Prodigies
ToME Version: | 1.7.4 |
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.
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.
Some requirements for prodigies are marked as "special". Generally, these are requirements for the completion of quests or other tasks that are specific to the main campaign (Maj'Eyal: The Age of Ascendancy). If you are instead playing Infinite Dungeon: The Neverending Descent or The Arena: Challenge of the Master, these requirements are waived. However, they are not waived when playing Orcs: Embers of Rage, so most of the prodigies with these requirements are unavailable in that campaign. On this page, these requirements are written in italics. The Lich and Fallen prodigies have a similar but different system, where each campaign can specify a requirement for the prodigy, and otherwise the requirement is waived. Currently only the main campaign specifies a requirement for them, so these requirements are waived in all other campaigns (including Embers of Rage).
Contents
Strength
Image | Prodigy | Prerequisite | Cooldown | Effect |
---|---|---|---|---|
Giant Leap | 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. | |
I Can Carry The World! | Heavy Armour Training level 3 | Passive | Fatigue = 0%, Encumbrance +500, Strength +50, +1 Size Category. | |
Irresistible Sun | 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%. | |
Legacy of the Naloren | Kill Ukllmswwik the Wise and don't kill Slasul (yet) | Passive | Gain water breathing, (0.1 * Character Level) talent points in Exotic Weapons Mastery and Spit Poison, and can recieve the Legacy of the Naloren trident artifact from Slasul. | |
Massive Blow | 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. | |
Pain enhancement system | Earned the achievement Size Matters on this character Level 30 |
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. | |
Steamroller | Know Rush | Passive | Reduces Rush stamina cost to 2. Kill a rushed target in 2 turns to reset Rush cooldown and gain +20% damage bonus for 2 turns. Damage bonus stacks up to +100%. | |
Superpower | None | Passive | Increase Mindpower by 60% of Strength. Gain 40% Willpower damage modifier on all weapons. | |
You Shall Be My Weapon! | 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. |
Dexterity
Image | Prodigy | Prerequisite | Cooldown | Effect |
---|---|---|---|---|
Automated Reflex System | Have gained the 'Matrix Style' achievement with this or any previous character for the current difficulty & permadeath settings. Level 30 |
Passive | When a projectile is about to hit you, you gain a free turn. Can Trigger every 5 turns | |
Crafty Hands | Imbue Item level 5 | Passive | May imbue gems into helm and belt. | |
Flexible Combat | None | Passive | 50% chance of unarmed strike on each melee attack. | |
Roll With It | Have been knocked back 50 times | Sustained 10 turns |
Gain 10–15% physical resist. When hit by melee/archery, move back one tile and gain 200% movement speed for 1 turn. | |
Swift Hands | None | 3 turns | Swapping weapons ('q') takes no time. Can prepare up to 4 tools, which you can use as if they were worn. | |
Through The Crowd | 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. | |
Vital Shot | Deal 50k damage with ranged weapon | 10 turns | Deal 450% weapon damage plus 5 turn stun and cripple (combat speed -50%). | |
Windblade | Deal 50k damage with dual weapons | 12 turns | Deal 320% weapon damage and 4 turn disarm in radius 4. | |
Windtouched Speed | 10 levels of Equilibrium using talents | Passive | Gain +20% global speed. 10% cooldown reduction Does not trigger pressure traps. |
Constitution
Image | Prodigy | Prerequisite | Cooldown | Effect |
---|---|---|---|---|
Armour of Shadows | 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. | |
Bloodspring | Let Melinda be sacrificed | Passive 12 turns |
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. | |
Corrupted Shell | 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 | |
Draconic Body | Be a Wyrmic OR BOTH Consume (Corrupted) Sandworm Heart (Non-corrupted does not work if undead) AND Consume Wyrm Bile |
Passive 15 turns |
When below 30% life, heal 40% life. | |
Eternal Guard | Know Block | Passive | Block lasts 1 turn longer, and does not end when hit. | |
Fungal Blood | Can use infusions | Passive/Active | Store fungal power when using infusions. Activate to heal and remove magic effects using fungal power. | |
Never Stop Running | 20 levels of stamina using talents | Sustained 8 turns |
Spend 12 stamina per tile to move without taking time. | |
Spine of the World | None | Passive | When hit by physical effect, gain 5-turn physical effect immunity. | |
Subcutaneous Metallisation | Thick Skin 5 | Passive 12 turns |
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. |
Magic
Image | Prodigy | Prerequisite | Cooldown | Effect |
---|---|---|---|---|
Aether Permeation | Have been exposed to the void of space (Visited Abashed Expanse, Fearscape, Fearscape (Tannen), Orbital Fearscape Platform, Searing Halls, or Anteroom of Agony) | Sustained 20 turns |
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. | |
Arcane Amplification Drone | 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. | |
Arcane Might | 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. | |
Blighted Summoning | 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. | |
Cauterize | Receive 7.5k fire damage Cast 1,000 spells |
Passive 12 turns |
If Life < 0, absorb all damage this turn, burn for 8 turns. Take 10% of absorbed damage per turn that cannot be reduced. | |
Ethereal Form | 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. | |
Mystical Cunning | Know traps or poisons | Passive | Gain 1.0 mastery in Cunning/Poisons and Cunning/Trapping. Reduce Venomous Strike cooldown by 3 and Lure cooldown by 5. Can use Vulnerability Poison and make Gravitic Traps. | |
Revisionist History | Have time-traveled (Used Timeport: Point Zero, 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. | |
Temporal Form | Cast 1,000 spells Visited Temporal Rift or Paradox Plane, or used Timeport: Point Zero |
30 turns | Become a telugoroth for 10 turns.
|
Willpower
Image | Prodigy | Prerequisite | Cooldown | Effect |
---|---|---|---|---|
Draconic Will | Be a Wyrmic OR BOTH Consume (Corrupted) Sandworm Heart (Non-corrupted does not work if undead) AND Consume Wyrm Bile |
15 turns | Prevent all negative effects for 5 turns. | |
Garkul's Revenge | 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. | |
Hidden Resources | "That was close" achievement | 15 turns | Talents use 0 resources for 5 turns. Prevents talent failures (e.g. from Equilibrium or Crippling Poison), except from effects that specifically cause spell failure (e.g. Spell Feedback). | |
Lucky Day | 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. | |
Mental Tyranny | Deal 50k mind damage | Sustained 20 turns |
Convert 33% damage to mind damage +30% mind resistance penetration +10% mind damage. | |
Meteoric Crash | A meteor has crashed, from any of the following:
The player doesn't need to actually see it happen. Needs verification |
Passive 15 turns |
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. | |
Range Amplification Device | Have a light radius of 10 or more | Sustained 10 turns |
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. | |
Spell Feedback | Antimagic | Passive 9 turns |
When hit by spell damage, retaliate with (20 + 2 * Wil) mind damage Also inflict 35% spell failure for cooldown duration of that spell. | |
Unbreakable Will | None | Passive 5 turns |
Automatically cures Mental effects while not on cooldown. |
Cunning
Image | Prodigy | Prerequisite | Cooldown | Effect |
---|---|---|---|---|
Adept | None | Passive | You are adept at many different skills, granting you +1.5 to all known talent levels. | |
Elemental Surge | Deal 10k arcane, fire, cold, lightning, light or nature damage | Passive 10 turns |
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. | |
Endless Woes | Deal 10k acid, blight, darkness, mind or temporal damage | Passive 10 turns |
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. | |
Eye of the Tiger | None | Passive | Critical hits reduce talent cooldowns. Does not affect Demented talents. | |
Master of Disasters | None | Passive | Causing one cross-tier effect causes the other two. Your physical, steam, spell, and mind powers are all increased. | |
Secrets of Telos | Possess Telos's Staff Crystal Possess Telos's Staff (Top Half) Possess Telos's Staff (Bottom Half) |
Passive | Assembles the Telos Spire of Power. | |
Tricks of the Trade | Side with Assassin Lord in Trapped! quest | Passive | +0.2 mastery in Cunning/Stealth (if unlocked) or unlock at mastery 1.0 (if locked) +0.1 mastery in Cunning/Scoundrel (if unlocked) or unlock at mastery 0.9 (if locked or not known) Invisibility damage penalty is halved. | |
Tricky Defenses | Antimagic | Passive | Antimagic Shield absorbs 10–50%cSS:Cun more damage | |
Worldly Knowledge | 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 |
Class Evolution
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.
Image | Prodigy | Class | Prerequisite | Cooldown | Effect |
---|---|---|---|---|---|
Fallen | 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 Dirge Acolyte and Self-Sacrifice. Your Combat Techniques cost hate instead of stamina, and your Combat Veteran talents restore hate in addition to stamina. | |
Avatar of a Distant Sun | 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 Sun's Vengeance, Weapon of Light, Searing Sight, and Judgement |
Passive | Can wield a 2-handed weapon in main hand 50% Light damage conversion on all damage you deal Learn Gravitic Effulgence, which makes Weapon of Light deal damage in a radius 2 sphere and pull in all foes in range 5 Searing Sight damage and effect chance doubled Triggering Sun's Vengeance reduces Judgement's remaining cooldown by 6 If you also know Irresistible Sun, it will set the fire and light resistances of those affected to 0% | |
High Thaumaturgist | 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. | |
Technomancer(Class Evolution) | 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 smith, 2 points in mechanical, 2 points in electricity, gain Galvanic Technomancy, Terrene Technomancy and Occult Technomancy locked and unlock one of them. |
Race Evolution
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 Lichform, with no prodigy involved.
Image | Prodigy | Prerequisite | Cooldown | Effect |
---|---|---|---|---|
Lich | Know a necromancy talent Not already undead 50 Magic 25 Willpower Completed From Death, Life (Only required if playing main campaign) |
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 Neverending Unlife. As a Lich you are undead and cannot use Infusions. | |
Rak'Shor's Cunning | Skeleton and Ghoul unlocked Not already undead Not Antimagic Consumed Blood of Undeath 50 Cunning |
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 Re-assemble. |