Assassin's Promise Elite Hex Spell: For 5...13 seconds, if target foe dies, you gain 5...17 Energy and all your skills are recharged.
Augury of Death Hex Spell: For 5...29 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5...17 seconds and Shadow Step to that foe. This Spell has half the normal range.
Crippling Dagger Spell: Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 15...51 earth damage if it hits, and cripples moving foes for 3...13 seconds. This spell has half the normal range.
Dancing Daggers Spell: Send out three Dancing Daggers at target foe, each striking for 5...29 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
Dark Prison Hex Spell: Shadow Step to target foe. For 1...6 seconds, that foe moves 33% slower.
Deadly Paradox Stance: All of your attack Skills are disabled for 10 seconds. For 5...13 seconds, your Assassin Skills activate and recharge 33% faster.
Disrupting Dagger Spell: Send out a Disrupting Dagger at target foe that strikes for 10...30 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range.
Enduring Toxin Hex Spell: For 5 seconds, target foe suffers -1...4 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds.
Entangling Asp Spell: Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17 seconds.
Expose Defenses Hex Spell: For 5...17 seconds, target foe cannot "block" your attacks.
Expunge Enchantments Skill: Target foe loses 1 Enchantment. All your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way, target touched foe loses 1 additional Enchantment.
Impale Skill. Must follow a Dual Attack. Target foe is struck for 25...85 earth damage and suffers from a Deep Wound for 5...17 seconds.
Iron Palm Skill. Target touched foe suffers 5...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.
Lift Enchantment Skill. If target foe is knocked down, that foe loses one Enchantment.
Mantis Touch Spell. Must follow a Lead Attack. Target foe becomes Crippled for 5...17 seconds. Mantis Touch counts as an off-hand attack.
Mark of Death Hex Spell. For 4...9 seconds, target foe gains 33% less benefit from healing.
Mark of Insecurity Elite Hex Spell. For 5...21 seconds, Enchantments and Stances on target foe expire 50% faster.
Sadist's Signet Signet. You gain 10...34 Health for each Condition on target foe.
Scorpion Wire Hex Spell. For 8...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.
Shadow Fang Hex Spell. Shadow Step to target foe. For 10 seconds, this Hex does nothing. When this hex ends, you return to your original location and that foe suffers from a Deep Wound for 5...17 seconds.
Shadow Prison Elite Hex Spell. Shadow Step to target foe. For 1...8 seconds, that foe moves 66% slower.
Shameful Fear Hex Spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5...17 damage.
Shroud of Silence Elite Hex Spell. All of your Spells are disabled for 15 seconds. For 3...9 seconds, target touched foe cannot cast Spells.
Signet of Deadly Corruption Signet. Must follow a dual attack. This attack deals 5...29 damage for each Condition on target foe (maximum 130 damage).
Signet of Shadows Signet. Target foe takes 5...29 damage. If your target was Blinded, that foe suffers an additional 15...51 damage.
Signet of Toxic Shock Signet. If target foe is suffering from Poison, that foe takes 10...82 damage.
Siphon Speed Hex Spell. For 5...17 seconds, target foe moves 33% slower and you move 33% faster. This spell has half the normal range.
Siphon Strength Elite Hex Spell. For 5...17 seconds, target foe deals -5...41 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.
Vampiric Assault Dual Attack. Must follow an off-hand attack. If this attack hits, you steal 10...34 Health.
Way of the Empty Palm Elite Enchantment Spell. For 5...17 seconds, off-hand and dual attacks cost no Energy.

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