|Eye for Injury|
Crippling shots with a bow are more severe.
Shots fired from your bow will ricochet if you miss your target.
All ranged and thrown weapons now do 10% more damage.
|Crevice in the Armor|
Increases the armor penetration of any weapon you wield by 50%.
Every headshot deals 50% more damage.
Sprinting drains less stamina.
Falling damage is halved.
Jumping no longer costs stamina.
When dodging, your armor counts as one weight-class lower than normal.
Jump while in the air to do a second jump.
|Balance and Counterbalance|
You deal 10% extra melee damage while over-encumbered but swing using 10% less stamina when not over-encumbered.
Crippling effects are less severe.
Your max carry weight is increased by 10%.
You have a chance to ignore armor and shield durability loss when hit.
When over-encumbered, you can move at full speed.
You use 10% less stamina whenever you climb.
You gain an additional 10% stamina per regeneration tick.
You gain a natural resistance to damage.
Your basic attacks cost less stamina.
Dodging costs less stamina.
Every blow you strike with a blunted weapon deals 100% more concussive damage.
|Salting the Wound|
You now deal 25% increased damage to enemies affected by negative status effects (i.e. cripple, bleed, sunder).
|Slice and Dice|
Each light attack you do inflicts 10% more damage.
Each heavy attack now inflicts 25% more damage.
Whenever your hitpoints fall below 25%, you deal 50% more melee damage.
|Raw and Bloody|
You do not have to cook raw meat to avoid food poisoning.
You harvest resource nodes twice as fast.
Every animal harvested provides extra resources.
|Antidote of One|
Invulnerability to poisons and diseases. Strength of detrimental status effects are reduced by 20%.
All direct combat damage you take is reduced by 10%.
Your breath timer is doubled.
All temperature effects are diminished.
You gain passive health regeneration.
Increases the healing effect of consumables and dancers by 100%.
Eating food now counts as a healing potion, and provides a healing burst at the end of the regeneration effect.