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Assassin Skills-Nightfall
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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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Assassin's Remedy - 5 1 20![]() Enchantment Spell. For 30 seconds, the next (Min: 1 - Max: 8) attack skills you use remove 1 Condition. |
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Assault Enchantments (Elite) - 5 ¼ 2![]() Elite Skill. Must follow a dual attack. Target foe loses all Enchantments. |
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Deadly Haste - 10 1 20![]() Enchantment Spell. For (Min: 10 - Max: 30) seconds, half-ranged spells cast (Min: 5% - Max: 41%) faster and recharge (Min: 5% - Max: 41%) faster. |
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Fox's Promise (Elite) - 10 1 20![]() Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, your attacks cannot be "blocked." This Enchantment ends the next time you fail to hit. |
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Malicious Strike - 5 6![]() Melee Attack. If this attack hits a foe suffering from a Condition, you deal +(Min: 10 - Max: 26) damage and this attack results in a critical hit. |
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Way of the Assassin (Elite) - 5 12 20![]() Elite Stance. For 20 seconds, if you are under the effects of an Enchantment, your attacks have a +(Min: 5% - Max: 29%) chance to critical. |
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 Spider Strike - 5 12![]() Off-Hand Attack. Must strike a Hexed foe. If it hits, this attack strikes for +(Min: 5 - Max: 27) damage and target foe is Poisoned for (Min: 5 - Max: 17) seconds. |
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Golden Fox Strike - 5 8![]() Lead Attack. If this attack hits, target foe takes +(Min: 10 - Max: 26) damage. If you are under the effects of an Enchantment, this attack cannot be "blocked." |
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Golden Skull Strike (Elite) - 10 15![]() 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 (Min: 4 - Max: 9) seconds. |
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Shattering Assault (Elite) - 10 4![]() Elite Dual Attack. Must follow an off-hand attack. If it hits, you deal (Min: 5 - Max: 41) damage and target foe loses one Enchantment. This attack cannot be blocked. |
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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Augury of Death - 5 1 12![]() Hex Spell. For (Min: 5 - Max: 29) seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for (Min: 5 - Max: 17) seconds and Shadow Step to that foe. This Spell has half the normal range. |
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Deadly Paradox - 5 10![]() Stance. All of your attack Skills are disabled for 10 seconds. For (Min: 5 - Max: 13) seconds, your Assassin Skills activate and recharge 50% faster. |
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Disrupting Dagger - 5 ¼ 10![]() Spell. Send out a Disrupting Dagger at target foe that strikes for (Min: 10 - Max: 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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Lift Enchantment - 5 ¼ 10![]() Skill. If target foe is knocked down, that foe loses one Enchantment. |
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Mark of Insecurity (Elite) - 5 1 10![]() Elite Hex Spell. For (Min: 5 - Max: 21) seconds, Enchantments and Stances on target foe expire 50% faster. |
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Shadow Prison (Elite) - 10 ¼ 20![]() Elite Hex Spell. Shadow Step to target foe. For (Min: 4 - Max: 9) seconds, that foe moves 66% slower. |
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Signet of Toxic Shock - 1 15![]() Signet. If target foe is suffering from Poison, that foe takes (Min: 10 - Max: 82) damage. |
Points spent in this attribute improve skills that boost the Assassin's defences and allow instantaneous shadow movement.
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Death's Retreat - 5 ¼ 20![]() Spell. Shadow Step to target ally. If you have less Health than that ally, you gain (Min: 40 - Max: 112) Health. |
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Feigned Neutrality - 5 ¼ 25![]() Enchantment Spell. For (Min: 4 - Max: 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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Hidden Caltrops (Elite) - 5 1 8![]() Elite Hex Spell. For 20 seconds, the next time target foe takes damage while moving, that foe takes (Min: 15 - Max: 63) damage and is Crippled for (Min: 5 - Max: 17) seconds. |
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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Shadow Meld (Elite) - -1 10 ¼ 20![]() 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 - 5 30![]() 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 Twilight - 2 20![]() Signet. For each Hex on target foe, that foe loses one Enchantment. |
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Swap - 5 ¼ 8![]() Spell. You and target summoned creature Shadow Step to each other's location. |
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Wastrel's Collapse (Elite) - 5 ¼ 8![]() 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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