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Quest-medium This skill may be earned from a quest. See skill information for details.
Energy Energy requirement LeadAttack required Lead Attack required
Activation Activation time OffHand required Off-Hand Attack required
Recharge Recharge time DualAttack required Dual Attack required

Deadly Arts

Assassin's Promise Assassin's Promise Elite Hex Spell. For 5...13...15 seconds, if target foe dies, you gain 5...17...20 Energy and all your skills are recharged.
    5 Energy ¾ Activation 45 Recharge
Factions    
Crippling Dagger Crippling Dagger 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.
    5 Energy 1 Activation 5 Recharge
Factions    
Dancing Daggers Dancing Daggers 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.
    5 Energy 1 Activation 5 Recharge
Factions   Can be obtained through a quest
Dark Prison Dark Prison Hex Spell. Shadow Step to target foe. For 1...5...6 seconds, that foe moves 33% slower.
    10 Energy ¼ Activation 30 Recharge
Factions    
Enduring Toxin Enduring Toxin 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.
    5 Energy ¼ Activation 10 Recharge
Factions    
Entangling Asp Entangling Asp Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17...20 seconds.
LeadAttack required   10 Energy 1 Activation 20 Recharge
Factions    
Expose Defenses Expose Defenses Hex Spell. For 1...9...11 seconds, target foe cannot block your attacks.
    10 Energy 1 Activation 25 Recharge
Factions    
Expunge Enchantments Expunge Enchantments 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.
    10 Energy ¾ Activation 30 Recharge
Factions   Can be obtained through a quest
Impale Impale 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.
DualAttack required   5 Energy 1 Activation 15 Recharge
Factions    
Iron Palm Iron Palm 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.
    5 Energy ¾ Activation 20 Recharge
Factions    
Mantis Touch Mantis Touch Spell. Must follow a lead attack. Target foe becomes Crippled for 5...17...20 seconds. This skill counts as an off-hand attack.
LeadAttack required   5 Energy ¾ Activation 15 Recharge
Factions    
Mark of Death Mark of Death Hex Spell. For 4...9...10 seconds, target foe gains 33% less benefit from healing.
    10 Energy ¼ Activation 20 Recharge
Factions    
Scorpion Wire Scorpion Wire 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.
    5 Energy 1 Activation 10 Recharge
Factions    
Shameful Fear Shameful Fear 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.
    10 Energy 2 Activation 10 Recharge
Factions    
Shroud of Silence Shroud of Silence Elite Hex Spell. All of your spells are disabled for 15 seconds. For 1...3...3 seconds, target touched foe cannot cast spells.
    10 Energy ¾ Activation 30 Recharge
Factions    
Signet of Shadows Signet of Shadows Signet. Target foe takes 5...29...35 damage. If your target was Blinded, that foe suffers an additional 15...51...60 damage.
        1 Activation 30 Recharge
Factions    
Siphon Speed Siphon Speed 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.
    5 Energy 1 Activation 30 Recharge
Factions    
Siphon Strength Siphon Strength 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.
    10 Energy 1 Activation 10 Recharge
Factions    
Way of the Empty Palm Way of the Empty Palm Elite Enchantment Spell. For 5...17...20 seconds, off-hand and dual attacks cost no Energy.
    5 Energy ¼ Activation 10 Recharge
Factions    
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