Huriel
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« on: May 25, 2008, 09:42:58 PM » |
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Level 1 1 Cunning Attack Your formidable cunning allows a darting attack which continues to deal damage after you strike, dealing even more damage if attack is made from stealth. Main-hand Weapon damage 1 Common damage every 2 seconds for 20 seconds Range: 3m Cooldown 3s 1 Subtle Stab You may make a quick, sharp attack against your foe. Main-hand Weapon damage +2 Range: 3m Cooldown 10s 1 Surprise Strike You are skilled at surprising your enemy in battle, inflicting more damage when attacking from behind or while in Stealth. Critical hits with Surprise Strike are more damaging than most skills. Main-hand Weapon damage +2 Range: 3m Cooldown 10s
level 2 2 Trick: Disable You can strike at a foe to slow their attacks for a short while. You can only have on trick on a target at a time. Main-hand Weapon damage Slows attack speed by 15% Reduces melee damage by 15% Duration 15s Range: 3m Cooldown: 10s
Level 4 4 Sneak You have the ability to move about unseen, though there is a chance enemies may detect you, especially when moving in front of them. -50% Run Speed Toggle Skill Cooldown: 10s 4 Burglars Advantage You are able to make another attack after a Critical Hit, inflicting more damage when attacking from behind. Main-hand Weapon damage Range: 3m Cooldown: 5s
Level 6 6 Touch and Go You can improve your ability to evade your enemy's attacks for a short time. Using this skill will not break stealth. This skill shares its recovery timer with Knives out. +50% Evade Chance Duration: 30s Cooldown: 5m
Level 8 8 Riddle You are capable of posing Riddles to your enemies, which may momentarily distract them, dazing them for a short time or until damaged. This will not work on Beasts, Insects, or Creatures of Nature. Dazes for up to 30s Cost: 5 Power Resistance: Song Cooldown: 1m
Level 10 10 Mischievous Glee You can surprise a foe with an active Trick on them, removing the Trick and restoring some of your Morale. This will never miss against on level targets, nor can it be parried, blocked, or evaded. Will break a target out of being dazed. Range: 3m Cooldown: 45s
Level 12 12 Exploit Opening You are able to stun your target, creating an opportunity to use Fellowship skills if you are in a Fellowship. Main-hand Weapon damage Stuns for 5s Range: 3m Resistance: Physical Cooldown: 5m 12 Aim Your careful aim ensures the next damage-dealing attack skill will result in a Critical hit and has a much lower chance of missing. This skill will not break Stealth. Duration: 10s Cooldown: 1m 30s
Level 14 14 Burgle While sneaking about, you can attempt to lighten the pockets of unsuspecting targets. Range: 4m Cooldown: 20s 14 Addle You confuse the enemy so thoroughly that he fails any skill he attempts in the process, and any subsequent skill attempts for a short time will take longer to execute. Doubles the targets induction duration Duration: 30s Range: 20m Resistance: Song Cooldown: 15s
Level 16 16 Trick: Dust in the Eyes You throw dust in your enemies eyes making it more difficult for your enemy to hit. You can only have on trick on a target at once. +20% Miss Chance Slows movement speed by 25% Will break target out of being dazed. Duration 30s Range: 3m Resistance: Physical Cooldown: 5s
Level 18 18 Diversion When in Stealth, you can divert and enemies attention away from yourself for a short time. Using this skill will not break stealth. Range: 20m Resistance: Physical Cooldown: 20s
Level 20 20 Mischief Instead of sneaking, you set your mind straitway to Mischief. While active, your Tricks and Twists cost less power to use and the recovery timer of Riddle is reduced. This skill can only be activated out of combat and cannot be used while sneaking. -25% Tricks and Power Cost -30s Riddle Recovery Timer Toggle Skill Cooldown: 10s 20 Track Treasure Turns on tracking for treasure chests and other value-laden containers. Treasure Tracking Toggle Skill Cooldown: 10s 20 Startling Twist You startle the enemy with an active trick on them, stunning them, and removing the trick. Will break a target out of being dazed. Range: 3m Resistance: Physical Cooldown: 45s
Level 22 22 Reveal Weakness While maintaining this ability, you are able to point out weaknesses in your enemies defenses, increasing damage taken from attacks. Using this skill will not break stealth. Toggle Skill Range: 20m Cooldown: 5s
Level 24 24 Double-Edged Strike After using your Burglar's Advantage, you can make two attacks against your target. 2 attacks: 80% of Main-hand Weapon damage 60% of Off-hand Weapon damage Range: 3m Cooldown: 5s
Level 26 26 Contact Peddler At camps scattered across the world, you can call on your contacts to find a Peddler to whom you and others may sell items in your possession. Cooldown: 30m 26 Trick: Counter Defense You execute an attack that will lower the enemies defenses for a short time. You can only have one trick on a target at once. Main-hand Weapon damage Reduces Parry, Block, and Evade by 5% +3% of Melee Critical Vulnerability Duration: 30s Range: 3m Cooldown: 5s 26 Cure Poison With some effort you are capable of purging poisons from an ally. Removes up to 1 poison effect with maximum strength of 4 from the target. Range: 3m Cooldown: 1m
Level 28 28 Trip You can knock and enemy down opening up an opportunity to use Fellowship skills if you are in a Fellowship. Only usable while in Stealth. Main-hand Weapon damage Knocks down for 5s Range: 4m Cooldown: 5m
Level 30 30 Clever Retort Mischief must be active to use this skill. Sometimes, you even surprise yourself. Usable on an enemy with an active Trick on them, it does one of four different things from healing yourself to harming your target. This removes the trick. Will break a target out of dazed. Range: 3m Resistance: Song Cooldown: 2m 30 Hide in Plain Sight You can disappear from before your enemy's eyes. For a little while, your Stealth is improved and even taking damage will not break your cover. Using this skill will not break Stealth. Briefly undetectable in stealth Your stealth is not broken by damage Duration: 10s Cooldown: 10m
Level 32 32 Find Footing When dazed, stunned, knocked down, or knocked out you may quickly recover, gaining Morale and temporary improvements to your evasion. Using this skill will not break Stealth. +96-101 Morale +50% Evade Chance Duration: 30s Shakes off Dazes or Stuns, or recover from being knocked down. Cooldown: 5m
Level 34 34 Provoke You can use your enemy to focus his aggression on his current opponent, whether that is yourself or an ally. Main-hand Weapon damage Range: 3m Cooldown: 5s
Level 36 36 Ready and Able You are ready for action again, resetting the recovery timers on many of your skills. Using this skill will not break Stealth. Cooldown: 30m
Level 38 38 Trick: Enrage You enrage your foe causing him to flail around at any target he considers a threat. You can only have one trick on a target at once. Target will attack enemies at random Will break a target out of dazed. +5% Ranged Vulnerability Duration: 30s Range: 20m Resistance: Song Cooldown: 5s
Level 40 40 Well Placed Strike With a moment to prepare, you make a carefully aimed strike at your target, causing damage over time. When made at the back of your target, the damage over time is increased significantly. Main-hand Weapon damage Common damage every 5 seconds for 20 seconds When in position: 5 common damage every 5 seconds for 30 seconds Range: 3m Cooldown: 5m 40 Practical Joke Whose fault is it the mightiest of heroes can't take a joke? This skill is only usable while in stealth. Range: 4m Max targets: 10 Range: 5m Cooldown: 10m
Level 42 42 Share The Fun You and one other Fellowship member can enter stealth together. You must remain within 5 meters of one another or both of you will be revealed. -70% Run Speed -2 Stealth Level Toggle Skill Range: 5m Cooldown: 10s 42 Knives Out You make a quick attack to all foes around you and then prepare yourself to retaliate to attacks against you in melee. Half of the attacks made against you will also damage your attacker. This skill shares its recovery timer with Touch and Go. Main-hand Weapon damage Max Targets: 3 Radius: 5m Cooldown: 5m
Level 44 44 Seize Initiative After your fellowship performs a successful Fellowship Maneuver, you can use this skill to reset the recovery timer of your Aim skill, Location is Everything, and all the skills in your Critical Response chain. Cooldown: 20m
Level 46 46 Confound Mischief must be active to use this skill. You confound nearby foes which slightly slows their attacks and will daze them if not cured before it expires. This will not work on beasts, insects, or Creatures of nature. Slows attack speed by 5% Duration 15s
Applied on Expiration: Dazes for up to 30s Max Targets: 2 Range: 5m Resistance: Song Cooldown: 5m
Level 48 48 Escape Clause After your fellowship performs a successful Fellowship Maneuver, you can use this skill to reset the recovery timer of Touch and Go and Knives Out. Cooldown: 20m
Level 50 50 Location is Everything Your next damage dealing attack skill will deal increased damage if it strikes your target from behind. Only usable while in Stealth. Using this skill will not break Stealth. Increases positional bonus by 25% Duration: 10s Cooldown: 5m
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