Critical Strikes
Black Lotus Strike [edit]
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Lead Attack. If it hits, Black Lotus Strike strikes for +10...27...31 damage. If target foe is suffering from a hex, you gain 5...11...13 Energy. |
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Critical Defenses [edit]
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Enchantment Spell. For 4...9...10 seconds, you have a 75% chance to block. Critical Defenses refreshes every time you land a critical hit. |
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Critical Eye [edit]
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Skill. For 10...30...35 seconds, you have an additional 3...13...15% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit. |
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Critical Strike [edit]
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Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26...30 damage, results in a critical hit, and you gain 1...3...3 Energy. |
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Dark Apostasy [edit]
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Elite Enchantment Spell. For 3...14...17 seconds, every time you successfully land a critical hit, you remove one enchantment from your target. If you remove an enchantment in this way, you lose 10...5...4 Energy or Dark Apostasy ends. |
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Locust's Fury [edit]
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Elite Enchantment Spell. For 10...30...35 seconds, you have an additional 50% chance to double strike while using daggers. |
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Palm Strike [edit]
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Elite Skill. Target touched foe takes 10...54...65 damage and is Crippled for 1...4...5 seconds. This skill counts as an off-hand attack. |
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Seeping Wound [edit]
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Elite Hex Spell. For 1...6...7 seconds, target foe moves 33% slower. That foe takes 5...21...25 damage each second while suffering from a condition. This spell has half the normal range. |
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Sharpen Daggers [edit]
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Enchantment Spell. For 5...25...30 seconds, your dagger attacks cause Bleeding for 5...13...15 seconds. |
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Twisting Fangs [edit]
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Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10...18...20 damage and struck foe suffers from Bleeding and Deep Wound for 5...17...20 seconds. |
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Unsuspecting Strike [edit]
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Lead Attack. If this attack hits, you strike for +19...29...31 damage. If your target was above 90% Health you deal an additional 15...63...75 damage. |
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Dagger Mastery
Black Mantis Thrust [edit]
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Lead Attack. If this attack hits, you strike for +8...18...20 damage. If target foe is suffering from a hex, that foe is Crippled for 3...13...15 seconds. |
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Blades of Steel [edit]
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Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +5...14...16 damage (maximum bonus 60) for each recharging dagger attack. |
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Death Blossom [edit]
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Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +20...40...45 damage and all adjacent foes take 20...40...45 damage. |
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Desperate Strike [edit]
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Lead Attack. If you have less than 50...74...80% Health, you deal +15...51...60 damage. |
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Disrupting Stab [edit]
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Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a spell, it is disabled for 3...9...10 seconds. |
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Exhausting Assault [edit]
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Dual Attack. Must follow a lead attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers 10 Overcast. |
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Falling Spider [edit]
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Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...31...35 damage and target foe is Poisoned for 5...17...20 seconds. |
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Flashing Blades [edit]
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Elite Stance. For 5...25...30 seconds, you have a 75% chance to block incoming attacks while attacking. If you block an attack in this way, your attacker takes 5...17...20 damage. |
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Fox Fangs [edit]
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Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +10...30...35 damage if it hits. |
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Golden Lotus Strike [edit]
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Lead Attack. If it hits, this attack strikes for +5...17...20 damage. If you are under the effects of an enchantment, you gain 5...7...8 Energy. |
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Golden Phoenix Strike [edit]
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Off-Hand Attack. If you are not under the effects of an enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...26...30 damage and all adjacent foes take 10...26...30 damage. |
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Horns of the Ox [edit]
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Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +1...9...11 damage. If struck foe is not adjacent to any allies, that foe is knocked down. |
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Jagged Strike [edit]
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Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 5...17...20 seconds. |
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Jungle Strike [edit]
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Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...22...25 damage. If it hits a foe that was Crippled, that foe and all adjacent foes take +1...25...31 damage. |
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Leaping Mantis Sting [edit]
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Lead Attack. If Mantis Sting hits, target foe takes +5...13...15 damage. If this attack strikes a moving foe, that foe is Crippled for 3...13...15 seconds. |
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Moebius Strike [edit]
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Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +10...30...35 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged. |
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Nine Tail Strike [edit]
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Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be blocked and strikes for +15...35...40 damage if it hits. |
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Repeating Strike [edit]
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Off-Hand Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26...30 damage. If it misses, it takes an additional 15 seconds to recharge. |
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Temple Strike [edit]
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Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for 1...8...10 seconds, and if target foe is casting a spell, that foe is interrupted. |
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Wild Strike [edit]
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Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...30...35 damage and any stance being used by target foe ends. This attack cannot be blocked. |
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Deadly Arts
Assassin's Promise [edit]
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Elite Hex Spell. For 5...13...15 seconds, if target foe dies, you gain 5...17...20 Energy and all your skills are recharged. |
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Crippling Dagger [edit]
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Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 15...51...60 earth damage if it hits, and Cripples moving foes for 3...13...15 seconds. This spell has half the normal range. |
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Dancing Daggers [edit]
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Spell. Send out three Dancing Daggers at target foe, each striking for 5...29...35 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack. |
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Dark Prison [edit]
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Hex Spell. Shadow Step to target foe. For 1...5...6 seconds, that foe moves 33% slower. |
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Enduring Toxin [edit]
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Hex Spell. For 5 seconds, target foe suffers -1...4...5 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds. |
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Entangling Asp [edit]
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Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17...20 seconds. |
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Expose Defenses [edit]
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Hex Spell. For 1...9...11 seconds, target foe cannot block your attacks. |
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Expunge Enchantments [edit]
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Skill. Target foe loses 1 enchantment. All of your other non-attack skills are disabled for 10...6...5 seconds. For each skill disabled in this way, target touched foe loses 1 additional enchantment. |
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Impale [edit]
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Skill. Must follow a dual attack. Target foe is struck for 25...85...100 earth damage and suffers from a Deep Wound for 5...17...20 seconds. |
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Iron Palm [edit]
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Skill. Target touched foe suffers 5...41...50 damage, and if that foe is suffering from a hex or condition that foe is knocked down. Iron Palm counts as a lead attack. |
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Mantis Touch [edit]
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Spell. Must follow a lead attack. Target foe becomes Crippled for 5...17...20 seconds. This skill counts as an off-hand attack. |
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Mark of Death [edit]
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Hex Spell. For 4...9...10 seconds, target foe gains 33% less benefit from healing. |
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Scorpion Wire [edit]
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Hex Spell. For 8...18...20 seconds, the next time you and target foe are more than 100' apart, you Shadow Step to that foe and that foe is knocked down. This spell has half the normal range. |
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Shameful Fear [edit]
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Hex Spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5...17...20 damage. |
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Shroud of Silence [edit]
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Elite Hex Spell. All of your spells are disabled for 15 seconds. For 1...3...3 seconds, target touched foe cannot cast spells. |
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Signet of Shadows [edit]
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Signet. Target foe takes 5...29...35 damage. If your target was Blinded, that foe suffers an additional 15...51...60 damage. |
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Siphon Speed [edit]
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Hex Spell. For 5...13...15 seconds, target foe moves 33% slower and you move 33% faster. This spell has half the normal range. This spell recharges 50% faster if cast on a moving foe. |
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Siphon Strength [edit]
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Elite Hex Spell. For 5...17...20 seconds, target foe deals -5...41...50 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit. |
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Way of the Empty Palm [edit]
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Elite Enchantment Spell. For 5...17...20 seconds, off-hand and dual attacks cost no Energy. |
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Shadow Arts
Beguiling Haze [edit]
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Elite Spell. Shadow Step to target foe. That foe becomes Dazed for 3...8...9 seconds. |
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Blinding Powder [edit]
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Spell. Must follow an off-hand attack. Target foe and all adjacent foes become Blinded for 3...13...15 seconds. |
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Caltrops [edit]
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Spell. Target foe and all foes adjacent to your target are Crippled for 5...13...15 seconds. Caltrops has half the normal range. |
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Dark Escape [edit]
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Stance. For 5...13...15 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack. |
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Death's Charge [edit]
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Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 65...173...200. |
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Heart of Shadow [edit]
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Spell. You are healed for 30...126...150. Shadow Step to a nearby location directly away from your target. |
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Mirrored Stance [edit]
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Hex Spell. For 10...30...35 seconds, whenever target foe enters a stance, you enter the same stance. |
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Return [edit]
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Spell. All adjacent foes are Crippled for 3...7...8 seconds. Shadow Step to target other ally's location. |
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Shadow Form [edit]
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Elite Enchantment Spell. For 5...18...21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21...25 damage with a single skill or attack. |
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Shadow Refuge [edit]
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Enchantment Spell. For 6 seconds, you gain 5...9...10 Health regeneration. When Shadow Refuge ends, you gain 40...88...100 Health if you are attacking. |
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Shadow Shroud [edit]
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Elite Hex Spell. For 3...8...9 seconds, target foe cannot be the target of enchantments. |
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Shadow of Haste [edit]
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Stance. For 10...34...40 seconds you move 15% faster than normal. When Shadow of Haste ends, you Shadow Step to your original location. |
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Shadowy Burden [edit]
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Hex Spell. For 3...13...15 seconds, target foe moves 25% slower and while target foe has no other hexes, that foe has 20 less armor against your attacks. |
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Shroud of Distress [edit]
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Enchantment Spell. For 30...54...60 seconds, if you are below 50% Health, you have +3...7...8 Health regeneration and a 75% chance to block attacks. |
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Unseen Fury [edit]
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Stance. All adjacent foes are Blinded for 3...9...10 seconds. For 10...26...30 seconds, you cannot be blocked by Blinded foes. |
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Viper's Defense [edit]
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Spell. All adjacent foes are Poisoned for 5...17...20 seconds. Shadow Step to a nearby location directly away from your target. |
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Way of Perfection [edit]
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Enchantment Spell. For 60 seconds, whenever you successfully land a critical hit, you gain 10...34...40 Health. |
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Way of the Fox [edit]
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Enchantment Spell. For 10...30...35 seconds, your next 1...5...6 attacks cannot be blocked. |
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Way of the Lotus [edit]
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Enchantment Spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5...17...20 Energy. |
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No Attribute
Aura of Displacement [edit]
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Elite Enchantment Spell. When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement you return to your original location. |
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Dash [edit]
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Stance. For 3 seconds, you run 50% faster. |
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Mark of Instability [edit]
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Hex Spell. For 20 seconds, the next time you hit target foe with a dual attack skill that foe is knocked down. |
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Recall [edit]
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Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill, and all of your skills are disabled for 10 seconds. |
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Signet of Malice [edit]
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Signet. For each condition suffered by target foe, you lose one condition. |
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Spirit Walk [edit]
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Spell. Shadow Step to target spirit. |
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