Fleet Footed: Increases your chance to resist movement impairing effects by 5/10% and increases your movement speed by 4/8%. This does not stack with other movement speed increasing effects.
Quick Recovery: All healing effects on you are increased by 10/20%. In addition, your finishing moves cost 40/80% less Energy when they fail to hit.
Master Poisoner: Reduces the chance your poisons will be resisted by 2/4% and increases your chance to resist Poison effects by an additional 15/30%.
Deadened Nerves: Decreases all physical damage taken by 1/2/3/4/5%.
Find Weakness: Your finishing moves increase the damage of all offensive abilities by 2/4/6/8/10% for 10 sec.
Surprise Attack: Requires 1 point in Vigor. A strike that deals 100% weapon damage. This attack cannot be blocked, dodged, or parried. Awards 1 combo point. 30 energy, 5yd range, instant, 15 sec cooldown, requires melee weapon.
Vitality: Increases your total Stamina by 3/6%.
Nerves of Steel: Increases your chance to resist Stun and Fear effects by an additional 5/10%.
Blade Twisting: Gives your Sinister Strike, Backstab, Gouge and Shiv abilities a 5/10/15/20/25% chance to Daze the target for 8 sec.
Shadow Strikes: Requires 1 point in Adrenaline Rush. All melee attacks against Poisoned or Dazed targets cause additional Shadow damage equal to 10% of weapon damage.
Enveloping Shadows: Increases your chance to avoid area of effect attacks by an additional 5/10/15%.
Cheat Death: You have a 4/8/12/16/20% chance to completely avoid any damaging attack that would otherwise kill you.
Sinister Calling: Requires 1 point in Premeditation. Increases your Agility by 2/4/6/8/10%.
Cloak of Shadows: When activated, you become immune to all spells for 4 sec. This will not remove existing effects, though you will be immune to the effects while Cloak of Shadows is active. Instant, 10 sec cooldown.