| Technique / Duelist | 1.30 | 
| Effective talent level: 1.3Dual Weapon MasteryUse mode: Passive
 Description: Your offhand weapon damage penalty is reduced to 37%.
 Up to 2.1 times a turn, you have a 13% chance to parry up to 4 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.
 | 1/5 | 
| Effective talent level: 0.0TempoUse 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.
 | 0/5 | 
| Effective talent level: 0.0FeintUse 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
 | 0/5 | 
| Effective talent level: 0.0LungeUse 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.
 | 0/5 | 
| Cunning / Stealth | 1.30 | 
| Effective talent level: 1.3StealthUse mode: Sustained
 Range: melee/personal
 Cooldown: 10
 Travel Speed: instantaneous
 Usage Speed: Instant (0% of a turn)
 Description: Enters stealth mode (power 20, 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 9.
 Any non-instant, non-movement action will break stealth if not otherwise specified.
 | 1/5 | 
| Effective talent level: 0.0ShadowstrikeUse 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).
 | 0/5 | 
| Effective talent level: 0.0Soothing DarknessUse 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 0.8 (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.
 | 0/5 | 
| Effective talent level: 0.0Shadow DanceUse 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.
 | 0/5 | 
| Cunning / Trapping | 1.30 | 
| Effective talent level: 0.0Trap MasteryUse 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 52.47 acid damage, disarms for 0 turns.
 Tier 1: Bear Trap
 Deals 34.16 physical damage and pins, slows (30%), and wounds for an additional 34.16 damage over 5 turns).
 Tier 2: Springrazor Trap
 Shrapnel (radius 2) deals 35.39 physical damage, reduces accuracy, armour, and defence by 4.
 Tier 3: Pitfall Trap
 Deals 45.39 physical damage.  Target removed from combat or pinned 5 turns.
 Tier 4: Flash Bang Trap
 Explodes (radius 2) for 60.39 physical damage, 50% blind/daze for 3 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 14% 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.
 | 0/5 | 
| Effective talent level: 0.0LureUse 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 10 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.
 | 0/5 | 
| Effective talent level: 0.0Advanced Trap DeploymentUse 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.
 | 0/5 | 
| Effective talent level: 0.0Trap PrimingUse 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 34.16 physical damage and pins, slows (30%), and wounds for an additional 34.16 damage over 5 turns).
 Tier 2: Springrazor Trap
 Shrapnel (radius 2) deals 35.39 physical damage, reduces accuracy, armour, and defence by 4.
 Tier 4: Flash Bang Trap
 Explodes (radius 2) for 60.39 physical damage, 50% blind/daze for 3 turns.
 
 A trap with a primed trigger gains +0% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 14% of the time.
 Current primed trap: none
 | 0/5 | 
| Cunning / Lethality | 1.30 | 
| Effective talent level: 1.3LethalityUse mode: Passive
 Description: You have learned to find and hit weak spots. All your strikes have a 3.1% greater chance to be critical hits, and your critical hits do 9.4% more damage.
 Also, when using knives and throwing knives, you now use your Cunning instead of your Strength for bonus damage.
 | 1/5 | 
| Effective talent level: 0.0Expose WeaknessUse 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 2 (effective) accuracy for each probing strike that missed, plus 4.4 (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.
 | 0/5 | 
| Effective talent level: 0.0Blade FlurryUse mode: Sustained
 Sustain stamina cost: 50
 Drains stamina: 4
 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.
 | 0/5 | 
|  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
| Effective talent level: 1.3Dual StrikeUse 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 111% damage. If the attack hits, the target is stunned for 3 turns, and you hit it with your mainhand weapon doing 111% damage.
 The stun chance increases with your Accuracy.
 | 1/5 | 
|  | 0/5 | 
| Effective talent level: 0.0HeartseekerUse 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.
 | 0/5 | 
| Effective talent level: 0.0WhirlwindUse 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.
 | 0/5 | 
| Cunning / Poisons | 1.30 | 
| Effective talent level: 0.0Apply PoisonUse 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 9 nature damage per turn for 1 turns. Every application of the poison stacks, up to a maximum of 35 nature damage per turn.
 The damage scales with your Cunning.
 | 0/5 | 
|  | 0/5 | 
| Effective talent level: 0.0Vile PoisonsUse 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.
 | 0/5 | 
| Effective talent level: 0.0Venomous StrikeUse 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 18.21 nature damage over 5 turns.
 Crippling Poison - Places 1 talents on cooldown for 1 turns.
 Leeching Poison - Heals you for 18.
 Volatile Poison - Deals a further 10.93 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.
 
 | 0/5 | 
| Technique / Throwing knives | 1.30 | 
| Effective talent level: 0.0Throwing KnivesUse 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: 10 - 15
 Accuracy: 20 (knife)
 APR: 0
 Crit Chance: +6%
 Crit mult: 159%
 Uses Stats: 50% Cun, 70% Dex
 
 | 0/5 | 
| Effective talent level: 0.0Fan of KnivesUse 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.
 | 0/5 | 
| Effective talent level: 0.0Precise AimUse 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.
 | 0/5 | 
| Effective talent level: 0.0QuickdrawUse 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.
 | 0/5 |