Contents
Talents
Talents are the second track you climb, beside your class's skill tree. Every class can learn every talent. None of them hit anything: they light the dark, carry you over water and up cliffs, keep you out of fights you do not want, and help your party. You earn a talent point at every level from the second, so a character at level 20 has had nineteen. There are more ranks than that to buy, so no one learns everything.
Open your talents with T. They are grouped by what they are for: getting about, sight, stealth and aggro, survival, the party, and gathering and trade. Each group shows its actions first, with a green edge, then its passives, with a blue one. Under each is how many of its ranks you have. Choose one to read what it does and what its next rank asks, and press Learn. Each rank costs a point and opens at a level of its own. A talent you cannot learn yet says why: too low a level, no point to spend, or something you already have that it cannot stand beside.
Resetting your talents
Changed your mind? Reset talents, in the Talents panel's banner, forgets every talent you have learned and gives you every point back to spend again. It costs 1 lethestone, a currency of its own: the panel shows how many you hold. Click it twice to be sure. A new character starts with
- If you have Deep Pockets, empty the bag cells it gave you first. Your skill tree is reset with fadestones, another currency, which drop the same way.
Past the ones you start with, lethestones come mostly from zone bosses, and a zone boss shares them with everyone who fought it, not just whoever landed the killing blow. You have a chance at one if you were in the fight for at least its last few seconds: you joined at least 5 seconds before the boss fell, and you were still at it at the end, hitting it, being hit by it, taunting it, or healing someone fighting it close by. Each of you rolls for your own. The chance grows with the zone's level: 20% in the level 1–4 zones, five points more for every level the zone starts higher, and certain in the level 17–20 Wakelands.
A dungeon's keeper leaves one 20% of the time, and a region's warden 5%, to each who earned the kill (see levelling), each rolling for their own. Nothing else does.
Actions
An action is pressed, like an ability. It costs nothing from your pools, but it has a cooldown of its own and waits for the global one like anything else. Learned actions go on the talent bar above your potions. Drag one there from the Talents panel to put it where you want it, or drag it along the bar to move it. Its ten keys are unbound until you bind them (key bindings, Talents tab).
| Talent | For | Opens at level | Cooldown | What it does |
|---|---|---|---|---|
| Radiance | Sight | 2 | 10 min | A halo of light round you for five minutes, lighting caves, lava tubes, dungeon halls and the inside of a castle. |
| Wayfarer's Stride | Travel | 2, 10 | 5 min | Run 25% faster for five minutes, 40% at the second rank. Engaging anything, or being hit, ends it. |
| Forager's Eye | Gathering and trade | 2 | 10 min | For ten minutes the names of herbs, veins and trees show from 250 metres off, ten times as far as ever. |
| Second Wind | Survival | 3 | 3 min | Out of a fight, catch your breath: every pool refills over six seconds. Acting or being hit breaks it. |
| Campfire | Party | 4 | 5 min | Lay a fire: you and your party within eight metres rest at the full rested rate for two minutes. |
| Featherstep | Travel | 4 | 2 min | Jump higher and fall slowly for ninety seconds: up to ledges, down off cliffs. |
| Mountaineer | Travel | 5 | 3 min | Walk slopes twice as steep as you could for two minutes: onto ridges and up a crater's wall. |
| Stillwater Step | Travel | 5 | 3 min | Walk on rivers, lakes and the sea's shallows for a minute, without swimming. |
| Whistle Lure | Stealth and aggro | 6 | 30 s | Whistle up one idle creature you have selected. It comes for you alone: its pack stays where it is. |
| Low Profile | Stealth and aggro | 6 | 2 min | For two minutes creatures notice you only from half as far. Attacking ends it. |
| Keen Harvest | Gathering and trade | 7 | 10 min | Your next five gathers within ten minutes each yield one more. |
| Cleanse | Survival | 7 | 45 s | Shake off every root, slow, silence and weakening on you, or on the ally you have chosen. |
| Feign Death | Stealth and aggro | 8 | 3 min | Drop as though slain. Every creature forgets you, and none comes for you for up to thirty seconds, until you move or act. |
| Signal Flare | Party | 8 | 2 min | A pillar of light stands over you for a minute, seen across the zone and marked on your party's maps. |
| Eagle Eye | Sight | 9 | 60 s | Your eye leaves your body to scout up to 120 metres off for twenty seconds. Being hit brings it back. |
| Spirit Sight | Sight | 10 | 90 s | For thirty seconds you see the vanished, and what walls hide, within 25 metres. |
| Emberward | Survival | 11 | 2 min | Lava burns you for half as much for a minute: enough to cross a lava tube's stream. |
| Soul Tether | Survival | 12 | 30 min | Tie your soul to where you stand, out in the open. Die within fifteen minutes and you wake here, not at the graves. |
| Rally Point | Party | 14 | 30 min | Every party member in your zone is offered a teleport to your side, theirs to take within a minute. |
| Lifeline | Party | 16 | 2 min | Pull the party member you have chosen, within 30 metres, to your side. |
| Vault | Travel | 3 | 30 s | Leap ten metres backwards, out of trouble or over a gap. |
| Grapple | Travel | 9 | 45 s | Pull yourself twelve metres forward, up onto a ledge or a wall's top as much as six metres higher. |
| Kindred Step | Travel | 18 | 30 min | Step to the side of the party member you have chosen, anywhere in your zone out in the open. |
| Waymark | Sight | 2 | 60 s | Set a marker where you stand, on your minimap and your party's, for fifteen minutes. |
| Hunter's Sense | Sight | 7 | 2 min | For two minutes the five nearest creatures of your target's kind within 400 metres show on your minimap. |
| Pilfer | Stealth and aggro | 5 | 20 s | Pick an idle humanoid's pocket for coins, once each. One above your level may catch you at it. |
| Parley | Stealth and aggro | 8 | 2 min | Talk down a creature at or below your level: it lets go of you and ignores you for a minute. |
| Distract | Stealth and aggro | 10 | 30 s | Toss a stone 25 metres ahead: idle creatures within twelve metres of where it lands go to look, and take no notice of you. |
| Marching Song | Party | 6 | 5 min | You and your party within twenty metres run 15% faster for three minutes. Fighting or being hit ends it. |
| Peddler's Whistle | Gathering and trade | 11 | 30 min | Wherever you are, sell every common item in your bag for three quarters of its value. |
| Bandage | Survival | 2 | 30 s | Bind your wounds, or your chosen ally's: 30% of their health comes back over eight seconds. A blow on them breaks it. |
| Dowsing | Gathering and trade | 4 | 2 min | For two minutes the five nearest herbs, veins and trees you have the skill for, within 300 metres, show on your minimap. |
| Tracker's Mark | Sight | 5 | 30 s | Mark the creature you have selected for a minute: a skull over it, and a pin on your party's minimaps. |
| Salvage | Gathering and trade | 7 | 10 min | Break every common weapon and piece of armour in your bag into what it was made of: cloth, hide, ore or wood of its level. |
| Prospect | Gathering and trade | 9 | 10 min | The next ore vein you mine within ten minutes is sure to give up a gem. |
| Decoy | Stealth and aggro | 11 | 90 s | Set down a straw dummy where you stand. Everything fighting you within fifteen metres goes for it for five seconds. |
| Wayback | Travel | 12 | 10 min | Go back to where you stood before your last teleport, if it was within half an hour: back out to the hunt after a trip to town. |
| Disguise | Stealth and aggro | 13 | 10 min | For a minute, castle soldiers and brigands take you for one of their own. Attacking ends it. |
| Rouse the Fallen | Party | 14 | 30 min | Wake the party member you have chosen, dead within twenty metres, where they lie, with 30% of their health. |
| Courier | Gathering and trade | 15 | 30 min | For two minutes, buy, sell and collect at the auction house from wherever you are. |
Some details:
- Wayfarer's Stride, Low Profile and Feign Death are for when you are not fighting. Attacking ends the first two. Being hit ends the Stride and Feign Death, and so does moving or doing anything else.
- Second Wind is refused within five seconds of acting or being hit.
- Whistle Lure works on a creature that is fighting nobody. It comes for you alone, and its pack stays where it was. Nothing below ground, no boss and nothing that fights for a player answers it.
- Soul Tether works only out in the open. You wake there instead of at the graves only if you die in the same zone, and it is used up when you wake.
- Rally Point offers each party member in your zone a teleport. They answer it with
/rally. - Lifeline and Cleanse act on the party member you have chosen as your heal target. Cleanse with no one chosen works on you. So does Kindred Step, which takes you to them.
- Pilfer works only on an idle humanoid, and on each only once. It pays what killing it would in coins. One above your level may catch you, the likelier the higher it stands, and then it attacks and you get nothing.
- Parley works on a creature no higher in level than you. It lets go of you and pays you no notice for a minute, nor does its pack draw it back in, unless you hurt it.
- Distract throws its stone where you face. What walks over to look takes no notice of you for a few seconds.
- Waymark and Hunter's Sense mark your minimap; your party sees your waymarks too.
- Peddler's Whistle sells only common items, and nothing goes on the vendors' buy-back list.
- Bandage works on your chosen ally if they are within a heal's reach, else on you. Any blow on them stops it.
- Dowsing and Tracker's Mark mark your minimap; your party sees what you mark too, and its plate says so.
- Salvage breaks common weapons and armour only: cloth armour into cloth, leather into hide, chain, plate and blades into ore, and bows, staves and instruments into wood, of the item's level.
- Decoy draws off only what is fighting you. Once the dummy falls apart, anything near enough notices you again.
- Wayback takes you back to where you stood before your last teleport (a rune, a dungeon's door from the finder, a rally), if that was within half an hour. Use it again and it takes you back the other way.
- Disguise works on castle soldiers and brigands, not on beasts or the dead.
- Rouse the Fallen works on a party member lying dead within twenty metres, chosen as your heal target.
- Courier opens the auction house wherever you are, out in the open, and keeps it open for two minutes.
Passives
A passive is always on once learned. Each rank adds to what it changes.
| Talent | For | Ranks open at levels | What it does |
|---|---|---|---|
| Threat | Stealth and aggro | 3, 8, 14 | Everything you do draws 10% more threat a rank. Not with Subtlety. |
| Subtlety | Stealth and aggro | 3, 8, 14 | Everything you do draws 10% less threat a rank. Not with Threat. |
| Iron Lungs | Travel | 4, 12 | Swim 15% faster a rank. |
| Sure-Footed | Travel | 5, 13 | Walk slopes 10% steeper a rank. |
| Light Sleeper | Stealth and aggro | 6, 15 | Creatures notice you 10% nearer a rank. |
| Green Thumb | Gathering and trade | 3, 9, 15 | Gathering trains your skill 15% faster a rank. |
| Deep Pockets | Gathering and trade | 5, 12 | Four more bag cells a rank. |
| Haggler | Gathering and trade | 4, 10, 16 | Vendors sell to you 5% cheaper a rank. |
| Thick Hide | Survival | 9, 17 | Lava and boiling oil burn you 15% less a rank. |
| Quick Recovery | Survival | 2, 7, 13 | Your rested regeneration comes 15% sooner a rank. |
| Iron Stomach | Survival | 6, 13 | Your potions cool down 15% sooner a rank. |
| Escape Artist | Survival | 7, 14 | Roots, slows and stuns on you wear off 15% sooner a rank. |
| Steadfast | Survival | 8, 15 | Knockbacks throw you 25% less far a rank, and knockdowns are 25% shorter. |
| Narrow Escape | Survival | 12, 18 | A blow that would kill you leaves you on 1 health, unhurt for two seconds: once every 30 minutes, every 20 at the second rank. |
| Dread Reputation | Stealth and aggro | 10, 16 | Creatures six levels below you take no notice of you; four at the second rank. |
| Hireling Bond | Party | 6, 13 | Hiring costs 10% less a rank, and fallen hirelings are back 10% sooner. |
| Scavenger | Gathering and trade | 2, 8, 14 | Kills pay you 10% more coins a rank. |
| Quick Study | Gathering and trade | 3, 9, 15 | Everything that teaches you teaches you 4% more a rank. |
| Bargainer | Gathering and trade | 4, 10, 16 | Vendors pay you 5% more a rank for what you sell them. |
| Steady Hands | Gathering and trade | 5, 11, 17 | What you craft rolls its quality as if your skill were five points higher a rank. |
| Pathfinder | Travel | 5, 11, 17 | Run 4% faster a rank out of a fight. |
| Cartographer | Sight | 2, 8 | Outposts are found from 50% further away a rank, and your waymarks last 50% longer. |
| Night Eyes | Sight | 3, 9 | The night, caves and dungeons are 25% less dark to you a rank. |
| Light Fingers | Stealth and aggro | 6, 12 | Pilfer is caught half as often a rank, and pays 25% more. |
| Silver Tongue | Stealth and aggro | 9, 15 | Parley talks down creatures two levels above you a rank, and lasts 50% longer. |
| Field Medic | Survival | 4, 10, 16 | Bandages and healing potions restore 10% more a rank. |
| Graveborn | Survival | 5, 13 | Waking at the graves, you run as with Wayfarer's Stride for twenty seconds a rank. |
| Leader | Party | 7, 14 | The party buffs you cast, your class's and your talents', last 25% longer a rank. |
| Kinship | Party | 10, 16 | You and your party within thirty metres regenerate 5% faster a rank. |
| Bountiful | Gathering and trade | 6, 12, 18 | Each gather has a 15% chance a rank to yield one more. |
Threat and Subtlety cannot be learned together. Threat makes everything you do count for more on a creature's threat table, heals included; Subtlety for less, never under half. A warrior's own threat multiplies with Threat, so a warrior who takes it holds aggro all the more firmly. A priest's hound draws its threat on its own, untouched by either. See Combat and aggro.
Bargainer raises what you are paid, and buying an item back costs what you were paid for it. Narrow Escape leaves you on 1 health with two seconds in which nothing can hurt you. Steadfast does not shorten a Lifeline's pull. Pathfinder is your run out of a fight only. Night Eyes lifts the dark of the night, of caves and of dungeons. Kinship works on you as well as on your party.
A creature's set worn whole counts as one more rank of Pathfinder, Steadfast, Subtlety, Threat, Field Medic, Scavenger or Thick Hide, whichever its kind gives, even past a talent's last rank and even one you have not learned. A set of Subtlety worn by someone who learned Threat lowers it again. See creature sets.