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

  1. 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).

TalentForOpens at levelCooldownWhat it does
RadianceSight210 minA halo of light round you for five minutes, lighting caves, lava tubes, dungeon halls and the inside of a castle.
Wayfarer's StrideTravel2, 105 minRun 25% faster for five minutes, 40% at the second rank. Engaging anything, or being hit, ends it.
Forager's EyeGathering and trade210 minFor ten minutes the names of herbs, veins and trees show from 250 metres off, ten times as far as ever.
Second WindSurvival33 minOut of a fight, catch your breath: every pool refills over six seconds. Acting or being hit breaks it.
CampfireParty45 minLay a fire: you and your party within eight metres rest at the full rested rate for two minutes.
FeatherstepTravel42 minJump higher and fall slowly for ninety seconds: up to ledges, down off cliffs.
MountaineerTravel53 minWalk slopes twice as steep as you could for two minutes: onto ridges and up a crater's wall.
Stillwater StepTravel53 minWalk on rivers, lakes and the sea's shallows for a minute, without swimming.
Whistle LureStealth and aggro630 sWhistle up one idle creature you have selected. It comes for you alone: its pack stays where it is.
Low ProfileStealth and aggro62 minFor two minutes creatures notice you only from half as far. Attacking ends it.
Keen HarvestGathering and trade710 minYour next five gathers within ten minutes each yield one more.
CleanseSurvival745 sShake off every root, slow, silence and weakening on you, or on the ally you have chosen.
Feign DeathStealth and aggro83 minDrop as though slain. Every creature forgets you, and none comes for you for up to thirty seconds, until you move or act.
Signal FlareParty82 minA pillar of light stands over you for a minute, seen across the zone and marked on your party's maps.
Eagle EyeSight960 sYour eye leaves your body to scout up to 120 metres off for twenty seconds. Being hit brings it back.
Spirit SightSight1090 sFor thirty seconds you see the vanished, and what walls hide, within 25 metres.
EmberwardSurvival112 minLava burns you for half as much for a minute: enough to cross a lava tube's stream.
Soul TetherSurvival1230 minTie your soul to where you stand, out in the open. Die within fifteen minutes and you wake here, not at the graves.
Rally PointParty1430 minEvery party member in your zone is offered a teleport to your side, theirs to take within a minute.
LifelineParty162 minPull the party member you have chosen, within 30 metres, to your side.
VaultTravel330 sLeap ten metres backwards, out of trouble or over a gap.
GrappleTravel945 sPull yourself twelve metres forward, up onto a ledge or a wall's top as much as six metres higher.
Kindred StepTravel1830 minStep to the side of the party member you have chosen, anywhere in your zone out in the open.
WaymarkSight260 sSet a marker where you stand, on your minimap and your party's, for fifteen minutes.
Hunter's SenseSight72 minFor two minutes the five nearest creatures of your target's kind within 400 metres show on your minimap.
PilferStealth and aggro520 sPick an idle humanoid's pocket for coins, once each. One above your level may catch you at it.
ParleyStealth and aggro82 minTalk down a creature at or below your level: it lets go of you and ignores you for a minute.
DistractStealth and aggro1030 sToss a stone 25 metres ahead: idle creatures within twelve metres of where it lands go to look, and take no notice of you.
Marching SongParty65 minYou and your party within twenty metres run 15% faster for three minutes. Fighting or being hit ends it.
Peddler's WhistleGathering and trade1130 minWherever you are, sell every common item in your bag for three quarters of its value.
BandageSurvival230 sBind your wounds, or your chosen ally's: 30% of their health comes back over eight seconds. A blow on them breaks it.
DowsingGathering and trade42 minFor two minutes the five nearest herbs, veins and trees you have the skill for, within 300 metres, show on your minimap.
Tracker's MarkSight530 sMark the creature you have selected for a minute: a skull over it, and a pin on your party's minimaps.
SalvageGathering and trade710 minBreak every common weapon and piece of armour in your bag into what it was made of: cloth, hide, ore or wood of its level.
ProspectGathering and trade910 minThe next ore vein you mine within ten minutes is sure to give up a gem.
DecoyStealth and aggro1190 sSet down a straw dummy where you stand. Everything fighting you within fifteen metres goes for it for five seconds.
WaybackTravel1210 minGo 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.
DisguiseStealth and aggro1310 minFor a minute, castle soldiers and brigands take you for one of their own. Attacking ends it.
Rouse the FallenParty1430 minWake the party member you have chosen, dead within twenty metres, where they lie, with 30% of their health.
CourierGathering and trade1530 minFor two minutes, buy, sell and collect at the auction house from wherever you are.

Some details:

Passives

A passive is always on once learned. Each rank adds to what it changes.

TalentForRanks open at levelsWhat it does
ThreatStealth and aggro3, 8, 14Everything you do draws 10% more threat a rank. Not with Subtlety.
SubtletyStealth and aggro3, 8, 14Everything you do draws 10% less threat a rank. Not with Threat.
Iron LungsTravel4, 12Swim 15% faster a rank.
Sure-FootedTravel5, 13Walk slopes 10% steeper a rank.
Light SleeperStealth and aggro6, 15Creatures notice you 10% nearer a rank.
Green ThumbGathering and trade3, 9, 15Gathering trains your skill 15% faster a rank.
Deep PocketsGathering and trade5, 12Four more bag cells a rank.
HagglerGathering and trade4, 10, 16Vendors sell to you 5% cheaper a rank.
Thick HideSurvival9, 17Lava and boiling oil burn you 15% less a rank.
Quick RecoverySurvival2, 7, 13Your rested regeneration comes 15% sooner a rank.
Iron StomachSurvival6, 13Your potions cool down 15% sooner a rank.
Escape ArtistSurvival7, 14Roots, slows and stuns on you wear off 15% sooner a rank.
SteadfastSurvival8, 15Knockbacks throw you 25% less far a rank, and knockdowns are 25% shorter.
Narrow EscapeSurvival12, 18A 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 ReputationStealth and aggro10, 16Creatures six levels below you take no notice of you; four at the second rank.
Hireling BondParty6, 13Hiring costs 10% less a rank, and fallen hirelings are back 10% sooner.
ScavengerGathering and trade2, 8, 14Kills pay you 10% more coins a rank.
Quick StudyGathering and trade3, 9, 15Everything that teaches you teaches you 4% more a rank.
BargainerGathering and trade4, 10, 16Vendors pay you 5% more a rank for what you sell them.
Steady HandsGathering and trade5, 11, 17What you craft rolls its quality as if your skill were five points higher a rank.
PathfinderTravel5, 11, 17Run 4% faster a rank out of a fight.
CartographerSight2, 8Outposts are found from 50% further away a rank, and your waymarks last 50% longer.
Night EyesSight3, 9The night, caves and dungeons are 25% less dark to you a rank.
Light FingersStealth and aggro6, 12Pilfer is caught half as often a rank, and pays 25% more.
Silver TongueStealth and aggro9, 15Parley talks down creatures two levels above you a rank, and lasts 50% longer.
Field MedicSurvival4, 10, 16Bandages and healing potions restore 10% more a rank.
GravebornSurvival5, 13Waking at the graves, you run as with Wayfarer's Stride for twenty seconds a rank.
LeaderParty7, 14The party buffs you cast, your class's and your talents', last 25% longer a rank.
KinshipParty10, 16You and your party within thirty metres regenerate 5% faster a rank.
BountifulGathering and trade6, 12, 18Each 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.