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You don't need to focus them on anything, you just should be aware to spent them in skills and talents you need and want.
There are 12 total points possible at max level, so you cannot max them all out. If you get 2 points in every talent, you can max them all out with equipment and companions.
There is no companion bonus for lockpicking, and the only intuition bonus for equipment is on the DLC hat. So those you may want to get to 2 first.
All capes have +1 charisma, and you can customize your armors with vigor, lockpicking, or science. Gloves that give +1 crafting are readily available at shops and as loot.
All the talents are useful (their secondary effects can be very powerful); personally, I'd put them in tiers with charisma, intuition, vigor, and lockpicking the most important, science in the middle, and crafting the least important. With vigor, you only need to get the first point (it allows you to regenerate health and armor outside combat) as a priority, and then you can concentrate on other talents (though you'll want a second point eventually, as there are some obstacles that require 3 vigor that are useful for loot or shortcuts through dangerous areas).
Theres only 6 of them, most can get a boost from gear and from companions who are rated as friendly, so spread them out.
Most important is deciding which is most useful to you early on, as you only start out with 1 point and get another point every 4 levels.
Lockpicking is only really useful at level 3, and then only for a handful of chests so don't be in hurry to get there.
You can get armor bonuses through crafting in lockpicking, science and vigor. Make sure you and your companions each have a different bonus, that way you can swap armor with them and pickup bonuses when you need it. But you will need an extra piece of armor in order to make the swap, so find something light and keep it in your inventory.
I'd recommend that you have a plan before you start -- putting 1 point in each talent is a very decent starting strategy for the first 21 levels (not the best, but you'll get it as you advance), but you should definitely think about the order in which you do it. It's very much dependent on your build. I tend to leave craftsmanship and charisma to the end, since craftsmanship can be boosted with items and companions (you can get Kurt's bonus very quickly relative to the other companions) and charisma can be boosted with items and also you can save scum charisma checks since they are RNG. For my technical build, I started with science and vigor, followed by lockpicking and intuition.
Charisma is nice to have and satisfying to use when you get the chance, but it doesn't lock you off of stuff. Since you get a free point with a cape, and possibly another one depending on your choice of companions, I'd make a decision about this talent more dependent on the kind of character I'm roleplaying than anything else.
Intuition has a surprising amount of checks in dialogues plus other perks, so it's also nice to have, even at only one point, but I wouldn't put more than one in it for quite some time.
Vigor is nice all around. Gives you more survivability, gives you the convenience of extra paths and the convenience of carrying more stuff. Makes the game generally less annoying. Can't go wrong with vigor.
Science at level 1 is kind of useful at opening up some paths, but above that, not so much unless you go firearms heavy, but even then, not necessary. You can find plenty of ammo and potions without it. I just carry an armor with a point in science to open up those paths.
I'd put crafting at the bottom for two reasons. Firstly, you mostly need crafting while in town or in a camp, so getting bonuses from companions and equipment doesn't impact your gameplay so much since you're in a situation where you can just get the right companion and the right equipment for that purpose and then go back to your adventuring setup. And secondly, a blacksmith will allow you to do max level upgrades anyway, for a price. Individually it's not expensive but if you're upgrading a bunch of stuff at once it can add up to thousands of gold in one go. Putting one point in crafting and using the aforementioned bonuses will save you a bunch of money, though I didn't find gold hard to come by anyway, so you could do without. Two levels could be useful to recycle stuff if you're on your weight limit and away from camp, otherwise you'd need to drop items to sprint, so having one point invested, plus a crafting glove will do.
About 11-12 points to get 5 in magic, 5 willpower and 1-2 endurance for a mage build.
About 8-9 pts to get 3 charisma, 3 intuition, 1 crafting, 1 science.