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Assassin Skills-Factions
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All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.
It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.
- Adrenaline
- Casting Time
- Energy
- Energy Upkeep
- Recharge Time For each point spent on this attribute, the Assassin gains an additional 1% chance to score a critical hit. Assasins can also gain Energy whenever they score a critical hit in this way. (Primary Attribute)
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Black Lotus Strike - 10 12![]() Off-Hand Attack. Must strike a Hexed foe. If it hits, Black lotus strike strikes for +(Min: 10 - Max: 27) damage and you gain +(Min: 5 - Max: 17) Energy. |
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Critical Defenses - 10 1 30![]() Enchantment Spell. For (Min: 4 - Max: 9) seconds you have 75% chance to "block." Critical Defenses refreshes every time you land a critical hit. |
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Critical Eye - 5 30![]() Skill. For (Min: 10 - Max: 30) seconds, you have an additional (Min: 3% - Max: 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 - 5 5![]() Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 10 - Max: 26) damage, results in a critical hit, and you gain (Min: 1 - Max: 3) Energy. |
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Dark Apostasy (Elite) - 10 2 15![]() Elite Enchantment Spell. For (Min: 3 - Max: 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 (Min: 10 - Max: 5) Energy or Dark Apostasy ends. |
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Locusts' Fury (Elite) - 10 1 30![]() Elite Enchantment Spell. For (Min: 10 - 30) seconds, you have an additional 50% chance to double strike while using daggers. |
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Palm Strike (Elite) - 10 ¾ 10![]() Elite Skill. Target touched foe takes (Min: 10 - Max: 70) damage. This skill counts as an off-hand attack. |
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Seeping Wound (Elite) - 5 1 10![]() Elite Hex Spell. For (Min: 5 - Max: 17) seconds, if target foe is suffering from Bleeding or Poison, that foe suffers -(Min: 1 - Max: 3) Health degeneration. |
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Sharpen Daggers - 5 2 20![]() Enchantment Spell. For 30 seconds, the next (Min: 1 - Max: 8) attack skills cause Bleeding for (Min: 5 - Max: 13) seconds. |
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Twisting Fangs - 10 15![]() Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +(Min: 10 - Max: 18) damage and struck foe suffers from Bleeding and Deep Wound for (Min: 5 - Max: 17) seconds. |
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Unsuspecting Strike - 10 4![]() Lead Attack. If this attack hits, you strike for +(Min: 19 - Max: 29) damage. If your target was above 90% Health you deal an additional (Min: 15 - Max: 63) damage. |
Boost the Dagger Mastery attribute to boost the damage the Assassin inflicts with daggers and the chance to land a critical hit with a dagger. Many skills, especially dagger attack skills, become more effective with increased Dagger Mastery. This attribute also improves your chance of performing a Double Attack and striking with both daggers at once.
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Black Mantis Thrust - 5 4![]() Lead Attack. If this attack hits, you strike for +(Min: 8 - Max: 18) damage. If target foe is suffering from a Hex, that foe is Crippled for (Min: 3 - Max: 13) seconds. |
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Blades of Steel - 5 8![]() Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 5 - Max: 14) damage (maximum bonus 60) for each recharging dagger attack. |
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Death Blossom - 5 2![]() Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +(Min: 20 - Max: 40) damage and all adjacent foes take (Min: 20 - Max: 40) damage. |
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Desperate Strike - 5 6![]() Lead Attack. If you have less than (Min: 50% - Max: 74%) Health, you deal +(Min: 15 - Max: 51) damage. |
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Disrupting Stab - 5 10![]() Lead Attack. If this attack hits, it interupts target foe's action. If that action was a Spell, it is disabled for (Min: 3 - Max: 9) seconds. |
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Exhausting Assault - 5 ½ 8![]() 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 - 5 8![]() Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +(Min: 15 - Max: 31) damage and target foe is Poisoned for (Min: 5 - Max: 17) seconds. |
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Flashing Blades (Elite) - 10 30![]() Elite Stance. For (Min: 5 - Max: 25) seconds, you have a 75% chance to block incoming attacks while attacking. |
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Fox Fangs - 5 8![]() Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be "blocked" and strikes for +(Min: 5 - Max: 25) damage if it hits. |
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Golden Lotus Strike - 5 10![]() Lead Attack. If it hits, this attack strikes for +(Min: 5 - Max: 17) damage. If it hits a target that has no Enchantments, you gain (Min: 5 - Max: 11) Energy. |
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Golden Phoenix Strike - 10 8![]() Off-Hand Attack. If you are not enchanted, this skill misses. If it hits, Golden Phoenix Strike deals +(Min: 10 - Max: 26) damage. |
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Horns of the Ox - 5 12![]() Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +(Min: 15 - Max: 27) damage. If struck foe is not adjacent to any allies, that foe is knocked down. |
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Jagged Strike - 5 4![]() Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for (Min: 1 - Max: 12) seconds. |
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Jungle Strike - 5 10![]() Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +(Min: 10 - 22) damage. If it hits a goes that was Crippled, it does +(Min: 1 - Max: 25) damage. |
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Leaping Mantis Sting - 5 8![]() Lead Attack. If Mantis Sting hits, target foe takes +(Min: 14 - Max: 19) damage. If this attack strikes a moving foe, that foe is crippled for +(Min: 3 - Max: 13) seconds. |
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Moebius Strike (Elite) - 5 2![]() Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +(Min: 10 - Max: 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 - 5 8![]() Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" and strikes for +(Min: 15 - Max: 35) damage if it hits. |
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Repeating Strike - 5![]() Off-Hand Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 10 - Max: 26) damage. If it misses, it takes an additional 15 seconds to recharge. |
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Temple Strike (Elite) - 15 20![]() Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for (Min: 1 - Max: 8) seconds, and if target foe is casting a Spell, that foe is interrupted. |
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Wild Strike - 5 4![]() Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +(Min: 10 - Max: 30) damage and any stance being used by target foe ends. |
Increase the Deadly Arts attribute to improve the duration and effectiveness of Hexes and other skills that make a single enemy vulnerable to the Assasin's strikes.
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Assassin's Promise (Elite) - 5 ¾ 45![]() Elite Hex Spell. For (Min: 5 - Max: 13) seconds, if target foe dies, you gain (Min: 5 - Max: 17) Energy, and all your skills are recharged. |
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Crippling Dagger - 5 1 5![]() Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for (Min: 15 - Max: 51) earth damage if it hits, and cripples moving foes for (Min: 3 - Max: 13) seconds. This spell has half the normal range. |
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Dancing Daggers - 5 1 5![]() Spell. Send out three Dancing Daggers at target foe. Each striking for (Min: 5 - Max: 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 - 10 ¼ 45![]() Hex Spell. Shadow Step to target foe. For (Min: 1 - Max: 6) seconds, that foe moves 33% slower. |
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Enduring Toxin - 5 ¼ 10![]() Hex Spell. For 5 seconds,target foe suffers -(Min: 1 - Max: 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 - 10 1 20![]() Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for (Min: 5 - Max: 17) seconds. |
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Entangling Asp - 10 1 10![]() Hex Spell. For (Min: 5 - Max: 17) seconds, taget foe cannot "block" your attacks. |
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Expunge Enchantments - 10 ¾ 30![]() Skill. All of your other non-attack skills are disabled for (Min: 10 - Max: 6) seconds. For each skill disabled in this way, target touched foe loses one Enchantment. |
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Impale - 5 ¼ 15![]() Hex Spell. Must follow a Dual Attack. Target foe is struck for (Min: 25 - Max: 85) earth damage and suffers from a Deep Wound for (Min: 5 - Max: 17) seconds. |
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Iron Palm - 10 ¾ 20![]() Skill. Target touched foe suffers (Min: 5 - Max: 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 - 5 ¾ 15![]() Spell. Must follow a lead attack. Target foe becomes Crippled for (Min: 5 - Max: 17) seconds. Mantis Touch counts as an off-hand attack. |
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Mark of Death - 10 ¼ 20![]() Hex Spell. For (Min: 4 - Max: 9) seconds, target foes gains 33% less benefit from healing. |
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Scorpion Wire - 5 1 30![]() Hex Spell. For (Min: 8 - Max: 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 - 10 2 10![]() Hex Spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes (Min: 5 - Max: 17) damage. |
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Shroud of Silence (Elite) - 10 ¾ 30![]() Elite Hex Spell. All of your Spells are disabled for 15 seconds. For (Min: 3 - Max: 9) seconds, target touched foe cannot cast Spells. |
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Signet of Shadows - 1 30![]() Signet. Target foe takes (Min: 5 - MaX: 29) damage. If your target was Blinded, that foe suffers an additional (Min: 15 - Max: 51) damage. |
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Siphon Speed - 5 1 5![]() Hex Spell. For (Min: 5 - Max: 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 (Elite) - 15 1 10![]() Elite Hex Spell. For (Min: 5 - Max: 17) seconds, target foe deals -(Min: 5 - Max: 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 (Elite) - 5 ¼ 25![]() Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, off-hand and dual attacks cost no Energy. |
Points spent in this attribute improve skills that boost the Assassin's defences and allow instantaneous shadow movement.
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Beguiling Haze (Elite) - 15 ¼ 20![]() Elite Spell. Shadow Step to target foe. That foe is interrupted and becomes Dazed for (Min: 1 - Max: 6) seconds. |
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Blinding Powder - 5 ¼ 20![]() Spell. Must follow an off-hand attack. Target foe and all adjacent foes become Blinded for (Min: 3 - Max: 13) seconds. |
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Caltrops - 10 ¼ 20![]() Spell. Target foe and all foes adjacent to your target are Crippled for (Min: 5 - Max: 13) seconds. Caltrops has half the normal range. |
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Dark Escape - 5 30![]() Stance. For (Min: 5 - Max: 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 - 5 ¼ 45![]() Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for (Min: 40 - Max: 112). |
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Heart of Shadow - 5 ¼ 15![]() Enchantment Spell. Shadow Step to a random nearby location. For 60 seconds, the next time you take damage you are healed for (Min: 30 - Max: 126) Health. |
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Mirrored Stance - 5 ¼ 15![]() Hex Spell. For (Min: 10 - Max: 30) seconds, whenever target foe enters a Stance, you enter the same Stance. |
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Return - 5 ¼ 15![]() Spell. All adjacent foes are Crippled for (Min: 3 - Max: 7) seconds. Teleport to target other ally's location. |
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Shadow Form (Elite) - 10 1 60![]() Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but (Min: 5 - Max: 41) Health. |
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Shadow Refuge - 5 1 8![]() Enchantment Spell. For 4 seconds, you have gain (Min: 5 - Max: 9) Health regeneration. When Shadow Refuge ends, you gain (Min: 20 - Max: 68) Health if you are attacking. |
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Shadow Shroud (Elite) - 10 1 20![]() Elite Hex Spell. For (Min: 3 - Max: 8) seconds, target foe cannot be the target of Enchantments. |
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Shadow of Haste - 5 45![]() Stance. For (Min: 10 - Max: 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 - 10 ¼ 15![]() Hex Spell. For (Min: 3 - Max: 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 - 10 1 45![]() Enchantment Spell. For (Min: 30 - Max: 54) seconds, if you are below 50% Health, you have a 75% chance to block attacks. |
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Unseen Fury - 5 45![]() Stance. For (Min: 15 - Max: 51) seconds, you cannot be "blocked" by Blinded foes. |
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Viper's Defense - 5 10![]() 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 (Min: 5 - Max: 17) seconds. |
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Way of Perfection - 5 1 30![]() Enchantment Spell. For (Min: 10 - Max: 30) seconds, when ever you successfully make a critical hit you gain (Min: 10 - Max: 34) Health. |
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Way of the Fox - 5 ¼ 45![]() Enchantment Spell. For (Min: 10 - Max: 30) seconds, your next (Min: 1 - Max: 5) attacks cannot be "blocked." |
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Way of the Lotus - 5 ¼ 20![]() Hex Spell. For 20 seconds, the next time you hit target foe with a dual attack skill, you gain (Min: 5 - Max: 17) Energy. |
Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties.
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Aura of Displacement (Elite) - -1 10 ¼ 20![]() 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 - 5 8![]() Stance. For 3 seconds, you run 50% faster. |
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Mark of Instability - 10 ¼ 20![]() 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 - -1 15 1 10![]() 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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Signet of Malice - ¼ 5![]() Signet. For each Condition suffered by target foe, you lose one Condition. |
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Spirit Walk - 5 ¼ 8![]() Spell. Shadow Step to target spirit. |
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