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Utility talents

The Utility tree is where non-combat senses live — nothing here swings a weapon or casts a spell, but a well-timed point can save your life. Its tab sits right after Healing in the talent panel.

One category so far: Detection.


Detection path

T1 — Farsight

Field Value
Type Passive
Max ranks 5
Cost / rank 2 pts
Pulse every 5 seconds
Range 15 / 30 / 45 / 60 / 75 tiles

Attune your senses to distant souls. While you have at least one rank, a silent sonar pulse sweeps the land around you every 5 seconds, and every player it touches appears as a bold blip on your world map — well beyond what your own eyes (or the map normally) can see.

Blips are notoriety-colored:

  • Blue — innocent
  • Gray — criminal
  • Red — murderer
  • Green marks an ally; orange a declared enemy.

No names, no health bars — just someone is there. Each blip is a snapshot: it holds perfectly still until the next pulse, then jumps to the target's new position. Watch the rhythm of the jumps and you can read someone's heading and speed.

While the pulse is live, the world map shows a FARSIGHT ENABLED banner along its bottom edge with your current pulse range — and a small gear beside it.

Tuning the sonar

Click the gear next to the banner (or type -farsight) to open the Farsight options:

  • Blips on map — show or hide each category independently: innocents, criminals, murderers. (Allies and declared enemies always show.)
  • Sound alerts — a short sonar-ping warning plays when a pulse detects someone in a category you've armed. Master switch plus a per-category toggle, so you can track everyone but only be woken when a murderer enters range.
  • Alerts are rate-limited to one per 20 seconds so a lingering contact doesn't become a metronome. The usual game sound settings apply on top.

Settings are saved per character.

The defensive read

Farsight shines when you're the hunted, not the hunter. Working a dungeon and a red blip starts closing on your corridor tick after tick? You've got a 75-tile head start (at rank 5) to bank the loot, set the ambush, or leave.

Details worth knowing:

  • The pulse senses presence, not sight — even hidden players blip. Ghosts don't.
  • Dying silences your sonar until you resurrect — no scouting from beyond the grave.
  • Competitive matches are sonar-silent both ways: you can't pulse while inside an arena match or battle royale, and match participants never blip on anyone's map.
  • Below deck hides you. Players down in a ship's quarters don't blip. A captain who ducks below with ocean-tree Farsight keeps sweeping — anchored at their ship's position out on the water.
  • A guildmate who turned off guild position-sharing still pings as a presence, but as an anonymous blue dot — never the ally green that would identify them.
  • In a truly crowded sweep the pulse tracks the 64 nearest souls; the farthest fall off first.
  • Contacts beyond the edge of your current map view are simply off-screen — pan or zoom the world map to see the full pulse radius.
  • Like every talent, ranks are per-zone allocations: points spent in the wilderness tree don't follow you onto a boat or into a dungeon. Spec Farsight in the zone where you want the early warning.

The in-range dots on the world map (players and creatures your client can already see) use the same color language — see World map location sharing.