise
+1 Wisdom
Tier 3: (4 levels)
- Biting II
+1% Magical Penetration.
- Healer II
+2% Spiritual 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
Summon abilities cost 5% less mana.
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)
- Thick Skinned
All physical damage you receive is reduced by 5 points (before resistances are applied).
- Slow Metabolism
Your rest and satiety bars take 20% longer to deplete.
Tier 6: (1 level)
Constitution/Strength
- Shield Style
While wielding a shield, your Block Chance is increased by 1%.
- Armor Efficiency
The resistances given by any piece of armor you have equipped are increased by 1%.
Tier 2: (1 level)
Strength
- Tough
+20 Physical Armor
- Enduring
+2 Health Regeneration
- Pack Mule
+10 Kg Carry Weight
Tier 2: (1 level)
- Forceful
+1 Strength
Tier 3: (4 levels)
- Tough II
+2% 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 2.5% Extra Damage.
- Expert Tactician
1.5% damage increase for all physical abilities and physical weapon attacks.
Tier 6: (1 level)
- Two Weapon Mastery
Attacks performed with Two Handed Melee Weapons have an extra 4% chance of being Critical Hits.
- Master Tactician
10% cooldown reduction for all Ultimate Physical Abilities.
Strength/Dexterity
- Runner
+2% Movement Speed.
- Martial Style
The Base Damage of your fist attacks is increased by 8.
Tier 2: (1 level)
Dexterity
- Elusive
+25 Evasion
- Piercing
+1% Armor Penetration.
- Hasty
+1% Cooldown Reduction.
Tier 2: (1 level)
- Agile
+1 Dexterity
Tier 3: (4 levels)
- Elusive II
+10% Evasion
- Piercing II
+1% Armor Penetration
- Hasty II
+1% Cooldown Reduction.
Tier 4: (1 level)
- Agile II
+1 Dexterity
Tier 5: (4 levels)
- Salvager
You have a 7.5% chance to use a consumable item from the hotbar for free, without actually expending the item.
- 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 5% Extra Damage.
Tier 6: (1 level)
- Sleight of Hands
The cooldown of your consumables is reduced by 20%.
- Single Weapon Mastery
While wielding a single One Handed Melee Weapon keeping your Off-Hand free, you gain 8% 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
- Sharp
+0.75% Critical Chance
- Deadly
+3% Critical Damage.
Tier 2: (1 level)
- Discerning
+1 Perception
Tier 3: (4 levels)
- Precise II
+10% Accuracy
- Sharp II
+0.75% Critical Chance
- Deadly II
+3% Critical Damage.
Tier 4: (1 level)
- Discerning II
+1 Perception
Tier 5: (4 levels)
- Ranger Style
Attacks performed with Bows deal 2.5% Extra Damage and have a 1% 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 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
- Far Sight
Your Detection range increases by 1.
- Sharp Caster
1% Critical Chance for Magical Abilities (spells belonging to a magic school).
Tier 2: (1 level)
- Seer
Hidden and Invisible creatures within 4 meters from you are revealed instantly.
- Overcharge
+15% Critical Damage for Magical Abilities (spells belonging to a magic school)
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