Masters of subtlety and subterfuge, an Assassin’s ability to walk in the shadows allows them to bypass obstacles and launch devastating surprise attacks. A rare few survive the initial assault, only to succumb to virulent poisons.
Assassins are trained to meld with the shadows, bypassing defenses and launching potent surprise attacks with their poisoned blades.
Assassins must choose their targets carefully, or wind up in desperate straits if they forfeit the element of surprise or attack a foe who can shrug off the venom from their blades.
The dwarf Veseslav grew up in the shadows of Hammerknell knowing one truth: the queen of the dwarves had killed his mother, and one day she would die for it. Veseslav’s father was King of Hammerknell, his mother one of the queen’s comely handmaidens. The jealous queen had the young woman murdered, but not before the child could be spirited away.
Veseslav was taken in by his mother’s brother, Bogdan, who made his living cutting short the lives of others. As Bogdan’s apprentice, Veseslav’s daggers became faster, his stealthy movements less detectable, his poisons more vitriolic than his uncle’s. The young dwarf developed a particularly nasty poison all his own, and named it Ursula, after the queen.
The dwarves held a grand feast to celebrate King Monimnier’s sixtieth birthday. All was joy until very suddenly, the queen’s face went pale, and she toppled over into her soup, convulsing, foaming at the mouth. Finally, she lay still, poison the clear cause.
But as the king’s elite guard hurried him to the royal chambers, one dwarf dropped like a stone. A figure materialized from the shadows, pulling his blade from the victim’s back. The warriors rushed in, but the assassin dodged their attacks, dealing cuts that bled profusely, and festered and boiled from terrible venom. Moving with the ruthless precision of a hawk after prey, he finished them with strikes to their vitals. Soon, the guards all were dispatched, leaving only the killer and the king.
“I see myself in your face,” said Monimnier. “That isn’t possible.”
“And yet here I am,” Vaseslav growled. By the time the party was found, the king lay dead among his guards.
Veseslav never came forward to claim the crown of Hammerknell, his only legacy a series of flawless assassinations involving a poison that all Telara now calls Queen Ursula.
|Ruthlessness||Increases your Critical Hit chance by (1/2/3/4/5)%.|
|Improved Final Blow||Increases the damage of your Final Blow by (5/10/15)%.|
|Improved Savage Strike||Increases Critical Hit chance of your Savage Strike by (5/10)%.|
|Serrated Blades||Your Critical Hit attacks with melee weapons cause your target to bleed based on (100/200/300)% of your weapon’s damage over 6 seconds. Can be applied up to 3 times.|
|Puncture||A vicious attack that ignores your target’s Armor, deals weapon damage plus 7 to 9 Physical damage, and causes the enemy to bleed for 18 damage over 10 seconds. Awards 2 Combo Points.|
|Murderous Intent||Increases your Physical damage by (2/4)%.|
|Cloak and Dagger||After using Assassinate, Paralyzing Strike or Jagged Strike, you deal (5/10/15)% more damage and take (5/10/15)% less damage for 10 seconds.|
|Cruel Vengeance||Your Critical Hit attacks increase your damage by (2/4/6/8/10)% for 10 seconds.|
|Blinding Powder||The Rogue throws sand at the enemy’s eyes, causing the enemy to be blinded for 10 seconds.|
|Silent Footsteps||Increases the difficulty of detecting you while stealthing by (15/30)% and increases your movement speed while stealthing by 15%.|
|Magnify Pain||Increases the Critical Hit damage of your Physical attacks by (10/20)%.|
|Double Cross||Your Savage Strike, Puncture and Final Blow deals (5/10/15)% more damage if you attack the enemy from behind.|
|Backstab||Attacks the enemy from behind, dealing weapon plus 37 to 40 Physical damage. Must be behind the enemy. An additional 50% damage bonus from Attack Power is applied to this attack. Awards 1 Combo Point.|
|Poison Potency||Increases the damage your Poison abilities deal by (5/10/15)%.|
|Subterfuge||Your Assassinate, Paralyzing Strike and Jagged Strike have a 50% chance of gaining an additional Combo Point on the enemy.|
|Improved Stealth||Your Stealth now lasts until cancelled.|
|Foul Play||Executes an unfair maneuver that stuns the enemy for 4 seconds.|
|Poison Mastery||Increases the chance your Poison-coated weapons apply Poison to your enemy by (2/4/6/8/10)%.|
|Physical Trauma||Increases the duration of your Puncture, Jagged Strike and Impale by (4/8) seconds.|
|Advanced Flanking||Your Assassinate and Backstab ignore (25/50)% of the enemy’s Armor.|
|Enduring Brew||The Rogue drinks a concoction of dangerous substances which heals for 179 hit points, but causes the Rogue to be poisoned for 113 Poison damage over 20 seconds. This poison effect is applied up to 10 times with repeated consumption and reduces the healing effectiveness by 10% per effect.|
|Slip Away||The Rogue completely disappears from sight and becomes immune to all damage effects for 3 seconds. This also removes Snares and Roots.
Requires Improved Stealth Rank 1.
|Savage Strike||A brutal attack that deals weapon plus 6 to 7 Physical damage. Awards 1 Combo Point. Requires Melee Weapon.|
|Virulent Poison||The Rogue coats their weapons in Poisons, and each weapon attack has a 20% chance to deal an additional 6 Water damage. Lasts 1 hour. Only 2 weapon enchantments can be applied at a time.|
|Final Blow||A Finisher that deals weapon plus Physical damage. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. Requires Melee Weapon.
1 Point: 12 damage
2 Points: 19 damage
3 Points: 27 damage
4 Points: 31 damage
5 Points: 38 damage
|Assassinate||A devastating attack that deals weapon plus 41 to 44 Physical damage. Must be behind the enemy. An additional 100% damage bonus from Attack Power is applied to this attack. Awards 2 Combo Points. Requires Melee Weapon. Requires Stealth.|
|Stealth||The Rogue is hidden from enemies for 30 seconds. While hidden, movement speed is reduced by 30%. This ability can only be used when out of combat. Any attacks made cancel the effect.|
|Incapacitate||Incapacitates the enemy for 30 seconds. Enemy must not be in combat. Any damage on the enemy removes the effect. Only 1 enemy can be incapacitated at a time. This attack does not take the Rogue out of stealth. Requires Stealth.|
|Lethal Poison||The Rogue coats their weapons in Poisons, and each weapon attack has a 20% chance to deal an additional 5 Water damage and increase the Critical Hit chance against the enemy by 5% for 15 seconds. Lasts 1 hour. Only 2 weapon enchantments can be applied at a time.|
|Elusiveness||Greatly reduces the Rogue’s chance of being detected while stealthing for 5 seconds. This ability does not trigger global cooldown. Requires Stealth.|
|Expose Weakness||Causes the enemy to take an additional 3 Physical damage from Physical attacks and Bleeds. This effect occurs up to 30 times within 20 seconds. This ability does not break stealth.|
|Malicious Strike||Cripples the enemy with a Poison attack, dealing weapon plus 11 to 13 Water damage and reducing movement speed by 70% for 8 seconds. Requires Melee Weapon.|
|Baneful Touch||A Finisher that deals weapon plus Water damage and increases the Poison damage of the Rogue’s Poison-coated weapons by 30%. Duration is increased with more Combo Points. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. Requires Melee Weapon.
1 Point: 23 damage, 6 seconds
2 Points: 38 damage, 12 seconds
3 Points: 54 damage, 18 seconds
4 Points: 61 damage, 24 seconds
5 Points: 77 damage, 30 seconds
|Paralyzing Strike||A Poison attack that deals weapon damage plus 27 to 30 Water damage and stuns the target for 4 seconds. Awards 2 Combo Points. Requires Melee Weapon. Requires Stealth.|
|Poison Malice||Increases the Poison damage from your poison coated weapons by 100% and deals 13 Water damage to enemies who attack you at melee range. Lasts 15 seconds. Cooldown: 2 minutes|
|Leeching Poison||The Rogue coats their weapons in Poisonss, and each weapon attack has a 20% chance to deal an additional 10 Water damage and cause the Rogue to gain 5 Energy. Lasts 1 hour. Only 2 weapon enchantments can be applied at a time.|
|Jagged Strike||Stabs the enemy, causing the enemy to bleed for weapon plus 190 Physical damage over 10 seconds. An additional 100% damage bonus from Attack Power is applied to this attack. Awards 2 Combo Points. Requires Melee Weapon. Requires Stealth.|
|Impale||A Finisher that causes the enemy to bleed for weapon damage plus Physical damage over 10 seconds. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points.
1 Point: 82 damage
2 Points: 136 damage
3 Points: 190 damage
4 Points: 217 damage
5 Points: 272 damage
|Debilitating Poison||The Rogue coats their weapons in Poisons, and each weapon attack has a 20% chance to deal an additional 17 Water damage and increase the Energy and Mana cost of any ability the enemy uses by 25% for 15 seconds. Only 2 weapon enchantments can be applied at a time.|
|Poison Gas||Discharges a cloud of poisonous gas, causing enemies within 7 meters to be confused for 6 seconds. Damage removes the effect.|
|Hidden Veil||When activated, any damage taken while stealthing will cause the Rogue to break out of stealth in 15 seconds.|