Prodigies are powerful talents that you can acquire at experience levels 25 and 42. They can be learned by any character so long as their requirements are met, although some prodigies have special prerequisites that may be difficult or impossible for certain characters to obtain. Some prodigies require the completion of quests in the Age of Ascendancy campaign. These quest requirements are waived if you are playing a different campaign.
All prodigies require at least 50 points in their respective stat. Unless otherwise specified, once a prodigy is learned, it will always be available for use even if its requirements are no longer being satisfied. Prodigies can never be unlearned.
Class evolutions and race evolutions are special kinds of prodigies. You cannot take more than one evolution prodigy (class or race) on a single character.
|Deal 50k damage with weapons, shields or fists||20 turns||Leap to any tile in sight within range 10.|
Deal 200% weapon damage and daze all targets for 3 turns within radius 1 of landing spot. When you jump you free yourself from any stun, daze and pinning effects.
|!||level 3||Passive||Fatigue = 0%, Encumbrance +500, Strength +50, +1 Size Category.|
|Deal 50k light or fire damage||25 turns||For 8 turns, pull in creatures within radius 5, dealing (50 + (Str * 1.7)) damage per turn, divided evenly between fire/light/physical, and reducing their damage dealt by 30%.|
Proximity boosts damage by up to +50%.
|Kill Ukllmswwik the Wise||Passive||Gain water breathing, (0.1 * Character Level) talent points in Legacy of the Naloren trident artifact from Slasul.and , and can recieve the|
| Dig 30 times
Deal 50k damage with 2H weapon
|10 turns|| Attack for 150% weapon damage with 4 knockback.|
If target hits wall, deal another 350% weapon damage, apply the counterstrike effect and smash down wall.
| Earned the achievement Size Matters on this character
|Passive||When you deal a critical hit your embedded system activates, increasing all your primary stats except Strength by 50% of your Strength for 6 turns.|
|Know||Passive|| Reduces stamina cost to 2.|
Kill a target in 2 turns to reset cooldown and gain +20% damage bonus for 2 turns.
Damage bonus stacks up to +100%.
|None||Passive|| Increase Mindpower by 60% of Strength.|
Gain 40% Willpower damage modifier on all weapons.
|!||Be size "big" or larger||10 turns|| Attack for 350% weapon damage and 5 knockback, stunning all in path of knockback for 3 turns.|
Add +80% weapon damage per size category over "big".
Cannot be used if you are no longer size "big" or larger.
| Have gained the 'Matrix Style' achievement with this or any previous character for the current difficulty & permadeath settings.
|Passive||When a projectile is about to hit you, you gain a free turn. Can Trigger every 5 turns|
|level 5||Passive||May imbue gems into helm and belt.|
|None||Passive||50% chance of unarmed strike on each melee attack.|
|Have been knocked back 50 times|| Sustained
|Gain 10–15% physical resist.|
When hit by melee/archery, move back one tile and gain 200% movement speed for 1 turn.
|None||3 turns|| Swapping weapons ('q') takes no time.|
Can prepare up to 4 tools, which you can use as if they were worn.
|Had 6 party members||Sustained|| Swap places with friendly creatures in 1/10 turn.|
Never damage allies or neutral creatures.
+10 all saves per friendly creature in sight.
+3 global speed per friendly creature in sight (max 15%)
Party members are automatically granted Through The Crowd.
|Deal 50k damage with ranged weapon||10 turns||Deal 450% weapon damage plus 5 turn stun and cripple (combat speed -50%).|
|Deal 50k damage with dual weapons||12 turns||Deal 320% weapon damage and 4 turn disarm in radius 4.|
|10 levels of Equilibrium using talents||Passive|| Gain +20% global speed.|
10% cooldown reduction
Does not trigger pressure traps.
|Deal 50k darkness damage||Passive|| When on unlit tile, gain Max(30;Con/2) Armour, 50% Armour hardiness and 20% evasion.|
Dealing darkness damage will unlight your tile and target's tile.
Passively increases your stealth by 30.
|Let Melinda be sacrificed|| Passive
| When hit for 15% life, create 4-turn blood wave that knocks back.|
Deals (100+(Con*3)) blight damage and heals your for half of damage dealt.
| Receive 3.5k blight damage
Completed The fall of Zigur quest
Grand Corruptor is still alive
|Passive||+500 Life, +20% armor hardiness, armor by +(Con/3.5) and +(Con/3) in defense and all saves|
| Be a Wyrmic
Consume (Corrupted) Sandworm Heart
(Non-corrupted does not work if undead)
Consume Wyrm Bile
|When below 30% life, heal 40% life.|
|Know||Passive||lasts 1 turn longer, and does not end when hit.|
|Can use infusions||Passive/Active|| Store fungal power when using infusions.|
Activate to heal and remove magic effects using fungal power.
|20 levels of stamina using talents|| Sustained
|Spend 12 stamina per tile to move without taking time.|
|None||Passive||When hit by physical effect, gain 5-turn physical effect immunity.|
|When below 50% of your total life, all damage done to you is reduced by a flat amount equal to 100% of your Constitution for 6 turns.|
|Have been exposed to the void of space (Visited Abashed Expanse, Fearscape, Fearscape (Tannen), Orbital Fearscape Platform, Searing Halls, or Anteroom of Agony)|| Sustained
| While sustained, +40 raw spellpower.|
While sustained, if you would be affected by a dispel, you are protected from the dispel and any further dispels for 6 turns, and this spell is unsustained.
| Have gained the 'Tales of the Spellblaze' achievement with this or any previous character for the current difficulty & permadeath settings
|10 turns||You create an Arcane Amplification Drone at the selected location for 3 turns. When you cast a spell that damages the drone it will ripple the damage as 130% arcane damage of the initial hit in radius 4.|
|None||Passive||Adds 50% magic modifier to equipped weapons; increases raw physical power by 100% of your raw spellpower. Additionally, increases physical critical chance by 25% of your bonus spell critical chance.|
| Summoned 100 times
Some more permanent summons count as more than 1:
Doomed Shadows and Lich Shadows count as 2
Worms that Walk and Mecharachnids count as 12 when initially summoned
Alchemist Golems count as 100 when initially summoned
|Passive||Your golem or summoned creatures gain talents, and bonus spellpower equal to your Magic.|
| Receive 7.5k fire damage
Cast 1,000 spells
| If Life < 0, absorb all damage this turn, burn for 8 turns.|
Take 10% of absorbed damage per turn that cannot be reduced.
|Have an effective defense of at least 40||Passive||Gain 25% absolute damage reduction and 25% all damage penetration, which decrease when hit by weapons. Also gain 70% of your Magic or Dexterity stat as defense.|
|Knowor||Passive||Gain 1.0 mastery in Cunning/Poisons and Cunning/Trapping. Reduce cooldown by 3 and cooldown by 5. Can use and make s.|
| Have time-traveled
(Used , or used a talent that splits the timeline)
|30 turns|| Start 20-turn alternative timeline|
Any time during this, using the Unfold History skill returns you to when History was used.
| Cast 1,000 spells
Visited Temporal Rift or Paradox Plane,
|30 turns|| Become a telugoroth for 10 turns.
| Be a Wyrmic
Consume (Corrupted) Sandworm Heart
(Non-corrupted does not work if undead)
Consume Wyrm Bile
|15 turns||Prevent all negative effects for 5 turns.|
| Learned all Garkul lore
Wear Garkul's Teeth
Wear Steel Helm of Garkul
|Passive||+1,000% damage to constructs, +20% damage to humanoids and giants.|
|"That was close" achievement||15 turns|| Talents use 0 resources for 5 turns.|
Prevents talent failures (e.g. from Equilibrium or ), except from effects that specifically cause spell failure (e.g. ).
| Have at least +5 Luck
(above the baseline 50 Luck, so at least 55 Luck)
|Passive|| +40 Luck|
10% to move out of the way of every attack.
|Deal 50k mind damage|| Sustained
| Convert 33% damage to mind damage|
+30% mind resistance penetration
+10% mind damage.
| A meteor has crashed, from any of the following:
The player doesn't need to actually see it happen. Needs verification
|Spell and mind attacks trigger meteor.|
Deals (100 + 5 * Mindpower or Spellpower) damage split between fire/physical and stuns for 3 turns.
Turn ground into lava for 8 turns
Sets your fire damage bonus and penetration to your highest damage bonus and penetration.
|Have a light radius of 10 or more|| Sustained
|Activate a special focusing device that extends all your ranged spells and psionic powers range by 3 (max 10). Increases fatigue by 20% while active.|
| When hit by spell damage, retaliate with (20 + 2 * Wil) mind damage|
Also inflict 35% spell failure for cooldown duration of that spell.
|Automatically cures Mental effects while not on cooldown.|
|None||Passive||You are adept at many different skills, granting you +1.5 to all known talent levels.|
|Deal 10k arcane, fire, cold, lightning, light or nature damage|| Passive
|Automatically releases elemental blasts of damage, also granting buffs for 2-3 terms. The blasts are charged by dealing elemental damage and each element has a separate cooldown.|
|Deal 10k acid, blight, darkness, mind or temporal damage|| Passive
|Automatically releases magic blasts of damage, also inflicting debuffs for 5 turns. The blasts are charged by dealing magic damage and each element has a separate cooldown.|
|None||Passive||Critical hits reduce talent cooldowns. Does not affect Demented talents.|
|None||Passive||Causing one cross-tier effect causes the other two. Your physical, steam, spell, and mind powers are all increased.|
| Possess Telos's Staff Crystal
Possess Telos's Staff (Top Half)
Possess Telos's Staff (Bottom Half)
|Passive||Assembles the Telos Spire of Power.|
|Side with Assassin Lord in Trapped! quest||Passive|| +0.2 mastery in Cunning/Stealth or unlock at mastery 1.0|
+0.1 mastery in Cunning/Scoundrel or unlock at mastery 0.9
Invisibility damage penalty is halved.
|Antimagic||Passive||cSS:Cun more damageabsorbs 10–50%|
|None||Passive|| Learn a new talent category and unlock it at 1.0 mastery and gain 5 generic talent points.|
Can learn any Escort category with the same conditions
This is a new class of prodigies available only for specific classes. They are specific prodigies that diversify a class into a specific direction, unlocking multiple categories and enabling others as locked. This feature has been first introduced in 1.6.1.
|Sun Paladin|| Unlocked the Fallen Evolution
Committed a heinous act: (Only required if playing main campaign)
i.e. Didn't save the merchant OR Let Melinda die OR Sided with the Grand Corruptor OR Killed an escort yourself OR Let all 20 lumberjacks die OR Won the Ring of Blood fight
50 Willpower, 25 Magic
|Passive|| Lose the Shield Offense and Two-handed Assault talent categories, and get a refund for any talent or category points spent on them.|
Swap Radiance for Gloom, Guardian for Crimson Templar, and Crusader for Dark Sun. Talent points are refunded, category points are transferred to the new categories.
Learn the Bloodstained, Darkside, Hatred, and Dirge talent categories, and get 1 point in and .
Your Combat Techniques cost hate instead of stamina, and your Combat Veteran talents restore hate in addition to stamina.
|Sun Paladin|| Unlocked the Avatar of a Distant Sun Evolution
Did not anger the Distant Sun during the conversation that occurs when trying to take the prodigy
50 Strength, 25 Magic
Know , , , and
|Passive|| Can wield a 2-handed weapon in main hand|
50% Light damage conversion on all damage you deal
Learn , which makes deal damage in a radius 2 sphere and pull in all foes in range 5
damage and effect chance doubled
Triggering reduces 's remaining cooldown by 6
If you also know , it will set the fire and light resistances of those affected to 0%
|Archmage||Unlocked the High Thaumaturgist Evolution, 50 Magic, 25 Willpower||Passive|| Flame, Manathrust, Lightning, Pulverizing Auger, and Ice Shards become 3-wide beams.|
Gain the Thaumaturgy class talent category.
You cannot use your High Thaumaturgist abilities if you are wearing anything heavier than cloth.
|Archmage||Unlocked the Technomancer Evolution, 50 Magic, 25 Cunning||Passive||Gain: Arcane Dynamo Tinker Schematic, gain physics unlocked, gain chemistry locked, gain an Automated Portable Extractor, gain 1 point in , 2 points in , 2 points in , gain Galvanic Technomancy, Terrene Technomancy and Occult Technomancy locked and unlock one of them.|
This class of prodigies was first introduced in 1.7.0. Previously, Rak'Shor's Cunning was an ordinary prodigy, and you became a lich via the quest From Death, Life and talent , with no prodigy involved.
| Know a necromancy talent category
Not already undead
Completed From Death, Life
|Passive|| The next time you die, you rise again as a Lich. As a Lich, you gain the following:|
Immune to poisons, diseases, fear, cuts, and stuns.
20% cold and darkness resistance.
+12 Magic, Willpower, and Cunning, 60% crit shrug, +4 life rating (not retroactive), +35 spell and mental saves and 7 mana regeneration.
The Lich racial talent category, and 1 point in .
| Skeleton and Ghoul unlocked
Not already undead
Consumed Blood of Undeath
|Passive|| If you die you will have the option to raise back from the dead once, but at the cost of becoming a ghoul or a skeleton (you can choose which).|
You keep access to your original racial talent category, and you also gain access to the ghoul or skeleton racial talent category, starting with 2 points in each talent.
As an undead, you can no longer use infusions.
If you become a skeleton, you are treated as having already used the revive from .