Cunning / Artifice | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip one of a number of useful tools (at level 0):
Dart Launcher:
Fire a poisoned dart dealing 24.92 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 2 turns, that blocks sight and reduces enemies' vision by 1. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 2 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 100% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 166 life, 42 stamina, and cures 1 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Rogue's Tools
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip a second tool (at level 0):
Dart Launcher:
Fire a poisoned dart dealing 24.92 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 2 turns, that blocks sight and reduces enemies' vision by 1. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 2 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 100% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 166 life, 42 stamina, and cures 1 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
Cunning Tools
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: With some advanced preparation, you learn to create and equip a third tool (at level 0):
Dart Launcher:
Fire a poisoned dart dealing 24.92 physical damage that puts the target to sleep for 4 turns. 10 turn cooldown.
Smokescreen:
Throw a smokebomb creating a radius 2 cloud of smoke, lasting 2 turns, that blocks sight and reduces enemies' vision by 1. 15 turn cooldown.
Grappling Hook:
Throw a grappling hook up to range 2 that drags you towards the target or the target towards you. 8 turn cooldown.
Hidden Blades:
Melee criticals trigger an extra unarmed attack, inflicting 100% damage. 4 turn cooldown.
Rogue's Brew:
Prepare a potion that restores 166 life, 42 stamina, and cures 1 negative physical effects. 20 turn cooldown.
Preparing a tool sets its talent level and puts it on cooldown.
Only one tool of each type can be equipped at a time.
Intricate Tools
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You become a master of your craft, allowing you to focus on a single tool (currently none) to greatly improve its capabilities:
Dart Launcher (Dart Launcher Mastery)
Your darts ignore poison and sleep immunity and waking targets are slowed by -43% for 4 turns.
Smokescreen (Smokescreen Mastery)
Your Smokescreen is infused with chokedust. Enemies in the smoke take 39.89 nature damage and may be silenced.
Grappling Hook (Grappling Hook Mastery)
Your grappling hook deals 100% unarmed damage when it hits, plus a further 86.01 physical and 86.01 nature damage over 4 turns.
Hidden Blades (Assassinate)
You prime your Hidden Blades to cause bleeding and facilitate the Assassinate ability, which allows you to strike twice for 180% unarmed damage, hitting automatically while ignoring armor and resistance.
Rogue's Brew (Rogue's Brew Mastery)
Your Rogue's Brew fortifies you for 8 turns, preventing you from dying until you reach -0 life.
The effects depend on this talent's level.
Mastering a new tool places it (and its special effects, as appropriate) on cooldown. Master Artificer
| 0/5 |
Technique / Combat techniques | 1.60 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 23.3
Range: 2
Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away. Rush
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You focus your strikes, reducing your attack speed by 10% and increasing your Accuracy by 4 and critical chance by 0%.
The effects will increase with your Dexterity. Precise Strikes
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Range: melee/personal
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You have learned to focus your blows to hit your target, granting +14 accuracy and allowing you to attack creatures you cannot see without penalty for the next 0 turns. Perfect Strike
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 26.5
Range: melee/personal
Cooldown: 55
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 1% for 5 turns. Blinding Speed
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 2/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You enter an aggressive battle rage, increasing Accuracy by 5 and Physical Power by 5 and making you nearly unstoppable, granting 1% stun and pinning resistance.
Sustaining this rage takes its toll on your body, decreasing your life by 2% each turn, but for every 1% of life missing you gain 0.5% critical hit chance.
Even when sustained, this talent is only active when foes are in sight.
The Accuracy bonus increases with your Dexterity, and the Physical Power bonus with your Strength. Berserker Rage
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.7
Range: melee/personal
Cooldown: 29
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Hits the target with your weapon, doing 80% damage. If the attack hits, the target's armour and saves are reduced by 0 for 1 turns.
Also if the target is protected by a temporary damage shield there is 460% chance to shatter it.
Armor reduction chance increases with your Physical Power. Shattering Blow
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
Effective talent level: 2.6
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 49, based on Cunning), making you harder to detect.
If successful (re-checked each turn), enemies will not know exactly where you are, or may not notice you at all.
Stealth reduces your light radius to 0, and will not work with heavy or massive armours.
You cannot enter stealth if there are foes in sight within range 7.
Any non-instant, non-movement action will break stealth if not otherwise specified. Stealth
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You know how to make the most out of being unseen.
When striking from stealth, your attacks are automatically critical if the target does not notice you just before you land it. (Spell and mind attacks critically strike even if the target notices you.)
Your critical multiplier against targets that cannot see you is increased by up to 0%. (You must be able to see your target and the bonus is reduced from its full value at range 3 to 0 at range 10.)
Also, after exiting stealth for any reason, the critical multiplier persists for 3 turns (with no range limitation). Shadowstrike
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You have a special affinity for darkness and shadows.
When standing in an unlit grid, the minimum range to your foes for activating stealth or for maintaining it after a Shadow Dance is reduced by 0.
While stealthed, your life regeneration is increased by 4.2 (based on your Cunning) and your stamina regeneration is increased by 0.0. The regeneration effects persist for 3 turns after exiting stealth, with 5 times the normal life regeneration rate. Soothing Darkness
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: melee/personal
Cooldown: 90
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Your mastery of stealth allows you to vanish from sight at any time.
You automatically enter stealth mode, reset its cooldown, and cause it to not break from unstealthy actions for -1 turns. If you were not already stealthed, all enemies in a direct line of sight completely lose track of you.
When your Shadow Dance ends, you must make a stealth check against targets in radius 12 or be revealed. Shadow Dance
| 0/5 |
Technique / Bloodthirst | 1.20 |
Effective talent level: 0.0
Use mode: Passive
Description: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 62% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 0%.
The daze chance increase with your Physical Power. Mortal Terror
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Delight in spilling the blood of your foes. After scoring a critical hit, your maximum hit points will be increased by -1%, your life regeneration by 0.00 per turn, and your stamina regeneration by 0.00 per turn for 2 turns.
The life and stamina regeneration will stack up to five times, for a maximum of 0.00 and 0.00 each turn, respectively. Bloodbath
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 127.2
Range: melee/personal
Fixed Cooldown: 45
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You enter a battle frenzy for 1 turns. During that time, you can not use items, healing has no effect, and your health cannot drop below 1.
At the end of the frenzy, you regain -2% of your health per foe slain during the frenzy.
While Unstoppable is active, Berserker Rage critical bonus is disabled as you lose the thrill of the risk of death. Unstoppable
| 0/5 |
Technique / Archery training | 1.10 |
Effective talent level: 1.1
Use mode: Activated
Range: melee/personal
Cooldown: 3
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: Fire a steady shot, doing 138% damage with a 22% chance to mark the target.
If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Steady Shot
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 10.6
Range: melee/personal
Cooldown: 9
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: You fire a shot for 100% damage that attempts to pin your target to the ground for 0 turns, as well as giving your next Steady Shot or Shoot 100% increased chance to critically hit and mark (regardless of whether the pin succeeds).
This shot has a 20% chance to mark the target.
The chance to pin increases with your Accuracy. Pin Down
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: Fires a shot that explodes into a radius 0 ball of razor sharp fragments on impact, dealing 100% weapon damage and leaving targets crippled for 0 turns, reducing their attack, spell and mind speed by -110%.
Each target struck has a 20% chance to be marked.
The status chance increases with your Accuracy. Fragmentation Shot
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Archery (100% of a turn)
Description: Fires a wave of projectiles in a radius 4 cone, dealing 70% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for 2 turns.
Each target struck has a 20% chance to be marked.
The chance to knockback and stun increases with your Accuracy. Scatter Shot
| 0/5 |
Technique / Superiority | 1.30 |
Effective talent level: 1.3
Use mode: Activated
Stamina cost: 53
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Concentrate on the battle, ignoring some of the damage you take.
Improves physical damage reduction by 17% and provides a 9% chance to shrug off critical damage for 20 turns. Juggernaut
| 1/5 |
Effective talent level: 1.3
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Take an offensive stance. As you walk through your foes, you knock them all back in an frontal arc (up to 1 grids).
This consumes stamina rapidly (-1 stamina/turn). Onslaught
| 1/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 40
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Put all of your strength into your weapon blows, creating shockwaves that deal 28% Physical weapon damage to all nearby targets. Only one shockwave will be created per action, and the primary target does not take extra damage.
Each shattering impact will drain 8 stamina. Shattering Impact
| 0/5 |
Technique / Two-handed assault | 1.30 |
Effective talent level: 2.6
Use mode: Activated
Stamina cost: 8.5
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Hits the target with your weapon, doing 136% damage. If the attack hits, the target is stunned for 4 turns.
The stun chance increases with your Physical Power. Stunning Blow
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Spin around, extending your weapon and damaging all targets around you for 140% weapon damage.
At level 3 all damage done will also make the targets bleed for an additional 0% damage over 5 turns Death Dance
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Cooldown: 7
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Release a powerful shout, doing 51.81 physical damage in a radius 0 cone in front of you.
At level 5 the shout is so strong it shatters all incomming projectiles caught inside.
The damage increases with your Strength. Shattering Shout
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 5.3
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Boost your life and stamina by 4.7% for 3 turns by bellowing your battle shout.
When the effect ends, the additional life and stamina will be lost. Battle Shout
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 42.4
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Your battle cry shatters the will of your foes within a radius of 0, lowering their Defense by 0 for 7 turns, making them easier to hit.
All evasion and concealment bonuses are also disabled.
The chance to hit increases with your Physical Power. Battle Cry
| 0/5 |
Cunning / Lethality | 1.30 |
Effective talent level: 2.6
Use mode: Passive
Description: You have learned to find and hit weak spots. All your strikes have a 4.6% greater chance to be critical hits, and your critical hits do 13.1% more damage.
Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage. Lethality
| 2/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Focus on a single target and perform a probing attack to find flaws in its defences, striking with your melee weapon(s) for 80% damage.
For 2 turns thereafter, your attacks against that target gain 5 (effective) accuracy for each probing strike that missed, plus 11.0 (effective) bonus weapon damage and 3% additional weapon resistance penetration for each probing strike that hit.
Learning this technique allows you to permanently gain 1 armour penetration with all melee and archery attacks.
The bonuses to accuracy and damage increase with Cunning. Expose Weakness
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 50
Drains stamina: 6
Range: melee/personal
Cooldown: 30
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Become a whirling storm of blades, increasing attack speed by 1% and causing melee attacks to strike an additional adjacent target other than your primary target for 100% weapon damage.
This talent is exhausting to use, draining 6 stamina each turn. Blade Flurry
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.7
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You make a low blow against a sensitive point on the target, dealing 150% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 0 and their stun, blind, confusion and pin immunities to 50% of normal for -2 turns.
This effect bypasses saves. Dirty Fighting
| 0/5 |
Effective talent level: 1.3
Use mode: Passive
Description: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 5% for each disabling effect the target is under, to a maximum of 14%.
For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
In addition, for each disabling effect the target is under, your melee attacks have a 1% (to a maximum of 4%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25% power) or pin for 2 turns.
The chance to further disable the target increases with your Accuracy. Backstab
| 1/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.1
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: Throw a cloud of blinding dust in a radius 0 cone. Enemies within will be blinded, as well as having their accuracy reduced by 2 and movement speed decreased by 10% for 1 turns.
The chance to inflict these effects increase with your Accuracy. Blinding Powder
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Fixed Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Make a painful strike dealing 100% weapon damage that increases the duration of up to 1 negative effect(s) on the target by 2 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it. Twist the Knife
| 0/5 |
Cunning / Poisons | 1.30 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Won't Break Stealth: 100%
Description: Learn how to coat your melee weapons, throwing knives, sling and bow ammo with poison, giving your attacks a 18% chance to poison the target for 21 nature damage per turn for 1 turns. Every application of the poison stacks, up to a maximum of 84 nature damage per turn.
The damage scales with your Cunning. Apply Poison
| 0/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: Learn how to enhance your Deadly Poison, adding additional effects. Each level, you will learn a new kind of poison enhancement:
Level 1: Numbing Poison
Level 2: Insidious Poison
Level 3: Crippling Poison
Level 4: Leeching Poison
Level 5: Volatile Poison
New poison enhancements can also be learned from special teachers in the world.
Also increases the effectiveness of your poisons by 0%. (The effect varies for each poison.)
Adjusting your weapon coating takes no time and does not break stealth.
You may only have two poison enhancements active at once; applying a third will cause one of the existing ones to be cancelled at random. Vile Poisons
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 14.8
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You strike your target with your melee or ranged weapon, doing 120% weapon damage as nature and inflicting additional effects based on your active vile poisons:
Numbing Poison - Reduces global speed by -3% for 5 turns.
Insidious Poison - Applies a standard poison that deals 68.73 nature damage over 5 turns.
Crippling Poison - Places 1 talents on cooldown for 1 turns.
Leeching Poison - Heals you for 34.
Volatile Poison - Deals a further 41.24 nature damage to foes in a radius 1 ball.
Learning this talent in addition to the Throwing Knives talent allows you to learn the Venomous Throw talent, which can be used to throw poisoned daggers at your foes, but is put on cooldown when this talent is used.
Venomous Strike
| 0/5 |
Technique / Dual techniques | 1.30 |
Effective talent level: 2.6
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attack with your offhand weapon for 128% damage. If the attack hits, the target is stunned for 4 turns, and you hit it with your mainhand weapon doing 128% damage.
The stun chance increases with your Accuracy. Dual Strike
| 2/5 |
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 19.1
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Swiftly leap to your target and strike at their vital points with both weapons, dealing 100% weapon damage. This attack deals -3% increased critical strike damage. Heartseeker
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: melee/personal
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Weapon (100% of a turn)
Description: You quickly move up to 0 tiles to arrive adjacent to a target location you can see, leaping around or over anyone in your way. During your movement, you attack all foes within one grid of your path with both weapons for 60% weapon damage, causing those struck to bleed for 50% of the damage dealt over 5 turns. Whirlwind
| 0/5 |
Cunning / Trapping | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: This talent allows you to prepare up to 1 different trap(s) of tier 0 or less for later deployment. (Use this ability to select which to prepare.)
Designs known:
Tier 1: Disarming Trap
Deals 282.94 acid damage, disarms for 0 turns.
Tier 1: Bear Trap
Deals 127.65 physical damage and pins, slows (30%), and wounds for an additional 127.65 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 219.12 physical damage, reduces accuracy, armour, and defence by 13.
Tier 3: Pitfall Trap
Deals 239.12 physical damage. Target removed from combat or pinned 5 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 269.12 physical damage, 50% blind/daze for 5 turns.
Tier 5: Bladestorm Trap
Construct attacks all adjacent enemies each turn for 3 turns.
Traps prepared this way are difficult to detect (1 detection 'power') and disarm (1 disarm 'power') based on your Cunning. They gain +0% effectiveness, and can be deployed without breaking stealth 44% of the time.
You are immune to the damage and negative effects of your traps, and traps may critically strike based on your physical crit chance.
Most traps last 5 turns if not triggered, and refund 80% of their stamina cost on expiration.
More designs may be discovered or learned from special instructors in the world. Trap Mastery
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 15.9
Range: melee/personal
Cooldown: 15
Travel Speed: instantaneous
Usage Speed: Combat (100% of a turn)
Won't Break Stealth: 100%
Description: Deploy a noisy lure that attracts all creatures within radius 0 to it for 0 turns.
It has 51 life (based on your Cunning) and is very durable, with 0 armor and 60% resistance to non-physical damage.
At level 5, when the lure is destroyed, it will trigger some traps in a radius of 2 around it (check individual trap descriptions to see if they are triggered).
Use of this talent will not break stealth. Lure
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You learn new techniques for setting traps.
Deploying one of your traps is possible up to 1 grids from you, takes 0% less time than normal, and has 0% less chance to break stealth. Advanced Trap Deployment
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Range: melee/personal
Travel Speed: instantaneous
Usage Speed: Standard (100% of a turn)
Description: You prepare an additional trap (up to tier 0) with a special primed trigger that causes it to activate immediately when deployed. (Use this ability to select the trap.)
Not all traps can be prepared this way and each trap can have only one type of preparation.
Known primable designs:
Tier 1: Bear Trap
Deals 127.65 physical damage and pins, slows (30%), and wounds for an additional 127.65 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 219.12 physical damage, reduces accuracy, armour, and defence by 13.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 269.12 physical damage, 50% blind/daze for 5 turns.
A trap with a primed trigger gains +0% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 44% of the time.
Current primed trap: none Trap Priming
| 0/5 |
Technique / Assassination | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 25.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Attempt to finish off a wounded enemy, striking them with both weapons for 100% weapon damage, plus additional physical damage for each hit that lands equal to 3% of their missing life (divided by rank: from 1 (critter) to 5 (elite boss)). A target brought below 20% of its maximum life may be instantly slain.
You may take advantage of finishing your foe this way to activate stealth (if known). Coup de Grace
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: When you exit stealth, you reveal yourself dramatically, intimidating foes around you.
All foes within radius 0 that witness you leaving stealth will be stricken with terror, which randomly inflicts stun, slow (40% power), or confusion (50% power) for 1 turns.
The chance to terrorize improves with your combat accuracy. Terrorize
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Cooldown: 6
Description: When attacking from stealth, you slip a garrote over the target’s neck (or other vulnerable part). This strangles for 0 turns and silences for 0 turns. Strangled targets are pinned and suffer an automatic unarmed attack for 20% damage each turn.
Your chance to apply the garrote increases with your Accuracy and you must stay adjacent to your target to maintain it.
This talent has a cooldown. Garrote
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: 10
Cooldown: 25
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Won't Break Stealth: 100%
Description: You mark a target for death for 6 turns, causing them to take 0% increased damage from all sources. When this effect ends they will immediately take physical damage equal to 21.07 plus -2% of all damage taken while marked.
If a target dies while marked, the cooldown of this ability is reset and the cost refunded.
This ability can be used without breaking stealth.
The base damage dealt will increase with your Dexterity. Marked for Death
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Technique / Shield defense | 0.90 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (100% of a turn)
Description: Enter a protective battle stance, increasing Defense by 1, Armour by 1, and Block value by 10. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants -3% resistance to stunning and knockback. Shield Wall
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 21.2
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Shield (100% of a turn)
Description: Smash your shield into the face of all adjacent foes dealing 100% shield damage and knocking them back 0 grids.
In addition, all creatures knocked back will also be dazed for 9 turns.
If known, activating this talent will refresh your Rush cooldown if the attack hits.
The distance increases with your talent level, and the Daze duration with your Strength. Repulsion
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| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: You brace yourself for the final stand, increasing Defense and Armor by 1, maximum and current life by 7, but making you unable to move.
Your stand lets you concentrate on every blow, allowing you to avoid death from normally fatal wounds. You can only die when reaching -7 life.
The increase in Defense and Armor is based on your Dexterity, and the increase in life is based on your Constitution and normal maximum life. Last Stand
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
Effective talent level: 0.0
Use mode: Activated
Range: 2
Travel Speed: 1000% of base
Usage Speed: Throwing (100% of a turn)
Description: Equip a bandolier holding up to 0 throwing knives, allowing you to attack from range. You automatically reload 2 knives per turn while resting, or half as many while moving.
The base power, Accuracy, Armour penetration, and critical strike chance of your knives increase with talent level, and damage is improved with Dagger Mastery.
Throwing Knives count as melee attacks for the purpose of on-hit effects.
Effective Throwing Knife Stats:
Range: 2
Net Damage: 47 - 65
Accuracy: 53 (knife)
APR: 0
Crit Chance: +27%
Crit mult: 163%
Uses Stats: 50% Cun, 70% Dex
Throwing Knives
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 31.8
Range: melee/personal
Cooldown: 10
Travel Speed: 1000% of base
Usage Speed: Throwing (100% of a turn)
Description: You keep a special stash of 0 throwing knives in your bandolier, which you can throw all at once at enemies within a radius 2 cone, for 53% damage each.
Each target can be hit up to 3 times, if the number of knives exceeds the number of enemies. Creatures block knives from hitting targets behind them. Fan of Knives
| 0/5 |
Effective talent level: 0.0
Use mode: Passive
Description: You are able to target your throwing knives with pinpoint accuracy, increasing their critical strike chance by 0% and critical strike damage by 0%.
In addition, your critical strikes with throwing knives have a 2% chance to randomly disable your target, possibly disarming, silencing or pinning them for 2 turns. Precise Aim
| 0/5 |
Effective talent level: 0.0
Use mode: Sustained
Sustain stamina cost: 30
Range: 7
Cooldown: 50
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: You can throw knives with lightning speed, increasing your attack speed with them by 0% and giving you a 2% chance when striking a target in melee to throw a knife at a random foe within 7 tiles for 100% damage.
This bonus attack can only trigger once per turn, and does not trigger from throwing knife attacks. Quickdraw
| 0/5 |
Technique / Duelist | 1.30 |
Effective talent level: 2.6
Use mode: Passive
Description: Your offhand weapon damage penalty is reduced to 29%.
Up to 2.8 times a turn, you have a 53% chance to parry up to 17 damage (based on your offhand weapon damage) from a melee or ranged attack. The number of parries increases with your Cunning. (A fractional parry has a reduced chance to succeed.)
A successful parry reduces damage like armour (before any attack multipliers) and prevents critical strikes. It is difficult to parry attacks from unseen attackers and you cannot parry with a mindstar. Dual Weapon Mastery
| 2/5 |
Effective talent level: 0.0
Use mode: Passive
Description: The flow of battle invigorates you, allowing you to press your advantage as the fight progresses.
Up to once each per turn, while dual wielding, you may:
Riposte -- If a melee or archery attack misses you or you parry it, you instantly restore -0.0 stamina and gain 3% of a turn.
Recover -- On performing a critical strike with your offhand weapon, you instantly restore -0.0 stamina. Tempo
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 6.4
Range: melee/personal
Cooldown: 8
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Make a cunning feint that tricks your target into swapping places with you. While moving, you take the opportunity to trip them, pinning and dazing them for 2 turns.
Switching places distracts your foes and allows you to improve your defenses: For 1 turns, Dual Weapon Mastery yields one extra parry each turn and you are -18% less likely to miss your parry opportunities.
The chance to pin and to daze increases with your Accuracy Feint
| 0/5 |
Effective talent level: 0.0
Use mode: Activated
Stamina cost: 12.7
Range: melee/personal
Cooldown: 18
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Exploiting a gap in your target's defenses, you make a lethal strike with your offhand weapon for 180% damage that causes them to drop their weapon, disarming them for -1 turns.
Tempo will reduce the cooldown of this talent by 1 turn each time it is triggered defensively.
The chance to disarm increases with your Accuracy. Lunge
| 0/5 |