Skills
| Assassin | (click to hide) |
| Critical Strikes | (click to hide) |
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Black Lotus Strike
- Off-hand Attack
Off-hand Attack. Must strike a Hexed Foe. If it hits, Black Lotus Strike strikes for +10...+27 Damage and you gain 5...17 energy. |
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Critical Defenses
- Enchantment Spell
For 6 seconds, you have a 25%...65% chance to "block". Critical Defenses refreshes everytime you land a critical hit. |
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Critical Eye
- 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. |
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Critical Strike
- Dual Attack
Must follow an off-hand attack. If it hits, this attack strikes for +10...+26 damage and results in a critical hit. |
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Dark Apostasy {Elite}
- Enchantment Spell
For 3...14 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. |
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Locusts' Fury {Elite}
- Enchantment Spell
For 10...30 seconds, you have an additional 20% chance to double-strike. |
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Palm Strike {Elite}
- Skill
Target touched foe takes 10...70 damage. This skill counts as an off-hand attack. |
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Seeping Wound {Elite}
- Hex Spell
For 5...17 seconds, if target foe is suffering from bleeding or from poison, that foe suffers -1...-3 Health degeneration. |
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Sharpen Daggers
- Enchantment Spell
For 10...30 seconds, all of your critical hits cause bleeding for 5...13 seconds. |
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| Dagger Mastery | (click to hide) |
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Black Mantis Thrust
- Lead Attack
If this attack hits, you strike for +8...+18 damage. If target foe is suffering from a Hex, that foe is crippled for 3...13 seconds. |
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Blades of Steel
- Dual Attack
Must follow an off-hand attack. If it hits, this attack strikes for +5...+12 damage (maximum bonus 50) for each recharging dagger attack. |
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Death Blossom
- Dual Attack
Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +15...+35 damage and all adjacent foes take 15...35 damage. |
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Disrupting Stab
- 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. |
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Exhausting Failure
- 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. |
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Falling Spider
- Off-hand Attack
Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...+31 damage and target foe is Poisoned for 5...17 seconds. |
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Flashing Blades {Elite}
- Stance
For 5...17 seconds, you have a 50% chance to block incoming attacks while attacking. |
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Fox Fangs
- Off-hand Attack
Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +10...+18 damage if it hits. |
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Golden Lotus Strike
- Lead Attack
If it hits, this attack strikes for +5...+17 damage. If it hits a target that has no enchantments, you gain 3...9 energy. |
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Golden Phoenix Attack
- Off-hand Attack
If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...+16 damage. |
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Horns of the Ox
- Dual Attack
Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +15...+27 damage. If struck foe is not adjacent to any allies, that foe is knocked down. |
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Jagged Strike
- Lead Attack
If Jagged Strike hits, your target suffers from Bleeding for 3...8 seconds. |
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Jungle Strike
- Off-hand Attack
Must follow a lead attack. If it hits, this attack strikes for +8...+18 damage. If it hits a foe that was crippled, it does +1...25 damage. |
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Leaping Mantis Sting
- Lead Attack
If Mantis Stings hits, target foe takes +14...+19 damage. If this attack strikes a bleeding foe, that foe is crippled for 3...13 seconds. |
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Moebius Strike {Elite}
- Off-hand Attack
Must follow a Dual-Attack. If it hits, Moebius Strike strikes for +10...+30 damage. If you strike a foe whose health is below 50%, all of your other attack skills are recharged. |
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Nine Tail Strike
- Dual Attack
Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" or "Evaded" and strikes for +15...+35 damage if it hits. |
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Repeating Strike
- 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. |
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| Deadly Arts | (click to hide) |
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Assassin's Promise {Elite}
- Hex Spell
For 5...13 seconds, if target foe dies, you gain 5...17 energy and all of your skills are recharged. |
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Crippling Dagger
- Spell
Send out a crippling dagger at target foe. Crippling Dagger strikes for 5...41 earth damage if it hits, and cripples moving foes for 3...13 seconds. This spell has half the normal range. |
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Dancing Daggers
- Spell
Send out three dancing daggers at target foe. Each striking for 8...18 earth damage if they hit. Dancing daggers has half the normal range. |
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Enduring Toxin
- Hex Spell
For 3 seconds, target foe suffers -1...-4 health regeneration. If that foe was moving when Enduring Toxin would end, Enduring Toxin is renewed for another 3 seconds. |
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Entangling Asp
- Spell
Entangling Asp must follow a lead attack. Target foe is knocked down and becomes poisoned for 5...17 seconds. |
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Expunge Enchantments
- 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. |
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Impale
- 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. |
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Iron Palm
- Skill
Target touched foe suffers 5...41 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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Scorpion Wire
- 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. |
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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 damage. |
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| No Attribute | (click to hide) |
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Aura of Displacement {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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Mark of Instability
- 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
- Enchantment Spell
While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location. |
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| Shadows Arts | (click to hide) |
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Beguiling Haze {Elite}
- Spell
If target touched foe is casting a Spell, that foe is interrupted and becomes Dazed for 5...10 seconds. |
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Blinding Power
- Spell
Must follow an off-hand attack. Target foe becomes blinded for 3...13 seconds. |
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Caltrops
- Spell
Target foe and all foes adjacent to your target are Crippled for 5...13 seconds. Caltrops has half the normal range. |
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Dark Escape
- Stance
For 5...13 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
- Spell
Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112. |
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Heart of Shadow
- Enchantment Spell
For 60 seconds, the next time you would take damage you are healed for 10...94 health and Shadow Step to a random nearby location. |
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Mirrored Stance
- Hex Spell
For 10...30 seconds, whenever target foe enters a stance, you enter the same stance. |
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Shadow Form {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. |
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Shadow Refuge
- Enchantment Spell
For 4 seconds, you gain 5...9 Health regeneration. When Shadow Refuge ends, you gain 20...68 Health if you are attacking. |
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Shadow Shroud {Elite}
- Hex Spell
For 3...8 seconds, target foe cannot be the target of Enchantments. |
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Shadow of Haste
- Stance
For 5...17 seconds, you 25% faster than normal. When Shadow Step ends, you return to the location where you activated Shadow Step. |
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Shadowy Burden
- Hex Spell
For 4...9 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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