Hearing increases the range at which you can detect enemies on the mini-map
Sight increases the range you can see enemies - is helpful for rangers who want to shoot farther, or if you just want more warning before walking into a group of enemies.
Neither are THAT useful imo, but I would consider getting Scout, especially on a ranger.
re: "Venemous" I couldn't think of a better name, and went with it figuring it could be figurative venom. The problem with restricting it to 'poison only' is that poison is completely worthless for the entire first act of the game, and continues to be frequently unhelpful after that. If I tried to build a character around poison damage, I feel like I would be eternally frustrated. I really like the idea of a poison specialization for Scoundrels, but the game just seems really unfriendly to poisoners, what with all the skeletons and zombies and mushrooms and random things that are immune to poison damage. Also note that Scoundrels are already gimped during act 1 due to all the 'fuck your piercing damage' skeletons.
Warm and Fish Out of Water are both intended to be specializations for their elements. Fire-casters will get a bit of a boost by setting everything on fire around them. Water users will get a bit of a boost by making it rain (a spell which I find I use less and less as the game goes on). Fish's tradeoff is that it becomes a penalty when you wind up near fire.
Last edited by dirigible; 25/07/14 05:33 AM.