Assassin skills quick reference
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W / R / Mo / N / Me / E / A / Rt / P / D
[edit] Critical Strikes
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Assassin's
Remedy
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Enchantment Spell. For 30 seconds, the next 1...8 attack skills you use remove 1 Condition. |
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Assault
Enchantments
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Elite Skill. Must follow a dual attack. Target foe loses all Enchantments. |
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Black Lotus
Strike
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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
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Enchantment Spell. For 4...9 seconds, you have 75% chance to block. Critical Defenses refreshes every time you land a critical hit. |
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Critical Eye
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Skill. For 10...30 seconds, you have an additional 3...13% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit. |
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Critical Strike
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Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26 damage, results in a critical hit, and you gain 1...3 Energy. |
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Dark Apostasy
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Elite Enchantment Spell. For 3...14 seconds, every time 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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Deadly Haste
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Enchantment Spell. For 10...30 seconds, half-ranged spells cast 5...41% faster and recharge 5...41% faster. |
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Fox's Promise
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Elite Enchantment Spell. For 5...17 seconds, your attacks cannot be blocked. This Enchantment ends the next time you fail to hit. |
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Locust's Fury
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Elite Enchantment Spell. For 10...30 seconds, you have an additional 50% chance to double strike while using daggers. |
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Malicious
Strike
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Melee Attack. If this attack hits a foe suffering from a Condition, you deal +10...26 damage and this attack results in a critical hit. |
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Palm Strike
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Elite Skill. Target touched foe takes 10...70 damage. This skill counts as an off-hand attack. |
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Seeping Wound
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Elite Hex Spell. For 5...17 seconds, if target foe is suffering from Bleeding or Poison, that foe suffers -1...3 Health degeneration. |
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Sharpen Daggers
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Enchantment Spell. For 30 seconds, the next 1...8 attack skills cause Bleeding for 5...13 seconds. |
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Twisting Fangs
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Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10...18 damage and struck foe suffers from Bleeding and Deep Wound for 5...17 seconds. |
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Unsuspecting Strike
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Lead Attack. If this attack hits, you strike for +19...29 damage. If your target was above 90% Health you deal an additional 15...63 damage. |
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Way of the
Assassin
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Elite Stance. For 20 seconds, if you are under the effects of an Enchantment, your attacks have a +5...29% chance to land a critical hit. |
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[edit] Dagger Mastery
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Black
Mantis Thrust
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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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Black
Spider Strike
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Off-Hand Attack. Must strike a Hexed foe. If it hits, this attack strikes for +5...17 damage and target foe is Poisoned for 5...17 seconds. |
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Blades of Steel
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Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +5...14 damage (maximum bonus 60) for each recharging dagger attack. |
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Death Blossom
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Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +20...40 damage and all adjacent foes take 20...40 damage. |
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Desperate
Strike
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Lead Attack. If you have less than 50...74% Health, you deal +15...51 damage. |
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Disrupting Stab
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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 seconds. |
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Exhausting
Assault
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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 from exhaustion. |
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Falling Spider
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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
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Elite Stance. For 5...25 seconds, you have a 75% chance to block incoming attacks while attacking. |
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Fox Fangs
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Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be "blocked" and strikes for +5...25 damage if it hits. |
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Golden Fox
Strike
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Lead Attack. If this attack hits, target foe takes +10...26 damage. If you are under the effects of an Enchantment, this attack cannot be "blocked". |
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Golden
Skull Strike
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Elite Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe is dazed for 4...9 seconds. |
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Golden
Lotus Strike
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Lead Attack. If it hits, this attack strikes for +5...17 damage. If you are under the effects of an Enchantment, you gain 5...11 Energy. |
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Golden
Phoenix Strike
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Off-Hand Attack. If you are not enchanted, this skill misses. If it hits, Golden Phoenix Strike deals +10...26 damage. |
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Horns of the Ox
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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
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Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 1...12 seconds. |
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Jungle Strike
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Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...22 damage. If it hits a foe that was Crippled, it does +1...25 damage. |
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Leaping
Mantis Sting
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Lead Attack. If Leaping Mantis Sting hits, target foe takes +14...19 damage. If this attack strikes a moving foe, that foe is Crippled for 3...13 seconds. |
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Moebius Strike
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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 your other attack skills are recharged. |
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Nine Tail
Strike
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Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" and strikes for +15...35 damage if it hits. |
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Repeating
Strike
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Off-Hand Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26 damage. If it misses, it takes an additional 15 seconds to recharge. |
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Temple Strike
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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 seconds, and if target foe is casting a Spell, that foe is interrupted. |
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Shattering
Assault
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Elite Dual Attack. Must follow an off-hand attack. If it hits, you deal 5...41 damage and target foe loses one Enchantment. This attack cannot be blocked. |
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Wild Strike
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Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...30 damage and any Stance being used by target foe ends. |
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[edit] Deadly Arts
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Assassin's
Promise
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Elite Hex Spell. For 5...13 seconds, if target foe dies, you gain 5...17 Energy and all your skills are recharged. |
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Augury of Death
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Hex Spell. For 5...29 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5...17 seconds and Shadow Step to that foe. This Spell has half the normal range. |
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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 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
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Spell. Send out three Dancing Daggers at target foe, each striking for 5...29 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
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Hex Spell. Shadow Step to target foe. For 1...6 seconds, that foe moves 33% slower. |
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Deadly Paradox
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Stance. All of your attack Skills are disabled for 10 seconds. For 5...13 seconds, your Assassin Skills activate and recharge 50% faster. |
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Disrupting
Dagger
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Spell. Send out a Disrupting Dagger at target foe that strikes for 10...30 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range. |
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Enduring Toxin
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Hex Spell. For 5 seconds, target foe suffers -1...4 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
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Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17 seconds. |
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Expose Defenses
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Hex Spell. For 5...17 seconds, target foe cannot "block" your attacks. |
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Expunge
Enchantments
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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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Lift
Enchantment
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Skill. If target foe is knocked down, that foe loses one Enchantment. |
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Impale
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Skill. Must follow a Dual Attack. Target foe is struck for 25...85 earth damage and suffers from a Deep Wound for 5...17 seconds. |
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Iron Palm
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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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Mantis Touch
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Spell. Must follow a Lead Attack. Target foe becomes Crippled for 5...17 seconds. Mantis Touch counts as an off-hand attack. |
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Mark of Death
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Hex Spell. For 4...9 seconds, target foe gains 33% less benefit from healing. |
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Mark of
Insecurity
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Elite Hex Spell. For 5...21 seconds, Enchantments and Stances on target foe expire 50% faster. |
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Scorpion Wire
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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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Shadow Prison
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Elite Hex Spell. Shadow Step to target foe. For 4...9 seconds, that foe moves 66% slower. |
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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 damage. |
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Shroud of
Silence
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Elite Hex Spell. All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast Spells. |
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Signet of
Shadows
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Signet. Target foe takes 5...29 damage. If your target was Blinded, that foe suffers an additional 15...51 damage. |
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Signet
of Toxic Shock
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Signet. If target foe is suffering from Poison, that foe takes 10...82 damage. |
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Siphon Speed
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Hex Spell. For 5...17 seconds, target foe moves 33% slower and you move 33% faster. This spell has half the normal range. |
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Siphon Strength
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Elite Hex Spell. For 5...17 seconds, target foe deals -5...41 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
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Elite Enchantment Spell. For 5...17 seconds, off-hand and dual attacks cost no Energy. |
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[edit] Shadow Arts
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Beguiling Haze
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Elite Spell. Shadow Step to target foe. That foe is interrupted and becomes Dazed for 1...6 seconds. |
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Blinding Powder
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Spell. Must follow an off-hand attack. Target foe and all adjacent foes become Blinded for 3...13 seconds. |
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Caltrops
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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
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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
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Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 40...112. |
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Death's
Retreat
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Spell. Shadow Step to target ally. If you have less Health than that ally, you gain 40...112 Health. |
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Feigned
Neutrality
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Enchantment Spell. For 4...9 seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill. |
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Heart of Shadow
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Enchantment Spell. Shadow Step to a random nearby location. For 60 seconds, the next time you take damage you are healed for 30...126 Health. |
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Hidden Caltrops
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Elite Hex Spell. For 20 seconds, the next time target foe takes damage while moving, that foe takes 15...63 damage and is Crippled for 5...17 seconds. |
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Mirrored Stance
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Hex Spell. For 10...30 seconds, whenever target foe enters a Stance, you enter the same Stance. |
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Return
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Spell. All adjacent foes are Crippled for 3...7 seconds. Teleport to target other ally's location. |
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Shadow Form
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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
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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
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Elite Hex Spell. For 3...8 seconds, target foe cannot be the target of Enchantments. |
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Shadow of Haste
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Stance. For 10...34 seconds you move 15% faster than normal. When Shadow of Haste ends, you return to the location where you activated this skill. |
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Shadowy Burden
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Hex Spell. For 3...13 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
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Enchantment Spell. For 30...54 seconds, if you are below 50% Health, you have a 75% chance to block attacks. |
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Unseen Fury
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Stance. For 15...51 seconds, you cannot be "blocked" by Blinded foes. |
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Viper's
Defense
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Stance. For 30 seconds, the next time you are struck you are teleported to a nearby random location. The foe who struck you is Poisoned for 5...17 seconds. |
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Way of
Perfection
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Enchantment Spell. For 10...30 seconds, whenever you successfully make a critical hit, you gain 10...34 Health. |
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Way of the Fox
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Enchantment Spell. For 10...30 seconds, your next 1...5 attacks cannot be "blocked". |
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Way of the
Lotus
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Enchantment Spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5...17 Energy. |
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[edit] No Attribute
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Aura of
Displacement
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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
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Stance. For 3 seconds, you run 50% faster. |
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Mark of
Instability
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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
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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. |
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Shadow Meld
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Elite Enchantment Spell. Shadow Step to target other ally. When you stop Maintaining this Enchantment, you return to your original location. |
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Shadow Walk
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Stance. Shadow Step to target foe. For 30 seconds, you cannot cast Enchantments. When this Stance ends, you return to your original location. |
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Signet of
Malice
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Signet. For each Condition suffered by target foe, you lose one Condition. |
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Signet of
Twilight
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Signet. For each Hex on target foe, that foe loses one Enchantment. |
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Spirit Walk
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Spell. Shadow Step to target spirit. |
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Swap
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Spell. You and target summoned creature Shadow Step to each other's location. |
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Wastrel's
Collapse
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Elite Hex Spell. After 5 seconds, target foe is knocked down. This Hex ends prematurely if that foe uses a Skill. |
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[edit] Naming
The naming of Assassin attack skills is straightforward. There are prefixes:
- Black requires a Hex to function or reach full potential.
- Golden requires an Enchantment to function or reach full potential.
- Lotus indicates an energy gain in some way.
- Way of... indicates enchantments that affects attacks.
Other words in the name that come after the prefixes can help determine the effects of the skill, as follows:
- Fox indicates attacks cannot be blocked in certain circumstances.
- Mantis indicates the attack will cripple the target under certain circumstances.
- Spider indicates the attack will poison the target under certain circumstances.
- Prison indicates that you shadow step to target foe and slow that target for a time.
- Dagger(s) indicates that you throw daggers that deal earth damage and have an additional effect.