A circular talent web with seven slices around the hero
The talent disc

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This is a draft for approval. It is the reworked talent tree (version 2). It was built after studying the talent trees of well-known games: Ghost of Tsushima, God of War Ragnarök, Horizon Forbidden West, The Witcher 3, Hades, Diablo IV, Path of Exile and others.

The rule behind every talent: it changes something you do, so you play differently once you have it. It adds a move, rewards a choice, or links two of your tools together. There are no plain "+10% damage" talents any more; your attributes already give you raw strength.

Each slice opens with what it is about and its ★ big upgrade, the talent at its outer edge that changes how the whole slice plays. Try it all in the talent planner.

Fire — damage that comes later, and when to cash it in

Fire burns over time. Its talents are about spreading burns, then choosing the moment to make them explode. ★ Piercing Spear: one throw sets a whole row of enemies burning, ready to blow up together.

TalentWhat it doesWhy it's fun
StokeSword hits keep a burning enemy burning longer.Your sword and your fire help each other.
KindlingSetting a second enemy alight makes both burns last longer.Juggle fires across a crowd.
HearthfireNear a bonfire, each spear leaves burning ground.Pull the fight to the fire on purpose.
Long ThrowA spear thrown from far away burns twice as long.Pick off archers before they close in.
SearingBurning enemies' shields break sooner.Fire becomes the answer to blockers.
DetonateA spear into a burning enemy turns the whole burn into one big hit.Wait for more damage, or cash it in now?
ConflagrationA burning enemy that dies spreads its fire to its neighbours.Choose who to finish first.
Banked FireEach spear stacks more fire, up to three; Detonate releases it all.Build up, then one huge release.
FirebrandYour charged spear becomes a bomb that goes off after 2 seconds.Set a trap, or set it off early.
★ Piercing SpearThe spear passes through everyone in its line and sets them all burning.Line them up and blow up the row.

Water — breaking whole groups with the hammer

The Water Hammer smashes crowds, and you decide how long to keep it. ★ Crashing Wave: end the hammer early as a huge wave that knocks a whole group off their feet.

TalentWhat it doesWhy it's fun
Full MeasureA quick hammer lasts long enough for two full combos.One more soaking slam every time.
SwimmerSwim faster and longer, and find hidden underwater caches.Optional secrets for explorers.
Tide-FedFighting in water keeps the hammer going longer.Wade in and stay there.
Water Hammer IIIEvery hit that lands adds time to the hammer.Keep the rhythm and it never ends.
Deep SoakThe slam knocks soaked enemies down.Soak, slam, then a free hit.
BreakerThe more enemies one swing hits, the harder it hits.Gather them up for one big swing.
UndertowThe slam drags enemies in towards you first.Pull the crowd together.
Breaking TideThe slam sends out a wave that pulls everyone back to the middle.Each slam sets up the next.
TidepoolThe slam leaves a puddle that keeps enemies soaked.Hold a group in one place.
★ Crashing WaveSpend the hammer on one giant wave forward.One move that clears a crowd.

Wind — moving as a weapon

Gale Tether pulls you across the battlefield. Wind's talents turn that movement into an attack. ★ Reel In: turn the tether around and drag the enemy to you instead.

TalentWhat it doesWhy it's fun
Grapple StrikeZip in with the tether, and your first sword hit staggers.Fly in and strike first.
Double JumpJump again in mid-air.Freedom to move; never required.
Updraft RiderNear strong wind, the tether reaches twice as far.Swoop in from a long way off.
SlingshotDodge during the pull to fling yourself further.Choose exactly where you land.
TailwindAfter a tether, sprint for free for a moment.Escape, or chase them down.
BuffetYour landing gust shoves enemies away.Where you land decides where they go.
FreefallEnemies you blow off a ledge get hurt by the fall.Fight near cliffs on purpose.
Eye of the StormYour updraft lingers, keeping enemies pushed back.Make room and hold it.
FeatherfallThe updraft lifts you higher, and you can glide down.Grab the high ground mid-fight.
★ Reel InThe tether pulls the enemy to you.You decide where the fight happens.

Aegis — magic defence that hits back

Aegis is your shield against magic. Its talents reward raising it at the right moment and turning defence into attack. ★ Countercast: block a spell perfectly and answer at once with a free spell of your own.

TalentWhat it doesWhy it's fun
Snap WardA quick, short Aegis costs nothing.Timing beats hiding.
ClarityDropping Aegis right after a hit gets your mana back sooner.Block, drop, strike.
Planted WardStand still and Aegis grows into a dome that protects others.Protect the people you escort.
GroundingMagic you absorb staggers the caster.Defending pressures them.
AfterglowJust after you drop Aegis, magic hurts you less.Safe to go on the attack.
AbsorptionAbsorbed spells give you some mana back, up to a limit.Hold through a barrage.
SteadfastAfter Aegis absorbs a hit, nothing can knock you about.Push straight through them.
Charged BarrierAbsorbed magic charges Aegis, and dropping it releases a blast.Your defence becomes a weapon.
ReflectionA perfect magic block sends the spell back at its caster.Return to sender.
★ CountercastA perfect magic block fires your spell instantly, for free.Parry, then punish.

Sword — pressure and counters

The sword is always with you. Its talents give you new ways to break a guard and punish mistakes. ★ Flurry Counter: dodge an attack at the last moment and time slows for a free, staggering strike.

TalentWhat it doesWhy it's fun
Drawn StrikeYour first swing after casting can't be interrupted.Cast, then step in safely.
Second WindA good parry refills your stamina fast.A parry pays for your next dodge.
Shield BashLet go of a block just after a hit to shove them back.Block, then strike back at once.
Rhythm StrikePause before the third swing for a heavy, staggering blow.A rhythm to master.
PlungeDrop onto an enemy from above for a staggering strike.Use the high ground.
RiposteRight after a parry, your next hit is instant and staggers twice as hard.Punish every opening.
ReturnParry an arrow and it flies back at the archer.Their arrows become yours.
RelentlessThe third hit of a combo can't be blocked.No shield stops you.
Pommel StrikeHold the button for a slow blow that breaks any guard.A risky way through.
★ Flurry CounterA last-moment dodge slows time for a guaranteed stagger.The thrill of a perfect dodge.

Bow — prepared precision

The bow hits one exact spot, hard, and arrows are limited. Its talents reward planning and precise aim. ★ Hunter's Mark: mark up to three enemies, then hit every one of them with a single draw.

TalentWhat it doesWhy it's fun
Opening ShotA head shot on an enemy that hasn't seen you does triple damage.Plan the perfect first shot.
ClimberClimbing costs less stamina; reach archer perches easily.Find the high ground.
Fade ShotDodge backwards without losing your aim.Back away and still fire.
Long ShotVery long shots hit harder and stagger.Rewards a good vantage point.
Steady HandHold a full draw and time slows down around you.Line up the perfect shot.
MarksmanWeak spots and head shots hit much harder.Precision pays.
FletcherArrows that hit weak spots are always recovered.Good aim saves arrows.
Recovery StreakA run of weak-spot hits costs no arrows; one miss ends it.Keep the streak alive.
PunctureA weak-spot hit makes your next spell on that enemy stronger.Bow sets up magic.
★ Hunter's MarkMark three targets, then loose at all of them with one draw.A planned, perfect volley.

Earth — hold one enemy, then exploit it

Rootbind grows a tree trunk round one enemy and holds them in place. Earth's talents decide how you use that moment. ★ Spreading Roots: when one trunk withers, the roots grow round the next enemy.

TalentWhat it doesWhy it's fun
Hold FastNothing can break the trunk early.A guaranteed moment to strike.
ForagerNearby wood, ore and hide sparkle so you can find them.Help gathering; never required.
BedrockNear heavy rock, the trunk lasts twice as long and holds big enemies.Pick the ground you fight on.
Thorn SnareA trunk on a charging enemy stops it dead.The answer to charging brutes.
ThornbarkHitting a held enemy from behind does double damage.Circle round and strike.
Deep RootsEven a quick trunk can hold big enemies.Hold the dangerous one first.
EntrenchmentStrike just as the trunk cracks for a guaranteed stagger.A satisfying timed hit.
DisarmedThe trunk wraps the arms: a held enemy can't attack.Holding becomes protection.
SplinterBurst the trunk on purpose to hurt everyone nearby.Trade the hold for a blast.
★ Spreading RootsThe roots jump to the next enemy, twice.Hold a whole group, one by one.

Links sit on the borders and let your path cross into the next slice. Each one rewards switching from one tool to the next.

LinkWhat it doesWhy it's fun
Quick Change (Fire–Water)After a spear hits, your next hammer is free.Spear, then hammer.
Carry the Tide (Water–Wind)Tether while holding the hammer, and land with a slam.Fly in, hammer first.
Deflecting Gust (Wind–Aegis)While the tether pulls you, arrows and spells bounce off.Zip through a volley.
Twin Guard (Aegis–Sword)After a perfect parry of one kind, the other kind always works.Handles mixed groups.
Close Quarters (Sword–Bow)After a sword hit, your next arrow draws instantly.Strike, then shoot.
Pinned (Bow–Earth)A held enemy's trunk shows a big weak spot to shoot.Hold, then shoot.
Kindle the Hold (Earth–Fire)A spear into a held enemy makes the trunk last longer.Hold, then burn.

When the outer Aegis rings open (proposed)

Recommended: at the Still Isle, where you learn the magic parry, the perfect block against spells. That is also where Aegis's mastery jumps to its first level. Aegis's top talents, Reflection, Countercast and Charged Barrier, are all about perfect magic blocks, so they open when you can actually do one.