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Exploring talents

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).

Shadow

Stealth, hearing, eyes, and light.

TalentNeedsEffect
AmbusherStealth 30, level 9+1d6 damage, after Protection, on a hit at a creature that has not seen you (it hunts no one it has seen, and does not see you now)
Blood scentdarkvision eyessees creatures that are bleeding in line of sight within 9 cells, however dark
Dark adaptationdarkvision or low-light eyesdarkvision +2 cells
Keen ears—hears sounds 2 fainter
Lamplighter—your lantern burns brighter: its light reaches 6 cells
Night eyesnormal eyesthe light your eyes need −50 %
Patient bladelevel 32, to be a thiefopenings decay pace −50 %; a kill of the creature the openings are in builds 1 more openings while you hold it

Wayfarer

The land, water, ice, and weather.

TalentNeedsEffect
Beast-bondHandle animal 20your allies get to-hit +1 on their attacks and Protection +1
Beast-friendWillpower 13creatures 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
SwimmerSwim 1a 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

Delver

Traps, searching, doors, digging, shops, and talk.

TalentNeedsEffect
AlertWillpower 12notices hidden things in passing, +2 to the check
Chest-wiseIntelligence 11 or Detect traps 15sees 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 searcherSearch 15searching +4; searching reaches 1 cell farther
LockbreakerStrength 12door 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 delverDexterity 12 or Willpower 11a 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 handOld delver, level 10where 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 drinkerToughness 12, level 6a 25 % chance a potion you drink is not used up
Trap senseAlert+3 to every check to find hidden things; damage traps do you −50 % (rounded down, at least 1)
Tunneler—digging work a turn +50 %
WaryWillpower 12+4 to the initiative check when something catches you unawares (see Status effects: Surprised)

See also: Hearing, Traps, and Dungeons.