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Autor Topic: skille Burglara  (Read 3296 times)
Huriel
GM Iron Lady ;-)
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KoHaniutka


« on: May 25, 2008, 09:42:58 PM »

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
Huriel
GM Iron Lady ;-)
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Wiadomości: 10656


KoHaniutka


« Reply #1 on: May 25, 2008, 09:44:12 PM »

5 Evade: Rank 1  Adds 3% chance to Evade 
5 Lute Use  Allows the use of Lutes 
5 Clarinet Use  Allows the use of Clarinets 
7 Parry: Rank 1  Adds 3% to Parry chance 
9 Melee Critical: Rank 1  Adds 1% chance to Critical 
10 Dual Wielding  Allows the wielding of a second weapon in the off-hand 
10  Medium Armor  Allows you to use Medium Armor 
11 Accuracy: Rank 1  Reduce Miss by a medium amount 
13 Evade: Rank 2  Adds 2% to Evade chance 
15 Parry: Rank 2  Adds 2% to Parry chance 
19 Accuracy: Rank 2  Reduce Miss by a medium amount 
20 Tools of the Trade Enables Burglars to use special tools to facilitate their clever Tricks. 
20 Clever Devices  Enables Burglars to use devices such as caltrops, marbles, and stun dust. 
21 Parry: Rank 3  Adds 1% to Parry chance 
23 Melee Critical: Rank 2  Adds 1% to Critical hit chance 
25 Accuracy: Rank 3  Reduces Miss by a medium amount. 
27 Evade: Rank 3  Adds 1% to Evade chance. 
29 Melee Critical: Rank 3  Adds 1% to Critical hit chance.
31 Melee Critical: Rank 4  Adds 1% to Critical hit chance. 
33 Evade: Rank 4  Adds 1% to Evade chance.
37 Accuracy: Rank 4  Reduces Miss by a small amount. 
41 Parry: Rank 4  Adds 1% Parry chance. 
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