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Assassin Skill List
Critical Strikes
Black Lotus Strike
10 Energy, 30 Recharge
Off-hand Attack. Must strike a Hexed Foe. If it hits, Black Lotus Strike strikes for +1...+25 Damage and you gain 5...17 energy
Critical Defenses
10 Energy, 1 second cast, 30 Recharge
Enchantment spell. For 4 seconds, you have a 25%...45% chance to "block". Critical Defenses refreshes everytime you land a critical hit.
Critical Eye
5 Energy, 30 recharge
Skill. For 10...30 seconds, you have an additional 1%...6% chance to land a critical hit when attacking. You gain 1 energy whenever you score a critical hit.
Critical Strike
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +1...+8 damage and results in a critical hit.
Dark Apostasy
10 energy, 2 cast, 30 recharge
Elite enchantment spell. For 10...30 seconds, everytime you successfully make a critical hit, you remove one enchantment from your target. If you remove an enchantment in this way, you lose 10...5 energy or Dark Apostasy ends.
Locusts' Fury
10 energy, 2 cast, 30 recharge
Elite enchantment spell. For 10...30 seconds, you have an additional 20% chance to double-strike
Palm Strike
10 energy, 3/4 cast, 12 recharge
Elite skill. Target touched foe takes 5...53 damage. This skill counts as an off-hand attack.
Sleeping Wound
5 energy, 1 cast, 10 recharge
Elite hex spell. For 5...17 seconds, if target foe is suffering from bleeding or from poison, that foe suffers Health degeneration of -2.
Sharpen daggers
5 energy, 2 cast, 20 recharge
Enchantment spell. For 10...30 seconds, all of your critical hits cause bleeding for 5...13 seconds
Unsuspecting Strike
10 energy, 10 recharge
Lead Attack. If this attack hits, you strike for +1...+25 damage. If your target was above 90% Health, you deal an additional 10...34 damage.
Dagger Mastery
Black Mantis Thrust
5 energy, 12 recharge
Lead Attack. If this attack hits, you strike for +5...+17 damage. If target foe is suffering from a Hex, that foe is crippled for 3...13 seconds
Blades of Steel
5 energy, 20 recharge
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +1...+6 damage for each recharging dagger attack.
Death Blossom
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes traget foe for +10...+22 damage and all adjacent foes take 10...22 damage.
Desperate Strike
5 energy, 10 recharge
Lead Attack. If you have less than 25%...61% health, you deal +5...+41 damage.
Disrupting Stab
5 energy, 15 recharge
Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 3...9 seconds.
Exhausting Failure
5 energy, 10 recharge
Dual Attack. Must follow an off-hand attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from Exhaustion.
Falling Spider
5 energy, 10 recharge
Off-hand attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +5...+29 damage and target foe is Poisoned for 5...17 seconds.
Flashing Blades
10 energy, 20 recharge
Elite stance. For 5...17 seconds, you have a 50% chance to block incoming attacks while attacking.
Fox Fangs
5 energy, 10 recharge
Off-hand attack. Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +5...+17 damage if it hits.
Golden Lotus Strike
5 energy, 20 recharge
Lead attack. If it hits, this attack strikes for +1...+16 damage. If it hits a target that has no enchantments, you gain 3...9 energy.
Golden Phoenix Attack
5 energy, 8 recharge
Off-hand attack. Must strike an enchanted foe. If it hits, Golden Phoenix Attack deals +10...+26 damage.
Horns of the Ox
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +5...+13 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
Jagged Strike
5 energy, 6 recharge
Lead attack. If Jagged Strike hits, your target suffers from Bleeding for 3...8 seconds.
Jungle Strike
5 energy, 12 recharge
Off-hand Attack. Must follow a lead attack. If it hits, this attack strikes for +5...+17 damage. If it hits a foe that was crippled, it does +1...25 damage.
Mantis Sting
5 energy, 8 recharge
Lead Attack. If Mantis Stings hits, target foe takes +5...+17 damage. If this attack strikes a bleeding foe, that foe is crippled for 3...13 seconds.
Moebius Strike
5 energy, 10 recharge
Elite off-hand attack. Must follow a Dual-Attack. If it hits, Moebius Strike strikes for +5...+29 damage. If you strike a foe whose health is below 50%, all of your other attack skills are recharged.
Nine Tail Strike
5 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" or "Evaded" and strikes for +5...+13 damage if it hits.
Repeating Strikes
5 energy
Off-hand attack. Must follow an off-hand attack. If it hits, this attack strikes for +5...+17 damage. If it misses, it takes an additional 15 seconds to recharge.
Temple Strike
10 energy, 12 recharge
Elite Off-hand Attack. Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed, and Blinded for 1...7 seconds.
Twisting Fangs
10 energy, 12 recharge
Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +3...+9 damage and struck foe suffers from Bleeding and Deep Wound for 5...17 seconds
Wild Strike
5 energy, 4 recharge
Off-hand attack. Must follow a lead attack. If it hits, this attack strikes for +5...+17 damage and target foe loses all stances.
Deadly Arts
Assassin's Promise
5 energy, 3/4 cast, 45 recharge
Elite Hex Spell. For 5...13 seconds, if target foe dies, you gain 5...17 energy and all of your skills are recharged.
Crippling Dagger
5 energy, 1 cast, 20 recharge
Spell. Send out a crippling dagger at target foe. Crippling Dagger strikes for 5...41 earth damage if it hits, and cripples fleeing foes for 3...13 seconds. This spell has half the normal range.
Dancing Daggers
5 energy, 1 cast, 5 recharge
Spell. Send out three dancing daggers at target foe. Each striking for 5...17 earth damage if they hit. Dancing daggers has half the normal range.
Dark Prison
10 energy, 1 cast, 60 recharge
Hex Spell. Shadow step to target foe. For 1...6 seconds, that foe moves 33% slower
Enduring Toxin
5 energy, 1 cast, 10 recharge
Hex spell. For 3 seconds, target foe suffers -1...-3 health regeneration. If that foe was moving when Enduring Toxin would end, Enduring Toxin is renewed for another 3 seconds.
Entangling Asp
10 energy, 1 cast, 20 recharge
Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes poisoned for 5...17 seconds.
Expose Defenses
10 energy, 2 cast, 10 recharge
Hex spell. For 3...9 seconds, target foe cannot "block" or "evaded" your attacks.
Expunge Enchantments
10 energy, 3/4 cast, 30 recharge
Skill. All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way, target touched foe loses one enchantment.
Impale
5 energy, 1 cast, 15 recharge
Hex spell. For 10...30 seconds, next time target foe is hit by a dual attack, that foe is struck for 10...58 earth damage.
Iron Palm
5 energy, 3/4 cast, 20 recharge
Skill. Target touched foe suffers 5...41 damage. Iron Palm may be used as a lead attack.
Mantis Touch
5 energy, 3/4 cast, 15 recharge
Spell. Must follow a lead attack. Target foe is crippled for 5...17 seconds
Mark of Death
10 energy, 1/4 cast, 20 recharge
Hex Spell. For 4...9 seconds, target foe gains 20% less benefit from healing.
Mark of Instability
10 energy, 1 cast, 20 recharge
Hex spell. For 10...30 seconds, the next time you hit target foe with a dual attack skill, that foe is knocked down.
Scorpion Wire
5 energy, 2 cast, 30 recharge
Hex Spell. For 8...18 seconds, the next time you and target foe are more than 100' apart, you teleport to that foe and that foe is knocked down. This spell has half the normal range.
Shameful Fear
10 energy, 2 cast, 20 recharge
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 damage.
Shroud of Silence
10 energy, 3/4 cast, 30 recharge
Elite Hex Spell. All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast spells.
Signet of Shadows
1 cast, 30 recharge
Signet. Target foe takes 5...29 damage. If your target was Blinded, that foe suffers an additional 15...51 damage.
Siphon Speed
5 energy, 1 cast, 5 recharge
Hex spell. For 5...13 seconds, target foe moves 15% slower and you move 15% faster.
Siphon Strength
15 energy, 2 cast, 30 recharge
Elite hex spell. For 5...10 seconds, target foe deals -15 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.
Way of the Empty Palm
5 energy, 1 cast, 30 recharge
Elite enchantment spell. For 5...17 seconds, off-hand and dual attacks cost no energy.
Shadow Arts
Beguiling Haze
10 energy, 1/4 cast, 20 recharge
Elite spell. If target touched foe is casting a spell or suffers from Exhaustion, that foe is interrupted and becomes Dazed for 5...10 seconds.
Blinding Powder
5 energy, 1 cast, 20 recharge
Spell. Must follow an off-hand attack. Target foe becomes blinded for 3...13 seconds
Caltrops
10 energy, 1/4 cast, 20 recharge
Spell. Target foe and all foes adjacent to your target are Crippled for 5...13 seconds. Caltrops has half the normal range.
Death's Charge
5 energy, 1 cast, 45 recharge
Spell. Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112.
Heart of Shadow
5 energy, 1 cast, 15 recharge
Enchantment spell. For 60 seconds, the next time you would take damage you are healed for 15...63 health and Shadow Step to a random nearby location.
Mirrored Stance
5 energy, 2 cast, 30 recharge
Hex spell. For 10...30 seconds, whenever target foe enters a stance, you enter the same stance.
Return
5 energy, 1 cast, 20 recharge
Spell. Adjacent foes are crippled for 3...7 seconds. Teleport to target ally.
Shadow Form
5 energy, 1 cast, 60 recharge
Elite enchantment spell. For 5...17 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5...41 health.
Shadow Refuge
5 energy, 1 cast, 8 recharge
Enchantment spell. For 4 seconds, you have 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for 30...102.
Shadow Shroud
10 energy, 1 cast, 20 recharge
Elite Hex Spell. For 3...8 seconds, target foe cannot be the target of enchantments
Shadow Step
10 energy, 30 recharge
Stance. For 5...17 seconds, you 25% faster than normal. When Shadow Step ends, you return to the location where you activated Shadow Step.
Shadowy Burden
10 energy, 2 cast, 15 recharge
Hex Spell. For 4...9 seconds, target foe moves 25% slower and while target foe has no other hexes, that foe loses 20 armour against your attacks.
Shroud of Distress
10 energy, 1 cast, 45 recharge
Enchantment spell. For 30 seconds, if you are below 50% health you have a 15...63% chance to evade attacks.
Unseen Fury
5 energy, 45 recharge
Stance. For 10...30 seconds, you cannot be "blocked" or "evaded" by Blinded foes.
Viper's Defense
5 energy, 10 recharge
Stance. For 30 seconds, the next time you are struck, you teleport to a random location nearby. The foe who struck you is poisoned for 5...17 seconds.
Way of Perfection
5 energy, 1 cast, 30 recharge
Enchantment spell. For 10...30 seconds, when ever you successfully make a critical hit you gain 10...30 health.
Way of the Fox
5 energy, 1 cast, 3 recharge
Enchantment spell. For 10...30 seconds, your next attack cannot miss
Way of the Lotus
5 energy, 1 cast, 20 recharge
Hex spell. For 10...30 seconds, the next time you hit a foe with a dual attack, you gain 5...13 energy.
No Attribute
Aura of Displacement
10 energy, 2 cast, 15 recharge, 1 maintain
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
Dash
5 energy, 15 recharge
Stance. For 3 seconds, you move 50% faster
Recall
15 energy, 2 cast, 10 recharge, 1 maintain
Enchantment spell. While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location.
Signet of Malice
1 cast, 45 recharge
Signet. For each Condition suffered by target foe, you lose one condition
Spirit Walk
5 energy, 1 cast
Spell. Shadow step to target spirit.
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