talents-techniques

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Techniques
Skills (probably) current to 1.00.
  

2 Hand Weapons

Requires a 2 handed weapon.

  • Death Dance: 30 stamina, 10 cooldown, 1 radius

Attacks for (140-210)% weapon damage

  • Berserker: sustained, 40 stamina, 30 cooldown

+ (5+Dex[7] * talent) accuracy, +(5+Str[7] * talent) physical power, -10 defense, -10 armour, +(10 * talent)% stun and pin resist.

  • Warshout: 30 stamina, 18 cooldown, (4, 5, 6, 7, 8) cone radius

Hit for 50% power confusion, lasting (4, 5, 6, 7, 8) turns, checking confusion immunity and your accuracy with strength against their physical save for resistance. (Errata: While Warshout has boosting Power for its confusion in the code, it always hits the current 50% cap for Confusion power at all levels.)

  • Death Blow: 15 stamina, 10 cooldown
Attacks for automatic critical hit, dealing (80-130)% weapon damage, if talent >=4, adds (stamina / 2) damage, draining half of remaining stamina. The stamina damage is added before critical damage is calculated. If target is now below 20% of max life, try to kill it, checking instakill immunity and your physical power against their physical save for resistance.
 

2 Hand Maiming

Requires a 2 handed weapon.

  • Stunning Blow: 8 stamina, 6 cooldown

Attack for (100-150)% weapon damage, trying to stun for (2 + talent) turns, checking stun immunity and your physical power against their physical save for resistance.

  • Sunder Armor: 12 stamina, 6 cooldown

Attack for (100-150)% weapon damage, trying to reduce its armor by (5 * talent) for (4 + talent) turns, checking your physical power against their physical save for resistance.

  • Sunder Arms: 12 stamina, 6 cooldown

Attack for (100-150)% weapon damage, trying to reduce its accuracy by (3 * talent) for (4 + talent) turns, checking your physical power against their physical save for resistance.

  • Blood Frenzy: sustained, 70 stamina, 15 cooldown, -2 stamina per turn
Gain a stacking buff of +(2 * talent) physical power per kill, reduced by 2 per turn. No cap.
 

Dual Weapons

requires two weapons

  • Dual Weapon Training: passive

Increases offhand damage to (100 / [2 - talent / 6]) from the normal of 50%. Capped at talent = 8.

  • Dual Weapon Defense: passive

Increases defense by (4 + [talent * Dex / 12]) when dual wielding.

  • Precision: sustained, 20 stamina, 10 cooldown

Increases armor penetration by (4 + [talent * Dex / 20]).

  • Momentum: 50 stamina, 30 cooldown, sustained, -6 stamina per turn
Increases attack speed by (talent * 14)%. An increase of 100% doubles your attack speed.
 

Dual Techniques

Requires two weapons

  • Dual Strike: 15 stamina, 12 cooldown

Attack with offhand weapon for (70-150)% damage, trying to stun for (2 + talent) turns, checking stun immunity and your accuracy with dexterity against their physical save for resistance. If the attack hits, you attack with your mainhand weapon for (70-150)% damage.

  • Flurry: 15 stamina, 12 cooldown

Attack three times with each weapon for (40-100)% weapon damage each.

  • Sweep: 30 Stamina, 8 cooldown, frontal arc

Attack for (100-170)% weapon damage, thing to cut for (Dex / 2) physical damage per turn for (3+talent) turns, checking cut immunity.

  • Whirlwind: 30 stamina, 8 cooldown, 1 radius
Hits with both weapons for (120-190)% weapon damage.
 

Shield Offense

All except Riposte require shield

  • Shield Pummel: 8 stamina, 6 cooldown

Attack for (100-170)% shield damage, and (120-210)% shield damage trying to stun for (2+[talent / 2]) turns, checking stun immunity and your shield's accuracy against their physical save for resistance.

  • Riposte: passive

Allows counterstrikes after imperfect blocks.
Increases duration of counterstrike debuff on attacker by (talent level / 4)
Increases number of counterstrikes you can perform on a target while they're vulnerable by (talent level / 4)
Increases critical chance of counterstrikes by (10-50)%, scaled with your Dexterity.

  • Overpower: 22 stamina, 8 cooldown

Attack for (80-130)% weapon damage, (80-130)% shield damage, and (80-130)% shield damage. The second shield attack attemps to knockback 4, checking target's knockback immunity and your shield's accuracy against their physical save.

  • Assault: 16 stamina, 6 cooldown
Attack for (100-150)% shield damage. If it hits, attack twice for (100-150)% weapon damage, and automatic critical hits.
 

Shield Defense

All except Shield Expertise require a shield.

  • Shield Wall: sustained, 30 stamina, 30 cooldown

+ (5 + [1 + Dex(4)] * talent + shield expertise * 2) defense, +(5 + [1 + Dex(4)] * talent + shield expertise) armour, +(10 * talent)% stun and knockback resist, -20% physical damage.

  • Repulsion: 30 stamina, 10 cooldown, 1 radius

Hits for (2 + talent) knockback, checking knockback immunity and your shield's accuracy against their physical save for resistance ([5 - talent / 2]% to 95% chance to resist). If it is knocked back, hits for (3 + Str[8]) turns of daze, checking stun immunity.

  • Shield Expertise: passive

+ (4, 8, 12, 16, 20) physical save, +(2, 4, 6, 8, 10) spell save. Increases defense bonus of Shield Wall by (talent * 2), and armour bonus by (talent). Increases the effective talent level for damage multipliers of other skills by (talent / 2) as well, including Shield Pummel, Overpower, Assault.

  • Last Stand: sustained, 50 stamina, 30 cooldown

+ (5 + Dex[4] * talent) defense, +([10 + Con * 0.7] * talent) maximum life, you are unable to move.

 

Archery - Bows

Requires a bow.

  • Bow Mastery: passive, requires (12 + 6 * level) Dex.

Increases damage with bows by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).

  • Piercing Arrow: 15 stamina, 8 cooldown.

Shoot for (100-150)% damage and +1000 armor piercing. Passes through targets.

  • Dual Arrows: 8 cooldown, 1 targeting radius

Target an area. You shoot two shots at enemies within the targeted area, doing (120-190)% damage each. Uses up to 2 arrows. (Can it hit or target enemies within the target, but out of range?)

  • Volley of Arrows: 35 stamina, 12 cooldown, (2 + talent / 3) targeting radius
Target an area. You shoot an arrow at each enemy within the targeted area, doing (60-130)% damage each. Uses 1 arrow per enemy targeted.
 

Archery - Slings

requires a sling

  • Sling Mastery: passive, requires (12 + 6 * level) Dex.

Increases damage with slings by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).

  • Eye Shot: 15 stamina, 8 cooldown

Shoot for (100-150)% damage, trying to blind your target for (3, 4, 5, 6, 7) turns, checking their blind immunity, and your accuracy with dexterity against their physical save.

  • Inertial Shot: 15 stamina, 8 cooldown

Shoot for (100-150)% damage, trying to knock back your target 4, checking their knockback immunity, and your accuracy with dexterity against their physical save.

  • Multishot: 35 stamina, 12 cooldown
Shoot (2, 3, 3, 4, 4) times for (30-70)% damage each. Uses 2-4 shot.
 

Archery Training

requires a bow or sling

  • Steady Shot: 8 stamina, 3 cooldown

Shoot for (110-220)% damage.

  • Aim: sustained, 20 stamina, 8 cooldown, instant, mutually exclusive with Rapid Shot

+ (4 + talent * Dex[10]) physical power and accuracy, +(3 + talent * Dex[10]) armor piercing, +(7 + talent * Dex[10]) critical chance, decreases attack speed by (5, 10, 15, 20, 25)%

  • Rapid Shot: sustained, 20 stamina, 8 cooldown, instant, mutually exclusive with Aim

-(10.4, 12.8, 15.2, 17.6, 20) damage, accuracy, and critical chance, increases attack speed by (10 * talent / 100)%

  • Relaxed Shot: 14 cooldown
Shoot for (50-110)% damage, recovering (12 + talent * 8) stamina.
 

Archery Prowess

requires a bow or sling

  • Flare: 15 stamina, 15 cooldown

Shoot for (50-120)% fire damage. On hit, lights up radius (1 if talent < 3, 2 if 3 <= talent < 5, 3 if talent >= 5), and tries to blind for 3 turns as well at talent >=3, checking their blindness immunity, and your accuracy against their physical save.

  • Crippling Shot: 15 stamina, 10 cooldown

Shoot for (100-150)% damage, trying to reduce your target's global speed by ([accuracy * talent * 0.15] capped between 10 and 40)% for 7 turns, checking your accuracy with dexterity against their physical save. 40% reduction means you are acting at 60% of normal speed.

  • Pinning Shot: 15 stamina, 10 cooldown

Shoot for (100-140)% damage, trying to pin your target for (3, 4, 5, 6, 7) turns. checking their pin immunity, and your accuracy against their physical save.

  • Scatter Shot: 15 stamina, 14 cooldown, (1 + talent / 3) radius
Shoot for (50-150)% damage, trying to stun for (3, 4, 5, 6, 7) turns, checking their stun immunity, and your accuracy against their physical save. Uses 1 ammunition.
 

Superiority

  • Juggernaut: 60 Stamina, 40 cooldown, 20 duration

+ (15, 20, 25, 30, 35)% physical resist

  • Onslaught: 50 stamina, 60 cooldown, sustained, frontal arc, -4 stamina per turn

Hits enemies for (talent, rounded down) knockback.

  • Battle Call: 30 stamina, 10 cooldown, (2 + talent) radius

Teleports all foes as near to you as possible.

  • Shattering Impact: 40 stamina, 30 cooldown, -15 stamina per blow
Hits both the targetted enemy, and nearby enemies for (20-60)% weapon damage when you hit an enemy.
Note: This will be processed multiple times with multiple strike/multiple target talents, costing 15 Stamina/dealing the blast radius every time.
 

Battle Tactics

  • Greater Weapon Focus: 25 stamina, 20 cooldown, (4 + 1.3 * talent, rounded down) duration

(talentstatdamage, Dex, 10 minimum, 90 maximum)% chance for each hit from any source to do an attack with the same multiplier. This extra swing costs no additional stamina.

  • Step Up: passive

(20, 40, 60, 80, 100)% chance to gain 1000% movement speed for 1 game turn on killing an enemy.

  • Bleeding Edge: 24 stamina, 12 cooldown

Attack for (100-170)% weapon damage, trying to make it bleed for (200-320)% weapon damage and reduce healing by (talent * 10)% for 7 turns. Checks your Dex against their Physical save for resistance.

  • True Grit: 70 stamina, 30 cooldown, (-14, -12, -10, -8, -6) stamina per turn
Gain 5% resist all with every 10% of your current life Life that is lost(For example, having half your maximum life in current life will grant you 25% resist all), and half that value in your resist all caps.
 

Warcries

  • Shattering Shout: 20 stamina, 7 cooldown, (4, 5, 6, 7, 8) cone radius

Deals (50 + talent * Str / 2.3) physical damage.

  • Second Wind: 50 cooldown

+ (20 + talent * 7)% of your maximum Stamina healed, in current Stamina.

  • Battle Shout: 40 stamina, 30 cooldown, (7, 9, 11, 13, 15) duration

+ (11, 12, 13, 14, 15)% life and stamina.

  • Battle Cry: 40 stamina, 30 cooldown, (4, 5, 6, 7, 8) radius
Tries to lower enemy defense by (7 * talent) for 7 turns. Checks your Str against their Physical save for resistance.
 

Bloodthirst

  • Bloodbath: passive, (6, 7, 8, 9, 10) duration

+ (talent) life and (talent/2) stamina regeneration, up to +(talent*5) and +(talent*2.5) cap respectively, +(talent, rounded down * 2)% max life on critical hit.

  • Mortal Terror: passive

+ (2.8, 5.6, 8.4, 11.2, 14)% critical hit rate. Any hit dealing more than (45, 40, 35, 30, 25)% of the enemy's max life will try to daze it for 5 turns. Checks your Str against their Physical save for resistance.

  • Bloodrage: passive

+ 2 Strength per kill, to a maximum of (talent * 6, rounded down), for a duration of (5+TalentLevel, rounded down).

  • Unstoppable: 120 stamina, 45 cooldown, (3, 4, 5, 6, 7) duration,
You cannot use items or heal, and your health cannot go below 1. At the end, you regenerate (talent * 3.5, rounded down)% health per enemy killed.
 

Field Control

  • Disengage: 20 stamina, 12 cooldown

(2 + talent, rounded down) knockback on self, from the direction of an enemy within range 7.

  • Track: 20 cooldown, (3 + talent) duration, (10 + Cun[10] * talent) radius.

Sense all enemies.

  • Heave: 5 stamina, 15 cooldown

Tries to hit an enemy for (2 + talent, rounded down) knockback. Checks your Dex against their Physical save for resistance.

  • Slow Motion: 80 Stamina, 30 cooldown, 10 radius, sustained
Slows incoming projectiles by (15 + Dex[10] * talent)%
 

Combat Techniques

  • Rush: 45 stamina, (40 - talent * 4) cooldown, 2 to (6, 7, 8, 9, 10) range

Rush next to the target, attacking for 120% weapon damage and dazing for 3 turns.

  • Precise Strikes: 30 stamina, 30 cooldown, sustained

+ (4 + talent * Dex / 15) accuracy, +(4 + talent * Dex / 25) critical chance, -10% attack speed.

  • Perfect Strike: 10 stamina, 25 cooldown, (1 + talent) duration, instant

+ 100 accuracy

  • Blinding Speed: 25 stamina, 55 cooldown, 5 duration, instant

+ (9 * talent) global speed.

 

Combat Veteran

  • Quick Recovery: passive

+ (0.5, 1, 1.5, 2, 2.5) stamina regeneration per turn.

  • Fast Metabolism: passive

+ (1, 2, 3, 4, 5) health regeneration per turn.

  • Spell Shield: passive

+ (8, 16, 24, 32, 40) spell save

  • Unending Frenzy: passive

+ (talent * 4) stamina per kill.

 

Combat Training

  • Thick Skin: passive, requires (23, 32, 41, 50, 59) Con

+ 3% All Resistance per level, maximum of +15%.

  • Armor Training: passive, requires 16+(TalentLevel+2)*(Talent Level-1) Str

L1 allows wearing heavy armor pieces and mail, L2 allows wielding shields, L3 allows wielding massive armor. Additionally, gain +10%*talentlevel Armor Hardiness, 2.8*talentlevel Armor, and 3.8%*talentlevel reduction of physical critical hit rates while wearing mail or massive armor. Does not grant Armor Hardiness, Armor or critical hit rate reduction if you are wearing light armor or robes.

  • Combat Accuracy: passive, requires ([level - 1] * 4) character level

+ (10 * talent) accuracy

  • Weapons Mastery: passive, requires (12 + 6 * level) Str.

Increases damage with swords, maces, and axes by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).

  • Knife Mastery: passive, requires (12 + 6 * level) Dex.

Increases damage with daggers by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).

  • Exotic Weapons Mastery: passive, requires (12 + 6 * level) Dex and (12 + 6 * level) Str, hidden until a level is gained from a Warrior escort.
Increases damage with tridents by (100 * square root[talent / 5])%, and physical power while wielding them by (10*talent level).
 

Magical Combat

  • Arcane Combat: 20 stamina, 5 cooldown, instant

(20 + talent * [1 + Cun[9])% chance to cast Flame, Earthen Missiles or Lightning per attack(not hit, though some talents have multiple defined "attacks", such as Flurry's three separate strike sets.). Odds of which spell is cast is evenly divided between any of the three listed spells, if they are learned, and the skill does nothing if none of the three spells are learned. Beams extend in a straight line to full range, and Earthen Missiles fires as far as possible in the target's direction as well. Dualwielding halves the chance of casting one of these spells, and spells cast this way will not set the respective spell on cooldown, though they do cost mana.

  • Arcane Cunning: passive

+ (15 + talent * 5)% Cunning added as spellpower.

  • Arcane Feed: 40 stamina, 5 cooldown, sustained

+ (talent / 7) mana regeneration per turn, +2.2%*talentlevel added physical and magical critical hit rate chance.

  • Arcane Destruction: passive

+ (Spellpower * talent / 7) physical power. With L1, gain the ability to deal (Spellpower*2) damage in (1/3 chance equally of Fire, Arcane and Lightning) damage to the target, and every enemy in radius 2 around the target, upon critically hitting with physical attacks.

 

Pugilism

Requires no weapon to be wielded, no shield to be equipped, and no massive armor to be equipped, in order to use.

  • Double Strike: 3 cooldown.

Two attacks for (10-80+Striking Stance bonus)% damage each. Switches to striking stance, if not currently in it. Gains one combo point on either strike hitting, or one per strike that hits if TalentLevel>=4. Will be automatically used instead of normal "bump" Attack commands if in Striking Stance.

  • Relentless Strikes: passive.

Reduces all Pugilism talents Cooldown by 100/(15/talentlevel)% (Roughly 6.6% per level), and causes you to heal 0.25 Stamina per talent level upon gaining a Combo Point.

  • Spinning Backhand: 12 stamina, 12 cooldown, 2+(talentlevel/2) range, strikes in a frontal arc.

Rush to your target and attack for ([100-170] + 10 per tile moved across+Striking Stance bonus)% damage. Removes all grapples. Earns one combo point if any enemies are hit, or one combo point per enemy hit if TalentLevel>=4.

  • Flurry of Fists: 15 stamina, 24 cooldown

Attacks three times for (40-110+Striking Stance bonus)% damage each. Gains one combo point, or one combo point per hit if TalentLevel>=4.

  • Striking Stance: 12 cooldown, sustained, mutually exclusive with grappling stance, gained automatically with the first level of Double Strike.

+ (Dex[25])% accuracy bonus, +(Dex[50]) Pugilism/Finishing Moves damage multiplier percentage.

 

Finishing Moves

Requires at least one combo point, drains combo points on use.

  • Uppercut: 12 stamina, 10 cooldown,

Attacks for (110-180+Striking Stance bonus)% weapon damage, and attempts to stun for (TalentLevel*0.25)*Combo Points turns, rounded up, to a maximum of five combo points. (Example: L1 Uppercut will stun for one turn from 1-4 combo points, and two at 5. More combo points do nothing.) Checks your Physical Power against their Physical save for resistance.

  • Concussive Punch: 10 stamina, 10 cooldown

Attacks for (10-80%+Striking Stance bonus)% weapon damage. If the attack hits, it additionally deals (TalentStatDamage, Strength based, 10 minimum, 300 maximum range) physical damage, boosted by a percent amount equal to your Striking Style damage bonus%, then multiplied by (0.25*Current Combo Points, maximum of 5). This additional damage, but not the weapon damage, hits all enemies in a radius of 1+1 per four talent levels.

  • Body Shot: 10 stamina, 10 cooldown

Attacks for (110-180+Striking Stance bonus)% damage, drains (Talent Level*2)*Combo Points Stamina from the target, and attempts to daze for (TalentLevel*0.25)*Combo Points turns, rounded up, to a maximum of five combo points. Checks your Physical Power against their Physical save for resistance.

  • Haymaker: 12 stamina, 16 cooldown,
Attacks for (140-210%+Striking Stance bonus+(Current Combo Points*10))% weapon damage. If the target's currently life is below 20% of their maximum life, this will attempt to instantly kill the target, checking physical power against physical save and instant kill resistance. If the attack successfully kills, the user restores (TalentLevel+Current Combo Points)*2% of their maximum Stamina in current stamina.
 

Grappling

Does not work on targets more than one size larger, breaks when you attack a different target.

  • Clinch: 5 stamina, 6 cooldown, (4 + talent, rounded down) duration, -(5, 4, 3, 2, 1) stamina per turn

Grapples target, reducing target accuracy and defense by (TalentPhysicalDamage formula, 5 minimum, 25 maximum). Switches to grappling stance. Grappled enemies are unable to move away from the grappler.

  • Maim: 10 stamina, 12 cooldown

Grapples the target, dealing (talentphysicaldamage, 10 minimum, 100 maximum)*(Unarmed Mastery multiplier) damage. If it was already grappled, debuff it for -([talentphysicaldamage, 5 minimum, 30 maximum]) Damage and -30% global speed for (2 + talent, rounded down) turns.

  • Crushing Hold: passive

Clinch now deals (talentphysicaldamage, 5 minimum, 50 maximum)*(Unarmed Mastery multiplier) damage per turn, or silence and (1.5 * (talentphysicaldamage, 5 minimum, 50 maximum)*(Unarmed Mastery multiplier)) if the target was already grappled, and needs air.

  • Take Down: 12 stamina, 24 cooldown, (2 + talent / 3, rounded down) range

Rush to the target, grappling it, dealing (talentphysicaldamage, 10 minimum, 100 maximum)*(Unarmed Mastery multiplier) damage, and trying to daze for (2 + talent, rounded down) turns, or if it is already grappled, deal (talentphysicaldamage, 15 minimum, 150 maximum)*(Unarmed Mastery multiplier) damage, and try to stun it for (2 + talent, rounded down) turns. Checks your Physical Power against their Physical save for resistance.

  • Grappling Stance: 12 cooldown, sustained, mutually exclusive with striking stance

+ (Str[20]) Physical saves, +(Str[10]) Physical Power.

 

Unarmed Discipline

Tri = Str + Cun + Dex, also function of talent level, one third each.

  • Push Kick: 12 stamina, 6 cooldown, Pugilism skill

Attacks for (Tri, 10, 100)*(Unarmed Mastery multiplier) damage, trying to knock it back (1 + talent / 4, rounded up) squares, and yourself back 1. Breaks your grapples. Gains one combo point. Checks your accuracy against their Physical save for resistance.

  • Defensive Throw: passive, Grappling Skill

(5 + Cun[5])% chance to throw enemy when they miss you. Attacks for (Tri, 5, 50)*(Unarmed Mastery multiplier) damage and 2 daze, or (Tri, 10, 750)*(Unarmed Mastery multiplier) damage and 2 stun if target is grappled. Does not check for saves.

  • Breath Control: 30 stamina, 30 cooldown, sustained

+ (1.5 * talent) stamina per turn, -10% global speed

  • Roundhouse Kick: 18 stamina, 12 cooldown, frontal arc, Pugilism skill
Attack for (Tri, 15, 150)*(Unarmed Mastery multiplier) damage and 4 knockback, breaks your grapples, and gains one combo point. Does not check for saves.
 

Unarmed Training

  • Unarmed Mastery: passive, requires (12 + 6 * level) Dex.

Increases damage with unarmed attacks by (100 * square root[talent / 5])%, and physical power while attacking with them by (10*talent level).

  • Steady Mind: passive

+ (talentstatdamage, Dex, 5 minimum, 35 maximum) Defense, +(talentstatdamage, Cun, 5 minimum, 35 maximum) Mental Save

  • Heightened Reflexes: passive

+ (Talent Level/2)% global speed for one turn when targeted by a projectile, breaks on anything other than movement.

  • Combo String: Passive

(talent * [5 + Cun(5)])% chance to gain a second combo point when you gain one. +(talent / 2, rounded down) combo point duration

  • Empty Hand: Passive, Hidden, only available to Brawlers and learned on creation.
Adds (0.5 * character level) damage to each unarmed attack.
 

Conditioning

  • Vitality: Passive

Reduces duration of poisons, diseases and wounds by (talent level * 10)%.
When your life drops below 50%, you gain (2-20) life regen and (10-50) healing modifier, scaled with your constitution, for (2 + talent level) turns.

  • Daunting Presence: Sustained, 20 stamina, 8 cooldown

When you take more than 5% of your max life in a single hit, attempt to intimidate all enemies in radius of (talent level / 2) for 4 turns, checking for fear immunity and you accuracy with strength versus target's mental power.
Intimidated enemies lose (5-30) physical power, mental power and spellpower. This value is scaled with your constitution.
If your health drops below (50 - (talent level * 5))%, this sustain will deactivate.

  • Unflinching Resolve: Passive

Each turn, you have a (20-80)% chance to recover from a single stun effect. This value is scaled with your constitution.
At talent level 2, you may also recover from blindness, at level 3 from confusion, at level 4 from pins, at level 5 from slowness. However, you can recover only from a single effect per turn.

  • Adrenaline Surge: Active, 24 cooldown
Your physical power is increased by (5-25), scaled with your constitution, for (2 + talent level) turns.
Your stamina based sustains are not disabled if your stamina reaches zero, and you may use stamina based talents while at zero stamina at the cost of life.
Using this talent does not take a turn.
 

Mobility

  • Hack'n'Back: Active, 14 cooldown, 30 Stamina

Deal (0.4 to 1.0) Weapon damage to the target. If the attack hits, knock yourself back(without save or resistance chance) 1+(TalentLevel/2) squares.

  • Mobile Defence: Passive

Gain (Talent Level*8)% Defense and (Talent Level*6) Armor Hardiness whenever you are wearing light armor or robes. Does not have any effect if you are wearing mail or massive armor.

  • Light of Foot: Passive

Permanently reduce Fatigue by 1.5*(Raw talent level, uneffected by category rating), and regenerate (0.2*Raw Talent Level) Stamina every time you move a step. If the raw talent level is 3 or greater, you also become unable to trigger pressure type traps by stepping on them.

  • Strider: Passive
Permanently raise Movement Speed by 2% per raw talent level, and reduce the cooldowns of Hack'n'Back, Disengage, Rush and Evasion by 1 per raw talent level.
 

Thuggery

  • Skullcracker: Active, 12 cooldown, 20 Stamina

Attacks the enemy for (complex formula, improves if your headgear is metallic, with the raw price of your headgear, any special Skullcracker multipliers your headgear might have, the material rank of the headgear, talent level and the Strength statistic) damage (Can cap out over four digits). Additionally, attemts to confuse the target for (3+Talent Level/2) turns, with (30+[Dex70]) confusion power, and checking the user's accuracy for apply strength.

  • Riot-Born: Passive

Gain (Raw Talent Level)*10% Stun and Confusion resistance.

  • Vicious Strikes: Passive

Gain (Raw Talent Level)*5% Critical Damage Modifier, and (Raw Talent Level)*4 Armor Penetration.

  • Total Thuggery: Sustain, 30 Cooldown, 40 Stamina, Instant

Gives (TalentStatDamage, Dex, 10 minimum, 50 maximum)/1.5 Physical Critical Hit chance and (TalentStatDamage, Str, 10 minimum, 50 maximum)/2 Physical Resistance Penetration. However, every attack you make drains (12-RawTalentLevel) Stamina while this sustain is enabled.