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Part 24
Dark and Darker

Part 24

Learn about Nature, Physical, and Social Talents in Dark and Darker, including Treat Poison, Treat Wounds, and Perception.

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Learn about Nature, Physical, and Social Talents in Dark and Darker, including Treat Poison, Treat Wounds, and Perception.

Medical Talents:

  • Treat Poison (CO/CL/IN): Cures poisoning effects from spiders, snakes, or poisoned arrows/blades. Requires ingredients from merchants or Plant Lore.
  • Treat Wounds (CL/CH/DE): Heals vitality points, wounds, and critical wounds using bandages and healing salves. A successful test heals vitality points equal to TaP* plus item bonus. The effect is negated if the patient is wounded again during the healing period. One wound is healed per test, plus an additional wound for every three TaP*. Critical wounds are always successfully turned into normal wounds.

Nature Talents:

  • Animal Lore (CO/CL/IN): Enables gutting and skinning slain animals for leather, sinew, or body parts, which are used in talents like Alchemy, Bowyery, or Blacksmithing.
  • Plant Lore (CL/IN/DE): Identifies specific plants, assesses unknown ones, and extracts poisons or medicines. Used as materials in alchemy for potions.
  • Survival (IN/AG/CN): Helps find rare plants and useful animals. Discoveries are displayed on the minimap (a small map showing nearby areas and points of interest).
  • Traps (CL/DE/ST): Involves placing and disguising up to three traps using tools like noose traps or bear traps. Traps can be discovered with a modified (more difficult) Perception (CL/IN/IN) test. Traps can be acquired or manufactured using Bowyery or Blacksmithing talents.

Physical Talents:

  • Dwarfnose (DE/IN/IN): Grants an instinct for identifying secret passageways, hidden doors, or secret rooms behind walls, even when hidden from normal Perception tests. Discoveries are displayed on the minimap.
  • Perception (CL/IN/IN): Improves senses, reduces the chance of ambushes or traps, and can increase visibility range on the minimap.
  • Pick Pockets (CO/IN/DE): Allows pilfering objects from others at close range. Can be difficult or prevented by a victim with good Perception. Failure results in a loss of trust and lost loot, but no further serious consequences. Another attempt cannot be made if detected.
  • Sneak (CO/IN/AG): Involves physical control and awareness of noise sources to avoid detection. A Sneak test can be countered by a successful Perception test. A group's sneak effectiveness is limited by the member with the lowest talent value.
  • Willpower (CO/CN/ST): The ability to withstand pain, resist distractions during combat, and complete special attacks or spells. Also used to resist temptation or suppress reactions.

Social Talents:

  • Etiquette (CL/IN/CH): Helps characters navigate high society, including addressing nobility and understanding social customs. Uses existing talent value without a test roll.
  • Fast Talk (CO/IN/CH): Confuses and overwhelms others with words to convince them to agree to actions, with bonuses/penalties based on the target's intelligence.
  • Haggle (CO/CL/CH): Manipulates prices and situations through negotiation skills to achieve better prices.

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