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Fighting talents

The talent trees of fighting: Weaponcraft (weapon skills, fighting styles, and missiles) and Guard (armour, Protection, and standing firm). Each talent is listed with what it needs and its rule, exactly (see What a talent does).

Weaponcraft

Weapon skills, fighting styles, and missiles.

TalentNeedsEffect
Deadly aimDexterity 13, a missile weapon skill 3damage +2 with every missile weapon skill
Early masterylevel 9weapon abilities come 1 rank sooner (their thresholds read your ranks +1 higher)
Far shot—missile weapon range +2 cells; throwing range +1 cells
Improved critical (a weapon skill)the chosen one at 7threat range +1 with the chosen skill
Long reacha missile or thrown weapon skill 4your shots, throws, and attack spells sneak-attack 3 cells farther
Practised techniquea melee or unarmed or missile or thrown weapon skill 7weapon actives take −25% time (never below half the action’s price)
Rapid reloadCrossbows 3reloading 25 % cheaper with every missile weapon skill
Shield expertSword and Board 2Shield +1 (a shield held with a weapon, or two shields), a free shield bash’s chance +10 % where there is one with every fighting style
Steady breathinga melee or unarmed or missile or thrown weapon skill 5stamina regeneration pace +50 %
Steady handlevel 12, to be a rangerfocus regeneration pace +50 %
Stylist (a fighting style)the chosen one at 3benefits as 1 rank higher (at most 10) with the chosen skill
Sworn foe (a kind of creature)—against creatures of the kind chosen (the creature tag; the tags and who carries them: Sorts of creatures), to hit +1 and damage +2
ThrowerThrown weapons 2damage +1, attacks 10 % cheaper with throws
Two-weapon trainingDexterity 13, Twin Blades 2both two-weapon penalties eased by 2 with every fighting style
Wand mastery—your spells: +1 rung for the wands you use
Weapon focus (a weapon skill)the chosen one at 2to hit +1 with the chosen skill
Weapon specialization (a weapon skill)Weapon focus, the chosen one at 5benefits as 1 rank higher (at most 10) with the chosen skill

Guard

Armour, Protection, and standing firm.

TalentNeedsEffect
Armour training—worn armour’s Dexterity cap +2
Brace of steelSpears or Staves 5Brace’s blow +2 to hit, and a foe it hits is Staggered (one degree)
DeflectionWillpower 13, level 9Deflection +1
Elemental ward (an element)Toughness 12resistance to the chosen element +25 %
Heavy armour masteryArmour training, level 12Protection +1 while the armour piece worn with the most Protection has 3 or more
Immune to painThick skin, Toughness 16, level 20every hit on you −1 damage after the soak, never below 1
Shield wallSword and Board 3Protection +1 while holding a shield
StalwartArmour trainingdefensive stance’s to-hit penalty 100 % smaller
Thick skinToughness 12natural armour +1

See also: Combat, Weapon skills, and Fighting styles.