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Assassin's Promise
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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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Factions
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Crippling Dagger
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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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Factions
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Dancing Daggers
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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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Factions
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Dark Prison
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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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Factions
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Enduring Toxin
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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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Factions
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Entangling Asp
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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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Factions
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Expose Defenses
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Hex Spell. For 1...9...11 seconds, target foe cannot block your attacks.
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Factions
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Expunge Enchantments
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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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Factions
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Impale
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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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Factions
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Iron Palm
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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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Factions
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Mantis Touch
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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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Factions
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Mark of Death
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Hex Spell. For 4...9...10 seconds, target foe gains 33% less benefit from healing.
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Factions
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Scorpion Wire
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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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Factions
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Shameful Fear
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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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Factions
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Shroud of Silence
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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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Factions
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Signet of Shadows
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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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1
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30
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Factions
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Siphon Speed
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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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Factions
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Siphon Strength
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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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Factions
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Way of the Empty Palm
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Elite Enchantment Spell. For 5...17...20 seconds, off-hand and dual attacks cost no Energy.
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Factions
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