Effective talent level: 1.3
Rogue's Tools
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 1):Dart Launcher:
Fire a poisoned dart dealing 40.91 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 4 turns, that blocks sight and reduces enemies' vision by 1. 15 turn cooldown.Grappling Hook:
Throw a grappling hook up to range 4 that drags you towards the target or the target towards you. 8 turn cooldown.Hidden Blades:
Rogue's Brew (prepared, level 1):
Melee criticals trigger an extra unarmed attack, inflicting 141% damage. 4 turn cooldown.
Prepare a potion that restores 114 life, 29 stamina, and cures 1 negative physical effects. 20 turn cooldown.Preparing a tool sets its talent level and puts it on cooldown.
Effective talent level: 0.0
Cunning Tools
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 20.33 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 76 life, 20 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.
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 20.33 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 76 life, 20 stamina, and cures 1 negative physical effects. 20 turn cooldown.Preparing a tool sets its talent level and puts it on cooldown.
Intricate Tools
Only one tool of each type can be equipped at a time.
Effective talent level: 0.0
Master Artificer
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 8% for 4 turns.Smokescreen (Smokescreen Mastery)
Your Smokescreen is infused with chokedust. Enemies in the smoke take 35.21 nature damage and may be silenced.Grappling Hook (Grappling Hook Mastery)
Your grappling hook deals 100% unarmed damage when it hits, plus a further 37.19 physical and 45.75 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.
Effective talent level: 1.3
Stealth
Use mode: Sustained
Range: melee/personal
Cooldown: 10
Travel Speed: instantaneous
Usage Speed: Instant (0% of a turn)
Description: Enters stealth mode (power 29, 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, increases your infravision by 3, 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.Enemies uncertain of your location will still make educated guesses at it.
While stealthed, enemies cannot share information about your location with each other and will be delayed in telling their allies that you exist at all.
Effective talent level: 1.3
Shadowstrike
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 19%. (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).
Effective talent level: 0.0
Soothing Darkness
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 2.0 (based on your Cunning) and your stamina regeneration is increased by 0.2. The regeneration effects persist for 3 turns after exiting stealth, with 5 times the normal rate.
Effective talent level: 0.0
Shadow Dance
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 41
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 and cause it to not break from unstealthy actions for 0 turns.
Effective talent level: 0.0
Dual Weapon Mastery
Use mode: Passive
Description: Your offhand weapon damage penalty is reduced to 54%.
Up to 2.4 times a turn, you have a 2% chance to parry up to 0 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.
Effective talent level: 0.0
Tempo
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 0.9 stamina and gain 0% of a turn.
Recover -- On performing a critical strike with your offhand weapon, you instantly restore 0.9 stamina.
Effective talent level: 0.0
Feint
Use mode: Activated
Stamina cost: 6
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 0 turns, Dual Weapon Mastery yields one extra parry each turn and you are 4% less likely to miss your parry opportunities.
The chance to pin and to daze increases with your Accuracy
Effective talent level: 0.0
Lunge
Use mode: Activated
Stamina cost: 12
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 0 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.
Effective talent level: 1.3
Trap Mastery
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 1 or less for later deployment. (Use this ability to select which to prepare.)
Designs known:Tier 1: Disarming Trap
Deals 126.03 acid damage, disarms for 2 turns.
Tier 1: Bear Trap
Deals 54.86 physical damage and pins, slows (30%), and wounds for an additional 54.86 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 87.14 physical damage, reduces accuracy, armour, and defence by 10.
Tier 3: Pitfall Trap
Deals 97.14 physical damage. Target removed from combat or pinned 5 turns.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 112.14 physical damage, 50% blind/daze for 4 turns.
Tier 5: Bladestorm Trap
Construct attacks all adjacent enemies each turn for 6 turns.Traps prepared this way are difficult to detect (25 detection 'power') and disarm (31 disarm 'power') based on your Cunning. They gain +34% effectiveness, and can be deployed without breaking stealth 35% 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 9 turns if not triggered, and refund 80% of their stamina cost on expiration.
More designs may be discovered via disarming or learned from special instructors in the world.
Effective talent level: 0.0
Lure
Use mode: Activated
Stamina cost: 15
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 1 to it for 0 turns.
It has 39 life (based on your Cunning) and is very durable, with 1 armor and 61% 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.
Effective talent level: 0.0
Advanced Trap Deployment
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.
Effective talent level: 0.0
Trap Priming
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 46.11 physical damage and pins, slows (30%), and wounds for an additional 46.11 damage over 5 turns).
Tier 2: Springrazor Trap
Shrapnel (radius 2) deals 65.27 physical damage, reduces accuracy, armour, and defence by 7.
Tier 4: Flash Bang Trap
Explodes (radius 2) for 90.27 physical damage, 50% blind/daze for 4 turns.A trap with a primed trigger gains +0% effectiveness (replacing the normal bonus from Trap Mastery) and won't break stealth 26% of the time.
Current primed trap: none
Effective talent level: 1.3
Throwing Knives
Use mode: Activated
Range: 4
Travel Speed: 1000% of base
Usage Speed: Throwing (100% of a turn)
Won't Break Stealth: 100%
Description: Equip a bandolier holding up to 6 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, Armour penetration, and critical strike chance of your knives increase with talent level, accuracy increase with your accuracy, 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: 4
Net Damage: 35 - 49
Accuracy: 53 (knife)
APR: 8
Crit Chance: +18%
Crit mult: 187%
Uses Stats: 50% Cun, 70% Dex
Effective talent level: 1.3
Fan of Knives
Use mode: Activated
Stamina cost: 20
Range: melee/personal
Cooldown: 10
Travel Speed: 1000% of base
Usage Speed: Throwing (100% of a turn)
Description: You keep a special stash of 9 throwing knives in your bandolier, which you can throw all at once at enemies within a radius 5 cone, for 40% damage each.
Each target can be hit up to 5 times, if the number of knives exceeds the number of enemies. Creatures block knives from hitting targets behind them.
Effective talent level: 1.3
Precise Aim
Use mode: Passive
Description: You are able to target your throwing knives with pinpoint accuracy, increasing their critical strike chance by 4% and critical strike damage by 8%.
In addition, your critical strikes with throwing knives have a 20% chance to randomly disable your target, possibly disarming, silencing or pinning them for 2 turns.
Effective talent level: 0.0
Quickdraw
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 8% and giving you a 5% 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.
Effective talent level: 1.3
Dirty Fighting
Use mode: Activated
Stamina cost: 12
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 181% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 7 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns.
This effect bypasses saves.
Effective talent level: 1.3
Backstab
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 3% (to a maximum of 8%) 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.
Effective talent level: 0.0
Blinding Powder
Use mode: Activated
Stamina cost: 18
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 3 and movement speed decreased by 15% for 1 turns.
The chance to inflict these effects increase with your Accuracy.
Effective talent level: 0.0
Twist the Knife
Use mode: Activated
Stamina cost: 20
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 0 negative effect(s) on the target by 0 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it.
Effective talent level: 2.6
Apply Poison
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 37% chance to poison the target for 20 nature damage per turn for 5 turns. Every application of the poison stacks, up to a maximum of 82 nature damage per turn.
The damage scales with your Cunning.
Effective talent level: 2.6
Toxic Death
Use mode: Passive
Description: When you kill a creature, all of your poisons affecting it will spread to foes in a radius of 3.
Effective talent level: 3.9
Vile Poisons
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 78%. (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 randomly cause one of the existing ones to be cancelled.
Effective talent level: 0.0
Venomous Strike
Use mode: Activated
Stamina cost: 14
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 13% for 5 turns.
Insidious Poison - Applies a standard poison that deals 28.65 nature damage over 5 turns.
Crippling Poison - Places 1 talents on cooldown for 1 turns.
Leeching Poison - Heals you for 23.
Volatile Poison - Deals a further 17.19 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.
Effective talent level: 1.3
Dual Strike
Use mode: Activated
Stamina cost: 15
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.
Effective talent level: 1.3
Flurry
Use mode: Activated
Stamina cost: 30
Range: melee/personal
Cooldown: 12
Travel Speed: instantaneous
Usage Speed: Weapon (100% of a turn)
Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 71% damage.
Effective talent level: 0.0
Heartseeker
Use mode: Activated
Stamina cost: 10
Range: 2
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 1% increased critical strike damage.
Effective talent level: 0.0
Whirlwind
Use mode: Activated
Stamina cost: 10
Range: melee/personal
Cooldown: 10
Travel Speed: 2000% of base
Usage Speed: Weapon (100% of a turn)
Description: You quickly move up to 1 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.