Assassin
- Dagger Mastery - Shadow Arts - Deadly Arts - Critical Strikes - No Attribute -
 In near future you will see here some info about Assassin.
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.
Dagger Mastery - Dagger Mastery increases the damage you do with daggers and your chance to inflict a critical hit when using a dagger. Many skills, especially dagger attack skills, become more effective with higher Dagger Mastery.
Shadow Arts - No inherent effect. Many assassin skills, especially those related to defense and moving as a shadow become more effective with higher Shadow Arts.
Deadly Arts - No inherant effect. Many Assassin skills, espeically those related to harming enemies, become more effective with Deadly Arts.
Critical Strikes - Primary Attribute (Available to Primary Assassins only). For Each rank of Critical Strikes you have, you gaine an additional 1% chance to critical hit. You gain 2 Energy whenever you score a critical hit this way.
No Attribute - 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.
Dagger Mastery - Top -

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Black Mantis Thrust
Lead Attack. If this attack hits, you strike for +(Min: 5 - Max: 17) damage. If target foe is suffering from a Hex, that foe is Crippled for (Min: 3 - Max: 13) seconds.
: 5 : 0 : 12 |

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Blades of Steel
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 1 - Max: 6) damage for each recharging dagger attack.
: 5 : 0 : 20 |

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Death Blossom
Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes for +(Min:
10 - Max: 22) damage against target foe and all adjacent foes take +(Min:
10 - Max: 22) damage.
: 5 : 0 : 12 |

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Desperate Strike
Lead Attack. If you have less than (Min: 25 - Max: 61)% Health, you deal +(Min: 5 - Max: 41) damage.
: 5 : 0 : 10 |

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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 (Min: 3 - Max: 9) seconds.
: 5 : 0 : 15 |

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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.
: 5 : 0 : 12 |

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Falling Spider
Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +(Min: 5 - Max: 29) damage and target foe is Poisoned for (Min: 5 - Max: 17) seconds.
: 5 : 0 : 12 |

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Flashing Blades (Elite)
Elite Stance. For (Min: 5 - Max: 17) seconds, you have a 50% chance to block incoming attacks while attacking. This is an elite skill.
: 10 : 0 : 20 |

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Fox Fangs
Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +(Min: 5 - Max: 17) damage if it hits.
: 5 : 0 : 10 |

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Golden Lotus Strike
Lead Attack. If it hits, this attack strikes for +(Min: 1 - Max: 16) damage. If it hits a target that has no enchantments, you gain (Min: 3 - Max: 9) Energy.
: 5 : 0 : 20 |

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Golden Phoenix Strike
Off-Hand Attack. For (Min: 6 - Max: 12) seconds, target foe suffers Health
degeneration of (Min: 3 - Max: 8), which you gain as Health
regeneration.
: 5 : 0 : 8 |

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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 +(Min: 5 -
Max: 13) damage. If struck foe is not adjacent to any allies, that foe is knocked down.
: 5 : 0 : 12 |

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Jagged Strike
Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for (Min: 3 - Max: 8) seconds.
: 5 : 0 : 6 |

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Jungle Strike
Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +(Min: 5 - Max: 17) damage. If it hits a foe that was Crippled, it does +(Min: 1 - Max: 25) damage.
: 5 : 0 : 12 |

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Mantis Sting
Lead Attack. If Mantis Sting hits, target foe takes +(Min: 5 - Max: 17) damage. If this attack strikes a fleeing foe, that foe is Crippled for (Min: 3 - Max: 13) seconds.
: 5 : 0 : 8 |

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Moebius Strike (Elite)
Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +(Min: 5 - Max: 29) damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
: 5 : 0 : 10 |

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Nine Tail Strike
Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" or "evaded" and strikes for +(Min: 5 - Max: 13) damage if it hits.
: 5 : 0 : 12 |

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Repeating Strike
Off-Hand Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 5 - Max: 17) damage. If it misses, it takes an additional 15 seconds to recharge.
: 5 : 0 : 0 |

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Temple Strike (Elite)
Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is interrupted, Dazed and Blinded for (Min: 1 - Max: 7) second(s).
: 10 : 0 : 12 |

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Twisted Fangs
Off-Hand Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +(Min: 3 - Max: 9) damage and struck foe suffers from Bleeding and Deep Wound for (Min: 5 - Max: 17) seconds.
: 10 : 0 : 12 |

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Wild Striket
Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +(Min: 5 - Max: 17) damage and target foe loses all stances.
: 5 : 0 : 4 |
Shadow Arts - Top -

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Beguiling Haze (Elite)
Spell. If target touched foe is casting a spell or suffers from exhaustion, that foe is interrupted and becomes Dazed for (Min: 5 - Max: 10) seconds.
: 10 : 0.25 : 20 |

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Blinding Powder
Spell. Must follow an off-hand attack. Target foe becomes Blinded for (Min: 3 - Max: 13) seconds.
: 5 : 1 : 20 |

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Caltrops
Spell. Target foe and all foes adjacent to your target are Crippled for (Min: 5 - Max: 13) seconds. Caltrops has half the normal range.
: 10 : 1 : 20 |

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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 (Min: 40 - Max: 112).
: 5 : 1 : 45 |

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Heart of Shadow
Enchantment. For 60 seconds, the next time you take damage you are healed for (Min: 15 - Max: 63) Health and Shadow Step to a random nearby location.
: 10 : 0.25 : 20 |

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Mirrored Stance
Hex. For (Min: 10 - Max: 30) seconds, whenever target foe enters a Stance, you enter the same Stance.
: 5 : 2 : 30 |

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Return
Spell. All adjacent foes are Crippled for (Min: 3 - Max: 7) seconds. Teleport to target ally.
: 5 : 1 : 20 |

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Shadow Form (Elite)
Elite Enchantment. 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.
: 5 : 1 : 60 |

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Shadow Refuge
Enchantment. For 4 seconds, you have a 50% chance to "evade" attacks. When Shadow Refuge ends, you are healed for (Min: 30 - Max: 102).
: 5 : 1 : 8 |

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Shadow Shroud (Elite)
Elite Enchantment. For (Min: 3 - Max: 8) seconds, target foe cannot be the target of Enchantments.
: 10 : 1 : 20 |

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Shadow Step
Stance. For (Min: 5 - Max: 17) seconds you move 25% faster than normal. When Shadow Step ends, you return to the location where you activated Shadow Step.
: 10 : 0 : 30 |

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Shadowy Burden
Hex. For (Min: 4 - Max: 9) seconds, target foe moves 25% slower and while target foe has no other Hexes, that foe has 20 less armor against your attacks.
: 10 : 2 : 15 |

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Shroud of Distress
Enchantment. For 30 seconds, if you are below 50% Health, you have a (Min: 15 - Max: 63)% chance to evade attacks.
: 10 : 1 : 45 |

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Unseen Fury
Stance. For (Min: 10 - Max: 30) seconds, you cannot be blocked, or evaded by Blinded foes.
: 5 : 0 : 45 |

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Viper's Defense
Stance. For 30 seconds, the next time you are struck, teleport to a random location nearby. The foe who struck you is poisoned for (Min: 5 - Max: 17) seconds.
: 5 : 0 : 10 |

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Way of Perfection
Enchantment. For (Min: 10 - Max: 30) seconds, whenever you successfully make a critical hit you gain (Min: 10 - Max: 30) health.
: 5 : 1 : 30 |

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Way of the Fox
Enchantment. For (Max: 10 - Min: 30) seconds, your next attack cannot miss.
: 5 : 1 : 3 |

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Way of the Lotus
Hex. For (Min: 10 - Max: 30) seconds, the next time you hit target foe with a dual attack skill, you gain (Min: 5 - Max: 13) Energy.
: 5 : 1 : 20 |
Deadly Arts - Top -

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Assassin's Promise (Elite)
Hex. Exploit nearest corpse to animate a level (Min: 1 - Max: 17) bone fiend. Bone fiends can attack at range.
: 5 : 0.75 : 4 |

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Crippling Dagger
Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for (Min: 5 - Max: 41) earth damage if it hits, and cripples fleeing foes for 3-13 second. This spell has half the normal range.
:5 : 1 : 20 |

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Dancing Daggers
Spell. Send out three Dancing Daggers at target foe. Each striking for (Min: 5 - Max: 17) earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
: 5 : 1 : 5 |

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Dark Prison
Hex. Shadow Step to target foe. For (Min: 1 - Max: 6) second(s), that foe moves 33% slower.
: 10 : 1 : 60 |

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Enduring Toxin
Hex. For 3 seconds, target foe suffers -(Min: 1 - Max: 3) Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is rened for another 3 seconds.
: 5 : 2 : 10 |

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Entangling Asp
Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for (Min: 5 - Max: 17) seconds.
: 10 : 1 : 20 |

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Expose Defenses
Hex. For (Min: 3 - Max: 9) seconds, target foe cannot "block" or "evade" your attacks.
: 10 : 2 : 10 |

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Expunge Enchantments
Spell. All your non-attack skills are disabled for (Min: 10 - Max: 6) seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
: 10 : 0.75 : 30 |

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Impale
Hex. For (Min: 10 - Max: 30) seconds, next time target foe is hit by a dual attack, that foe is struck for (Min: 10 - Max: 58) earth damage.
: 10 : 1 : 5 |

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Iron Palm
Skill. Target touched foe suffers (Min: 5 - Max: 41) damage. Iron fist may be used as a lead attack.
: 5 : 0.75 : 20 |

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Mantis Touch
Spell. Must follow a lead attack. Target foe becomes Crippled for (Min: 3 - Max: 17) seconds.
: 5 : 0.75 : 15 |

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Mark of Death
Hex. For (Min: 4 - Max: 9) seconds, target foe gains 20% less benefit from healing.
: 10 : 0.25 : 20 |

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Mark of Instability
Hex. For (Min: 10 - Max: 30) seconds, the next time you hit target foe with a dual attack skill, that foe is knocked down.
: 10 : 1 : 20 |

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Scorpion Wire
Hex. 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.
: 5 : 2 : 30 |

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Shameful Fear
Hex. 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.
: 10 : 2 : 20 |

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Shroud of Silence (Elite)
Elite Hex. All of your spells are disabled for 15 seconds. For (Min: 3 - Max: 9) seconds, target touched foe cannot cast spells.
: 10 : 0.75 : 30 |

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Signet of Shadows
Spell. Target foe takes (Min: 5 - Max: 29) shadow damage. If your target was Blinded, that foe suffers an additional (Min: 15 - Max: 51) shadow damage.
: 0 : 1 : 30 |

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Siphon Speed
Hex. For (Min: 5 - Max: 13) seconds, target foe moves 15% slower and you move 15% faster.
: 5 : 1 : 5 |

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Siphon Strength (Elite)
Hex. For (Min: 5 -
Max: 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.
: 15 : 2 : 30 |

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Way of the Empty Palm (Elite)
Enchantment. For (Min: 5 -
Max: 17) seconds, off-hand and dual attacks cost no Energy.
: 5 : 1 : 30 |
Critical Strikes - Top -

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Black Lotus Strike
Off-Hand Attack. Must strike a Hexed foe. If it hits, Black Lotus Strike strikes for +(Min: 1 - Max: 25) damage and you gain (Min: 5 - Max: 17) Energy.
: 10 : 0 : 30 |

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Critical Defenses
Enchantment. For 4 seconds, you have (Min: 25 - Max: 45)% chance to block. Critical Defenses refreshes every time you land a critical hit.
: 10 : 1 : 30 |

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Critical Eye
Skill. For (Min: 10 - Max: 30) seconds, you have an additional (Min: 1 - Max: 6)% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
: 5 : 0 : 30 |

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Critical Strike
Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 1 - Max: 8) damage and resuslts in a critical hit.
: 5 : 0 : 12 |

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Dark Apostasy (Elite)
Elite Enchantment. For (Min: 10 - Max: 30) seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment int this way, you lose (Min: 15 - Max: 8) Energy or Dark Apostasy ends.
: 10 : 2 : 30 |

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Locusts' Fury (Elite)
Enchantment. For (Min: 10 - Max: 30) seconds, you have an additional 20% chance to double strike.
: 10 : 2 : 30 |

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Palm Strike (Elite)
Skill. Target touched foe is strick for (Min: 5 - Max: 53) shadow damage. This skill counts as an off hand attack.
: 10 : 0.75 : 12 |

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Seeping Wound (Elite)
Spell. All your non-attack skills are disabled for (Min: 10 - Max: 6) seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
: 10 : 0.75 : 30 |

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Sharpen Daggers
Enchantment. For (Min: 10 - Max: 30) seconds, all of your critical hits cause Bleeding for (Min: 5 - Max: 13) seconds.
: 5 : 2 : 20 |

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Unsuspecting Strike
Lead Attack. If this attack hits, you strike for +(Min: 1 - Max: 25) damage. If your target was above 90% Health you deal an additional (Min: 10 - Max: 34) damage.
: 10 : 0 : 10 |
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