The talent trees of getting about: Shadow (stealth, hearing, eyes, and light),
Wayfarer (the land, water, ice, and weather), and Delver (traps, searching, doors,
digging, shops, and talk). Each talent is listed with what it needs and its rule, exactly (see
What a talent does).
your allies get to-hit +1 on their attacks and Protection +1
Beast-friend
Willpower 13
creatures of animal factions are neutral to you until you attack one of that type
Pious
—
at a forgotten altar of their own side the side’s lean counts double (30 points from bane to boon), and an opposed one leans as a neutral one; temple services cost half (rounded up), and a cure also mends one point of each damaged stat
Swimmer
Swim 1
a step onto still water, running water, shallow water, deep water costs what one onto stone floor does; a plunge through the ice does you no harm
Traps, searching, doors, digging, shops, and talk.
Talent
Needs
Effect
Alert
Willpower 12
notices hidden things in passing, +2 to the check
Chest-wise
Intelligence 11 or Detect traps 15
sees whether a shut chest in sight is locked (look mode: “a locked coffer”, “an unlocked coffer”), and knows the trap of every shut chest it sees, no check; sees a disguised mimic within 2 cells for what it is: it is shown as itself, not as a chest; a mimic’s grip (its slam’s hold) never holds it
Keen searcher
Search 15
searching +4; searching reaches 1 cell farther
Lockbreaker
Strength 12
door kicks as if Strength +6; door kicks’ noise −50 %; the chance that each stack in a chest it kicks open breaks −50 % (a chest blown apart is no kick)
Old delver
Dexterity 12 or Willpower 11
a collapsed floor never gives way under you; a special room’s (or a whole level’s) Ebbing never takes you; nothing you kill ever rises in a cursed room (see Special rooms)
Old hand
Old delver, level 10
where a special room quickens healing or mana, the quickening +50 % (a room’s 300% pace becomes 400%); a tempting hoard seals only once you have lifted 2 stacks inside it
Quiet delver
—
the time between attempts to bring a creature to your level +100 %
Thrifty drinker
Toughness 12, level 6
a 25 % chance a potion you drink is not used up
Trap sense
Alert
+3 to every check to find hidden things; damage traps do you −50 % (rounded down, at least 1)
Tunneler
—
digging work a turn +50 %
Wary
Willpower 12
+4 to the initiative check when something catches you unawares (see Status effects: Surprised)