talents-cunning

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-> Techniques, Cunning, Spells, Wild Gift, Divine, Corruption, Cursed, Chronomancy, Psionic, Racial

Cunning
Current to Beta 24.
 

Dirty Fighting

  • Dirty Fighting: 10 stamina, 12 cooldown

Attack for (20-70)% weapon damage, trying to stun for (3 + talent, rounded up) turns. Checks your Dex against their Physical Save for resistance.

  • Backstab: passive

+ (10 * talent)% critical chance against stunned targets

  • Switch Place: 50 stamina, 10 cooldown, (1 + talent) duration

Swap places with an adjacent enemy and gain 50% evasion.

  • Cripple: 30 stamina, 25 cooldown
Attack for (90-140)% weapon damage, and debuffs for -(10 + talent * 3) accuracy and -(10 + talent * 4) damage for (3 + talent, rounded up) turns. Checks your Dex against their Physical Save for resistance.
 

Survival

  • Trap Detection: passive

Detect traps with (talent * Cun[25]) power

  • Heightened Senses: passive

+ (4 + talent, rounded up) infravision

  • Trap Disarm: passive

Detect traps with (talent * Cun[25]) power

  • Evasion: 30 cooldown, (5 + Wil[10]) duration

+ (5 * talent + Cun[25] + Dex [25])% chance to avoid any attack

 

Stealth

  • Stealth: 10 cooldown, instant, sustained

+ (4 + Cun[10] * talent) stealth power. Cannot be activated if an enemy is seen in (10 - talent * 1.1, rounded down) radius. +1 infravision, -1000 light radius, cannot be used with heavy or massive armors.

  • Shadowstrike: Passive

Automatic critical hits from stealth on targets that do not notice you, dealing (150 + talent * 100 / 7)% damage

  • Hide in Plain Sight: 20 stamina, 40 cooldown

(40 + talent * 7)% chance to enter stealth, even is sight of enemies. Resets Stealth talent cooldown.

  • Unseen Actions: passive

(10 + talent * 9)% chance to not break stealth on item use, attack etc…

  • Automatic Stealth: Sustained
Try to enter stealth whenever possible.
 

Trapping

  • Trap Mastery: passive

+ (20 * talent)% trap effectiveness (???), allows use of (Explosion, Bear, Catapult, Disarming, Nightshade) traps.

  • Lure: 15 stamina, 20 cooldown, (5 + talent, rounded up) range, doesn't break stealth.

Summons a NPC on a location that taunts enemies within a radius of (4, 5, 6, 7, 8)

  • Sticky Smoke: 10 stamina, 15 cooldown, 10 range, 1000% speed?, does not break stealth

Reduces target vision range by (talent * 1.2, rounded up) for 5 turns.

  • Trap Launcher: passive

Lets you place your traps with range ???

  • Explosion Trap: 15 stamina, 8 cooldown, ??? duration

When triggered, explodes dealing (30 + Cun * 0.8 * trap mastery level) fire damage in a radius of 2.

  • Bear Trap: 10 stamina, 12 cooldown, ??? duration

When triggered, pins and deals (40 + Cun * 0.7 *trap mastery level / 5) damage per turn for 5 turns.

  • Catapult Trap: 15 stamina, 10 cooldown, ??? duration

When triggered, hits for (2 + trap mastery level, rounded up) knockback, and dazes for 5 turns.

  • Disarming Trap: 25 stamina, 25 cooldown, ??? duration

When triggered, disarms for (2 + trap mastery level / 2, rounded up) turns.

  • Nightshade Trap: 15 stamina, 8 cooldown, ??? duration

When triggered, hits for (20 + Cun * 0.7 * trap mastery level) nature damage, and stuns for 4 turns.

  • Flash Bang Trap (not currently implemented): 12 stamina, 12 cooldown, ??? duration

When triggered, hits for blinding, or, failing that, dazing in radius of 2 for (4 + trap mastery level, rounded down) turns.

  • Poison Gas Trap: 12 stamina, 10 cooldown, ??? duration
When triggered, explodes into a radius 3 cloud lasting 4 turns. The cloud applies stacking damage over time every turn for (20 + Cun * 0.5 * trap mastery level) nature damage over 5 turns.
 

Lethality

  • Lethality: passive

+ (1 + talent * 1.3) critical hit chance. Knives use Cunning in place of Strength for calculating damage.

  • Deadly Strikes: 15 stamina, 12 cooldown, (5 + talent, rounded up) duration

Attack for (80-140)% damage, if it hits, you get +(4 + [talent * Cun /20]) armor penetration.

  • Willful Combat: 25 stamina, 60 cooldown, (3 + talent * 1.5, rounded up) duration

Add (Wil[70]) damage to each attack.

  • Snap: 50 stamina, 50 cooldown
Reset the cooldown of (2 + talent, rounded up) cunning or technique talents of level (1, 2, 3, 4, 5) or less.
 

Shadow Magic

  • Shadow Combat: 20 stamina, 5 cooldown, sustained, -(1.66, 2.33, 3, 3.66, 4.33) mana per hit

+ (3 + talent * 2) darkness damage per attack.

  • Shadow Cunning: passive

+ (15 + talent * 3)% cunning as spellpower

  • Shadow Feed: 40 stamina, 5 cooldown, sustained

+ (talent / 14) mana regeneration per turn.

  • Shadowstep: 100 stamina, 5 cooldown, (5 + talent, rounded down) range
Teleport next to your target, dazing it for (2 + talent level) turns. Does not require line of sight?
 

Tactical

  • Tactical Expert: passive

+ (talent * 2) defense per visible enemy adjacent to you, (4 + talent * Cun / 6) maximum.

  • Counter Attack: passive, Pugilism Skill

(talent * [5 + Cun(5)])% chance to get free counter attack when an enemy misses you for (50-90)% damage.

  • Set Up: 12 stamina, 12 cooldown, (2 + talent, rounded up) duration

+ (5 + [talent ? Cun ? 1 ? 50]) defence, debuffs enemies when they miss, for (talent ? Cun ? 1 ? 25) increased critical hit chance against them, and decreased saving throws.

  • Exploit Weakness: 30 stamina, 30 cooldown,

Melee attacks gain a stacking debuff, reducing physical resistance by 5% each, up to max of (7 * talent)% reduction. -10% physical damage.