• Member Since 22nd May, 2013
  • offline last seen Aug 12th, 2023

mattchilly


I'm just a fan of MLP, Touhou, and much more and now for a personal quote. "Inspiration is a fickle thing it’s there when you don’t want it and gone when you need it."

More Blog Posts37

  • 129 weeks
    A possible compromise for 'From a Mirror to Canterlot High'

    So seeing the response to the last couple chapters of my story I've been thinking on a way keep my readers happy and still have crossovers. I've come to the idea that I simply redo Chapters 8-10 and move the current ones to a new story called 'Midna's Meetings' which is where I'll put all of the crossovers Midna has. That one will have no baring on the plot of the main story and mostly be just

    Read More

    1 comments · 198 views
  • 176 weeks
    Mirrors and Stories

    Honestly out of all my stories... I think the one I wanna work on most, is Midna's so I'm going to try to get back in the swing of writing, to work on it again. Wish me luck!

    4 comments · 223 views
  • 230 weeks
    Happy New Years!

    Sorry for there being no update in so long. Lot of stuff going on at home on top of some REALLY bad Writer's Block. I'm hoping I can get back into writing soon but as much as I want to I can't make any promises. I hope everyone had a good Christmas season even if you don't celebrate Christmas and I hope everyone has a great new year!

    0 comments · 223 views
  • 266 weeks
    The new League of Legends Champion

    ... is freaking adorable

    1 comments · 323 views
  • 273 weeks
    About my stories

    WRITERS BLOCK SUCKS!

    2 comments · 300 views
Feb
2nd
2018

Abilities and Tools for Sharpshot the Archer. Now Finished · 6:09pm Feb 2nd, 2018

Sometimes I regret choosing to sources with so many abilities for my characters. Also all abilities here have the same wording as in my notes and as I said in chapter one some abilities have been altered to fit with the story a little better. Also when ever I have Sharpshot "hit an enemies weak spot" that's him getting a 'critical hit'.

IMPORTANT! THERE IS GOING TO BE A CRAP TON OF EXTRA INFORMATION IN THIS BLOG THAT SHOWS ALL THE SKILLS AND EQUIPMENT FROM THE DIFFERENT CHARACTERS THAT I CHOSE TO USE IN SHAPRSHOT'S CREATION AND IS NOT NECESSARY TO ENJOY THE STORY.

List of Weapon’s:

Thas'dorah, Legacy of the Windrunners: The bow giving to the Windrunner family of Silvermoon. Imbued with magic to make its wielder shoot faster, have more stamina and hit targets’ week points easier. Grants the Windburst ability which deals massive Wind damage to target and makes allies move faster if they follow the path of the arrows flight. This bow has an empty Storm Artifact Relic Slot and Blood Relic Slot.

Fangs of Ashamane: Both daggers are imbued with magic to make its wielder shoot faster, have more stamina and hit targets’ week points easier. Due to its magic core all damage dealt by these weapons double as Arcane damage. Due to its blade this weapon is capable of easily damaging an enemy’s weapon.

Palutena Bow: It creates its own arrows that are made of pure Light magic. If not fired for five seconds this weapon can fire a larger arrow which deals more damage and has the possibility to pierce through a target to his someone behind the target and has homing properties. This weapon can turn into twin swords. Only those Blessed by the Goddess Palutena can hold or use this weapon.

Ashe’s True-Ice Bow: This bow creates its own ammunition by freezing the water in the air to make arrows or will turn any arrow placed on the string into its unique ammunition. The arrows it makes are made of True-Ice and shatter upon contact after being fired. These arrows naturally deal Ice based damage.

Blitzbolter: A crossbow blessed by the Angles of Sanctuary. Any bolt or arrow fired from this bow is imbued with Holy Magic and deal extra damage to Demons.

Ammunition:

Nordassil: Is extremely strong and the arrow head is made of Azerothian cobalt has no other special properties.

Bamboo: Is quicker but more fragile than Nordassil arrows, arrow head is made from a classified Lunarian metal that can only be made and identified by Lunarian’s. For anyone who’s not Lunarian the metal just seems to be normal steel. Just like Eirin’s arrows this has a pink bow tied near the arrowhead, has no other special properties.

Fire: Normal oak arrows with a crystal imbued with fire magic as an arrowhead, will set anything it hits on fire unless its target is not flammable.

Fire Enchantment: Bless your arrows with an aura of fiery power. This will burn your target, light torches and burn cobwebs but not much else.

Ice: Normal oak arrows with a crystal imbued with ice magic as an arrowhead, can freeze just about anything.

Ice: Enchantment: Bless your arrows with an aura of frozen power. Use this to freeze enemies and water turning them into blocks of ice or create a frozen platform for a set amount of time but not much else.

Shock: Normal oak arrows with a crystal imbued with lightning magic as an arrowhead, will deal a powerful electric shock to any enemy hit, if it hits something wet it will create a large dome that shocks anything inside with the exception of the one who fired the arrow or his designated allies.

Bomb: self-explanatory.

Ancient: Made of lost Sheikah tech these highly advances arrows can pierce through almost anything and deal more damage to corrupted Sheikah tech.

Light: These arrows are blessed by the four Golden Goddess and will purify or kill any force of evil they hit.

Silver: Made of pure silver and are very effective against most forms of undead and those cursed with lycanthropy.

Crossbow Bolts: Due to the magic from the Holy Point Shot quiver each shot as a random chance to deal additional damage from the fallowing list. Frost, Poison, Arcane, additional Holy damage, Lightning, Fire, or will have an easier time pricing the target.

List of ‘perks’:

Lunarian: Part of the Lunarian Race. Able to breath in low atmosphere environments and knowledge of how to fly through will alone but can also use magic to fly. Knowledge on Lunarian culture

Hylian: You are near identical to a human save your elf like ears.

New Ancestry: You are now the son of Eirin Yagokoro the Lunarian and a Hylian you've never met.

Champion of the Goddess: You are now a Champion of the four Golden Goddess, Din: Goddess of Power and creator of the Earth. Naryu: Goddess of Wisdom and creator of Law. Farore: Goddess of Courage and creator of Spirit. Palutena: Goddess of Light and creator of Emotions. As such you may use any and all powers that they are known to bless people with.

Master Doctor and maker of Medicine and Poison: Given enough time you can discover what any sickness is and make any kind of Medicine or Poison if you have the right ingredients. Know how to make the forbidden Hourai Elixir.

Guardian: Out of all the Champions of the Goddess you were chosen to be the guardian of the Triforce.

Grand Master Hunter: Can track any kind of creature and tame any kind of animal

Grand Master Rogue: Can blend into the shadows and hide your presence to the point no one can see or sense you. Even if they saw you disappear. This lets you throw weapons with deadly accuracy

Grand Master Marksman: When using any kind of bow and arrow it is almost impossible for you to miss at any range.

Tools of the Trade: You know how to make and use any Demon Hunter, Hunter, or Rogue tool. This includes Mining and smelting the ore, using the forge, skinning hides and furs turning said hides and furs into leather and leather working. And Finding and collecting herbs or other plants and glans for Poisons and Potions. Your mom also taught you Tailoring.

Accent Translator: If someone is speaking in a Mid Evil esk accent or complacently in rhymes you understand them as if it was modern day English.

Known Languages: You can Speak, Read, and Write in English or as it's more often called Common, Azerothian Dwarvish, Azerothian Gnomish, Azerothian Darnassian, Azerothian Draenei, Hylian, Freljordic, Lunarian, and Japanese.

Arrow’s and a few other weapons replenish themselves every dawn. Normal arrows at 250 arrows a time and special at 50 arrows a time.

List of abilities:

Granted by the Golden Goddess:

Din’s Fire, Spell: Creates a large dome of holy fire around self or can shoot an exploding fireball

Nayru’s Love, Spell: Creates an invincible shield that lasts for at least two minutes or makes or makes a shield lasts for a few seconds but can deflect any projectile.

Farore’s Wind, Spell: Can set a beacon that you can return to with a wind based teleportation or can teleport short distances at will.

Sky Jump: Able to jump high into the air

Jump Glide: Jump in the air and glide as far as you can go. If used in the air it has the same effect.

Rocket Jump: Lunch self-skyward with tremendous force

Angelic Missile: Turn self into a missile and shoot self in the direction you’re facing

Super Speed: You are able to run at high speeds and knock weakened foes into the air by bumping into them

Warp: Teleportation

Idol Transformation: Turn enemies close to death into trophies which will have a little information on their race

Mega Laser: Point your weapon and fire a large laser of holy light.

Explosive Flame: Point your weapon, a finger or make some other motion to summon an explosion at target’s location.

Black Hole: Trap your foe in a powerful gravity well. It is next to impossible for them to escape and if they are in the Black Hole long enough they are compressed to death.

Meteor Shower: Raise your arm to call forth a barrage of stone that was fired from Sky World.

Land Mine: Summon a hidden Explosive Flame that triggers when an enemy comes close.

Reflect Barrier: Summon a wall or door that absorbs the energy from any attack and shoots it at the one who shot the absorbed attack.

Heavenly Light: Call down the light of the Gods to harm your enemies

Spite: Blow yourself up in a large explosion. The healthier you are the larger the explosion

Autoreticle: You automatically aim at an enemy

Weak-Point Reticle: When attacking you automatically aim at a targets weak spots

Quick Charge: If you’re using a weapon that has a charge attack it will charge immediately

Homing boost: Any attack with Homing properties will miss less often

Slip Shot: All projectiles fly through walls and obstacles

Invisible Shots: All ranged attacks for 30 seconds are invisible

Random Effect: randomly activates any of the ‘Attack’ abilities granted by Palutena

Poison Attack: : All ranged attacks for 30 seconds inflict poison for five minutes to deal damage over time

Paralyze Attack: : All ranged attacks for 30 seconds will paralyze the foe for five minutes.

Weaken Attack: Temporarily cuts a target’s max ‘HP’ in half and weakens all their attacks

Petrify Attack: Temporarily turns a target to stone

Shake Attack: Temporarily makes a shakes uncontrollably

Confuse Attack: : All ranged attacks for 30 seconds inflict will confuse for 60 seconds so they attack their allies

Burn Attack: : All ranged attacks for 30 seconds inflict burn for five minutes to deal damage over time

Freeze Attack: : All ranged attacks for 30 seconds will cover the enemy in a thin layer of ice that is not easy to notice. This ice will keep the victim from moving for 3 minutes.

Instant Death Attack: Very low chance to instantly kill the target

Spin Attack: Temporarily makes the target spin uncontrollably

Eggplant attack: Temporarily turns target into an eggplant with legs

Tempura Attack: Temporarily turns the target into a piece of tempura with legs.

Power Thief: using a melee attack you can seal and ability or spell from your target and use it yourself, you do not keep the ability or spell

Energy Charge: You charge power to increase damage. Taking damage nullifies this effect

Libra Sponge: You get stronger the more you’re hit

Darkness: Temporarily blinds target

Interference: Place a beacon to disrupt enemy’s ability’s

Virus: Combines the powers of Paralyze Attack and Weaken Attack but time effected is cut in half

Super Armor: You can take damage but you won’t flinch and your attacks can’t be stopped mid-way.

Brief Invincibility: become Invincible for 60 seconds

Tirelessness: It is impossible for you to get tired for 90 seconds.

Lightweight: you become 90% lighter for 90 seconds. This allows you to move faster and quieter.

Trade-off: put self in a near death state to increase all attributes. More health when used equals a higher boost

Aries Armor: Reduce damage, prevents status ailments, and cancels ‘knockback’

Bumblebee: Dodge attack by disappearing in a puff of smoke and reappear behind enemy

Counter: any damage done to you is done to the one who dealt it for 90 seconds.

Playing Dead: by doing this all enemies will ignore you.

Heart Booster: Increase number of found Gem Hearts after killing enemies

Health Recovery: Instantly heal 30% HP

Crisis Recovery: Heal from near death state

Effect Recovery: Cure status ailments

Pisces Heal: If your already hurt and you activate this then any more attacks dealt to you will heal instead of harm

Item Vacuum: Draws in items enemies drop

Throwing boost: Thrown items fly faster and are more likely to hit target

Double Item: If you use an item that’s not from an ability or spell the effect happens twice

Fortune’s Jukebox: Starts a song that the user knows. Can make it so many people hear it or use user.

Celestial Firework: summon a firework. Color, size, and image are decided upon by caster.

Random: Can use any effect from the list above

From Eirin. Spellcards and Danmaku Patterns:

1.Spacesphere "Earth in a Pot"

2.Awakened God "Memories of the Age of the Gods"

3.God Sign "Genealogy of the Celestials"

4.Revival "Seimei Yūgi -Life Game-"

5.Resurrection "Rising Game"

6.Leading God "Omoikane's Device"

7.Mind of God "Omoikane's Brain"

8.Curse of the Heavens "Apollo 13"

9.Esoterica "Astronomical Entombing"

10.Forbidden Arcanum "Hourai Elixir"

11.Medicine Sign "Large Galaxy in a Pot"

12."Heaven Spider's Butterfly-Capturing Web"

13.Medicine Sign "Butterfly Dream Pill - Nightmare Type"

14.Elixir "Mercury Sea"

15.Secret Elixir "Lunar Incense"

Demon Hunter Passive:

Thrill of the hunt: Any skill that uses ‘Hatred’ will slows targets by 80% for 2 seconds

Tactical Advantage: When using Evasive Fire by Vault, Shadow Power, Smoke Screen, or backfliping you gain a 60% movement boost for 2 seconds

Blood Vengeance: Max ‘Hatred’ increases by 25 and when healed by a ‘health globe’ gain 30 ‘Hatred’ and 3 ‘Discipline’

Steady Aim: If there are no enemies with in ten yards all damage increases by 20%

Cull the Weak: Slowed or Chilled enemies take 20% more damage

Night Stalker: All Primary Skills generate additional 4 ‘Hatred’

Brooding: As long as you are standing still you gain a 3% Life Regen. This stacks up to 3 times and is reset 5 seconds after moving

Hot Pursuit: After you hit an enemy you move faster by 20% for 4 seconds

Archery: Gain one of the fallowing effects demanding on weapon equipped. Bow: gain 8% damage increase. Crossbow: have an increased chance by 50% to hit enemy weak point. Hand Crossbow: have an increased chance by 5% to hit enemy weak point. Two Hand Crossbows: Generate 1 point of ‘Hatred’ per second.

Numbing Traps: If an enemy has the Slow, or Chill status or was hit by Fan of Knives, Spike Trap, Demon Hunter’s Caltrops, Grenades or Sentry fire they have a 25% damage reduction for 5 seconds

Perfectionist: All ‘Discipline’ skills cost 10% less and increase armor and resistance to all damage types by 10%

Custom Engineering: Demon Hunter’s Caltrops, Marked for Death, Spike Traps and Sentry now have a duration time increase of 100%. Can now have 3 sentries out are the same time and 5 Spike Traps out at the same time

Grenadier: Grenades do 10% more damage, have a 20% bigger blast radiance and upon death you drop a giant grenade that deals 1000% Fire damage upon detonation

Sharpshooter: Every second you gain a 4% chance to hit an enemies weak point. This bonus resets 1 second after hitting a weak point

Ballistics:Rocket damage increases by 100% and have a 20% chance to fire a homing rocket which deals 150% damage

Leech: Gain 18,507 every time you hit a target this increases by 75% when dealing a killing blow

Ambush: Enemies above 75% health take 40% more damage

Awareness: If taking lethal damage you can vanish instead for 2 seconds and regenerate 50% health. Can only be used once a day

Single Out: if a target is more than 20 yards away from yourself and other enemies you gain a 25% chance to hit a weak point

Demon Hunter Primary:

1. Hungering arrow: Generates 4 ‘Hatred’. Fire a magic arrow that has homing properties. This arrow deals 155% damage based on the weapon used and has a 35% chance to pierce through the target and 'bounce' off thin air to hit another target. This needs a bow of some kind to be used.

Skill Runes:

1.Puncturing Arrow: chance to pierce increases to 50%.

2.Serrated Arrow: damage type changes to Fire, Hatred generation increases to 7.

3.Scatter Shot: damage type turns to Lightning. If the original arrow pierces the enemy, it splits into three similar arrows, although these arrows may not split any further (but may pierce as usual). Damage of split arrows remains same.

4.Devouring Arrow: damage type changes to Cold. Every time an arrow pierces, its damage increases by 70%, stacking directly (that is, 140% increased damage if the arrow pierces twice).

5.Spray of Teeth: a Critical Hit of each arrow will deal 60% damage as Physical to all enemies within 10 yards of the victim, including the primary target, regardless of whether or not the arrow pierces.

2. Entangling shot: Generates 4 ‘Hatred’. Imbue with the power of shadows and deals 200% damage based on the weapon used, to primary target and entangles up to 2 enemies of they are close enough. Entangled enemies a slowed by 60% for 2 seconds if used again on same target before the 2 seconds are up then the time slowed is refreshed. This needs a bow of some kind to be used.

Skill Runes:

1.Chain Gang: slows up to 4 enemies (primary target + three others).

2.Shock Collar: damage type changes to Lightning, all tangled enemies take 40% Lightning damage per second.

3.Heavy Burden: damage type changes to Cold. Slow duration increases to 4 seconds.

4.Justice is Served: damage type changes to Fire. Hatred generation increases to 7.

5.Bounty Hunter: slow amount increases to 80%.

3. Bolas: Generates 4 ‘Hatred’. Shoot an explosive bola that wraps around target, this bola explodes after 1 second dealing 160% fire damage based on the weapon used. All enemies within 14 yards take 110% of the damage.

Skill Runes:

1.Volatile Explosives: The blast radius of each bola increases to 20 yards.

2.Thunder Ball: The damage type changes to Lightning, and Hatred generation increases to 7.

3.Freezing Strike: The damage type changes to Cold. The enemies hit by an explosion have a 50% chance to be Frozen for 1 second.

4.Bitter Pill: The damage type changes to Lightning. In addition, each explosion (not each enemy hit) has a 15% chance to award 2 Discipline.

5.Imminent Doom: The bolas have an increased capacity for destruction, increasing their damage on applied foes to 216%, and their area damage is increased to 149% against foes within the blast range. This imposes the penalty of doubling the bola's delay, however.

4. Evasive Fire: Generates 4 ‘Hatred’. Shoot a spread of arrows that deal 200% damage based on the weapon used to main target and 100% damage to 2 additional targets. If a target is in close range you will instinctively backflip away 5 yards when using this skill. This needs a bow of some kind to be used.

Skill Runes:

1.Hardened: Instead of backflipping, increases Armor by 25% for 3 seconds.

2.Parting Gift: after backflipping, drops a poison bomb at the old position. This bomb explodes after 0.6 seconds for 150% damage as Physical within 12 yard radius.

3.Covering Fire: Damage type changes to Fire. All three bolts deal 200% damage as Fire.

4.Focus: Damage type changes to Cold. Instead of backflipping, increases Hatred generation to 7.

5.Surge: Damage type changes to Lightning. Backflipping range increases to 15 yards.

5. Grenade: Generates 4 ‘Hatred’. Throw a bouncy grenade that deals 160% Fire damage.

Skill Runes:

1.Tinkerer: Hatred generation increases to 7.

2.Cluster Grenades: damage increases to 200%, and blast radius to 8 yards. Visually, the grenade now explodes mid-air in a cloud of flak.

3.Grenade Cache: hurl three grenades at once, with roughly 15 degrees scatter. Their blasts cannot interlap even at close range. Does not increase Hatred generation per cast.

4.Stun Grenade: damage type changes to Lightning. Each enemy hit has a 20% chance to be Stunned for 1.5 seconds.

5.Cold Grenade: damage type changes to Cold. In addition to the usual explosion, each grenade also leaves behind a patch of ice for 3 seconds that chills enemies within itself by 60%. The cloud size is equal to the size of the blast.

Demon Hunter Secondary Skills:

1. Impale: Costs 20 ‘Hatred’. Create a magical knife or dagger that deals 375% damage. Can be used with real weapons in which case it deals 750% damage.

Skill Runes:

1.Impact: Impale's target is knocked back and is Stunned for 1.5 seconds.

2.Chemical Burn: Impale's damage type changes to Fire, and the entity unfortunate enough to be hit will also burn for 250% damage as Fire every second, for 2 seconds.

3.Overpenetration: Impale's damage type changes to Cold. The throwing knife will also gain a piercing capability, hitting all enemies in a straight line.

4.Ricochet: Impale's damage type changes to Lightning. In addition, after the initial target, it can also hit two more enemies (cannot hit the same target twice), provided those are within 20 yards of each other.

5.Grievous Wounds: for the knife's Critical Hits, Critical Hit Damage increases by additional 330%.

2. Rapid Fire: Costs 20 ‘Hatred’ to start and if ‘channeled’ costs an additional 6 ‘Hatred’. Shoot hundreds of arrows with in the span of 2 seconds to deal 685% based on weapon used per shot. This needs a bow of some kind to be used.

Skill Runes:

1.Withering Fire: damage type changes to Fire, initial Hatred cost reduces to 10.

2.Frost Shots: damage type changes to Cold, enemies hit by the stream are chilled by 80% for 2 seconds.

3.Fire Support: fires additional two Rockets per tick, each hitting for 145% damage as Physical.

4.High Velocity: damage type changes to Lightning. Each arrow has a 50% chance to pierce through enemies.

5.Bombardment: damage type changes to Fire, and arrows are replaced with grenades, decreasing damage to 545% per tick, but adding an 8 yard blast radius.

3. Chakram: Costs 10 ‘Hatred’. Create and throw a magical chakram that deals 140% damage. This chakram passes through enemies until hits something solid or flies for 500 yards.Can be used with real chakram’s in which case deals 380% damage.

Skill Runes:

1.Twin Charkrams: damage type changes to Fire, damage decreases to 220%, but hurls two Chakrams at once at no extra Hatred cost (the trajectory of the second one is mirroring the first).

2.Serpentine: damage type changes to Cold, damage increases to 500%, Chakram trajectory becomes almost straight and it moves slower.

3.Razor Disk: Chakram travels to the targeted location in a straight line, hitting all enemies in its path. Once there, it starts to spiral around, hitting enemies around the targeted location.

4.Boomerang: damage type changes to Lightning, damage increases to 400%. Instead of swirling, Chakram dashes forward 75 yards, halts for a moment, and then travels back to Demon Hunter's original (not current!) position, damaging all enemies in its path both ways.

5.Shuriken Cloud: changes the skill to create a bladed cloud around the Demon Hunter, which deals 200% damage per tick to enemies within 10 yards of them. Lasts 10 minutes and adds a 10 seconds cooldown.

3. Elemental Arrow: Costs 10 ‘Hatred’. Shoot a piercing arrow that deals 300% fire damage based on weapon used. This needs a bow of some kind to be used

Skill Runes:

1.Ball Lightning: damage type changes to Lightning, arrow transforms into a piercing orb that slowly drifts forward, hitting all enemies within 10 yards for 300% damage as Lightning per tick.

2.Frost Arrow: damage type changes to Cold, damage increases to 330%. Arrow no longer pierces, instead splitting to 10 additional arrows after the first hit, spraying over 160 degree arc behind the main target, also dealing 330% damage as Cold each. Every enemy hit is chilled by 60% for 1 second.

3.Immolation Arrow: the arrow no longer pierces, but instead explodes upon reaching the enemy, dealing initial damage to the target and immolating the ground within 10 yards for 315% damage as Fire over 2 seconds. Multiple fire pools in one area stack.

4.Lightning Bolts: damage type changes to Lightning, Critical Hits also Stun enemies for 1 second.

5.Nether Tentacles: damage type changes to Physical, arrow transforms into a piercing orb that slowly drifts forward, hitting all enemies it pierces through for 300% damage as Physical per tick and healing the Demon Hunter for 0.4% of maximum Life per enemy hit per tick.

Demon Hunter Defensive:

1. Demon Hunter’s Caltrops: Cost 6 ‘Discipline’. Create and throw magical caltrops on the ground that will do nothing until an enemy approaches in which case they converge on said enemy and all enemies wit in 12 yards. Caltrops will Slow enemies by 30% for 3 seconds. If using real caltrops slow enemies by 60% for 6 seconds.

Skill Runes:

1.Hooked Spines: Slow amount increases to 80%.

2.Torturous Ground: when the trap is sprung, all affected enemies are Immobilized for 2 seconds.

3.Jagged Spikes: enemies affected by Caltrops also suffer 45% damage as Physical every second (270% over 6 seconds of total duration).

4.Carved Stakes: Discipline cost is reduced to 3.

5.Bait the Trap: the Demon Hunter gains 10% Critical Hit Chance while standing in their own active or inactive Caltrops.

2. Smoke Screen: Costs 14 ‘Discipline’. Create a smokescreen and become invisible for 1 second. This has a cool down of 1.5 seconds which will start when you are visible again.

Skill Runes:

1.Displacement: gain +100% movement speed while invisible.

2.Lingering Fog: increases the duration to 1.5 seconds.

3.Healing Vapors: regenerate 15% of maximum Life while invisible.

4.Special Recipe: reduces the Discipline cost to 8.

5.Vanishing Powder: removes the Discipline cost altogether, increasing cooldown to 6 seconds instead.

3. Shadow Power: Costs 14 ‘Discipline’. Draw upon the power of shadows to gain 26,821 HP per hit for 5 seconds. If using this while killing a target this drain increases by 25%.

Skill Runes:

1.Night Bane: when activated, the Demon Hunter slows the movement speed of enemies within 30 yards by 80% for 5 seconds. Only affects enemies who were within that range at the moment of activation.

2.Blood Moon: The total Life on Hit granted by Shadow Power doubles in effectiveness.

3.Well of Darkness: reduces the Discipline cost to 8.

4.Gloom: Reduces all damage taken by the Demon Hunter by 35% while Shadow Power is active.

5.Shadow Glide: While affected by Shadow Power, the Demon Hunter gains +30% movement speed.

Demon Hunter Hunting:

1. Vault: Costs 8 ‘Discipline’ Use acrobatics to dodge all attacks for 35 yards.

Skill Runes:

1.Action Shot: while Vaulting, shoot 4 arrows for 75% damage as Physical at random nearby enemies. These shots are guaranteed Critical Hits.

2.Rattling Roll: enemies you vault through are knocked away and Stunned for 1.5 seconds.

3.Tumble: after using Vault, your next Vault within 6 seconds has its Discipline cost reduced by 50%. The Vault used after that will still have a normal cost.

4.Acrobatics: removes the Discipline cost, but adds a 6 second cooldown.

5.Trail of Cinders: leaves a trail of fire in your wake that deals 300% damage as Fire over 3 seconds.

Preparation: Instantly restore 30 ‘Discipline’. This has a cool down of 45 seconds/

Skill Runes:

1.Invigoration: in addition to activated effect, also passively increases maximum Discipline by 20.

2.Punishment: reduces cooldown to 20 seconds and no longer restores Discipline. Instead, instantly restores 75 Hatred.

3.Battle Scars: regain 40% of maximum Life when using Preparation, in addition to normal effect.

4.Focused Mind: gain 45 Discipline over 15 seconds instead of restoring it immediately (stacks with normal Discipline regeneration).

5.Backup Plan: there is a 30% chance that Preparation's cooldown will not be triggered.

Companion: Summon a Raven to act as a companion, the raven will automatically attack enemies for 100% of your weapon damage. Can give an order to have companion deal 500% damage. Can only give this order once every minute'.

Skill Runes:

1.Spider Companion: summons a spider instead of a raven. Its attacks will debuff enemies with a 60% reduction in movement speed for 2 seconds, and it hits multiple enemies in front of itself per hit. Upon being empowered, the spider will throw webs at all enemies within 25 yards, Slowing their movement by 80% for 5 seconds.

2.Bat Companion: summons a bat instead of a raven. The bat grants additional 1 Hatred per second. Empowering the bat instantly grants 50 Hatred.

3.Boar Companion: summons a boar instead of a raven. This boar increases the Demon Hunter's (and all other allies' within 100 yards) Life regeneration (scales with level, up to 10728 at level 70). In addition, the boar increases the Demon Hunter's and allies' resistances to all damage types by 20%. Empowering the boar causes it to charge to the Demon Hunter's location, then taunt all enemies within 20 yards to attack the companion for 5 seconds.

4.Ferret Companion: two very quick Ferrets are summoned, instead of the raven. Passively, the ferrets will scurry around, picking up gold in the process, giving the Demon Hunter a 10% bonus to Gold Find, and offer a +10% movement speed bonus to him/her (cannot bring the total speed above the usual +25% limit). Upon being empowered, the ferrets collect all gold, power globes and health globes within 60 yards.

5.Wolf Companion: summons a wolf instead of the raven. Upon empowerment, the wolf will howl, multiplicatively increasing all damage done by allies within 60 yards by +15%. Howl lasts 10 seconds. Like the spider, the wolf hits multiple enemies at once in front of itself.

Marked for Death: Costs 3 ‘Discipline’. Place a magical mark on an enemy. Marked enemy will take an additional 15% damage for 30 seconds. Can only use this once every minute.

Skill Runes:

1.Contagion: When a marked enemy is killed before the mark has run its full course, it will spread the mark to the closest 3 enemies within 30 yards. This comes with a full duration refresh. This effect can chain repeatedly.

2.Valley of Death: Marked for Death affects an area on the ground of 15 yard radius instead of an individual target. The duration is reduced to 15 seconds. Enemies take additional damage while standing in the area, and do not suffer individual debuffs.

3.Grim Reaper: additional 15% of damage dealt to the marked enemy is also divided evenly among all enemies within 20 yards (excluding the primary target, which takes 15% increased damage anyway). Visually, it displays a dark circle on the ground that follows the target.

4.Mortal Enemy: Every successful hit against the marked enemy by the Demon Hunter generates up to 4 Hatred for him/her, amount depends on the Proc Coefficient.

5.Death Toll: All allied attackers heal for 3% of their maximum Life (reduced by Proc Coefficient of the skill) every time they land a damaging hit on the marked enemy.

Demon Hunter Devices:

Demon Hunter’s Fan of Knives: Create and throw magical knives in a spiral around you. These deal 310% damage to all enemies within 20 yards and will slow all enemies hit by 30% for 1 second. If using real weapons they deal 620% damage and slow enemies by 60%.

Skill Runes:

1.Pinpoint Accuracy: damage type changes to Lightning, damage increases to 1600%, but cooldown increases to 15 seconds.

2.Bladed Armor: damage type changes to Cold, and on each cast, gain 40% additional armor for 6 seconds. This effect does not stack.

3.Knives Expert: damage type changes to Fire, removes the cooldown, but adds a 30 Hatred cost.

4.Fan of Daggers: damage type turns to Fire, and all enemies hit are Stunned for 3 seconds.

5.Assassin's Knives: in addition to normal effect, also throw five long-range (60 yards) knives that deal 620% damage as Physical to 5 additional enemies, no more than one knife per target. Can target the enemies hit by the Fan itself, provided any of them survived the hit.

Spike trap: Costs 15 ‘Hatred’. Create and throw a magical spiked mine which will activate on your command. This deals 580% Fire damage to all foes within 8 yards of each trap. If using a real version of this it deals 1160% damage. Can normally only have 4 traps out at one time but due to Custom Engineering this increases by 1.

Skill Runes:

1.Echoing Blast: increases the damage of each explosion to 2020%, Chills enemies hit for 3 seconds (slowing them by 60%), and turns the damage into Cold (unlocked at level 27).

2.Custom Trigger: increases damage to 1900%. The traps will be detonated by Hatred generators instead of Hatred spenders.

3.Impaling Spines: increases damage to 1930% and changes the damage type tp Physical. When the trap is deployed (not detonated!), all enemies in its blast radius are immediately immobilized for 3 seconds.

4.Lightning Rod: damage type changes to Lightning, and blast radius increased to 10 yards. When the trap is triggered, it also releases a pulse of lightning that arcs to all other traps within 25 yards, hitting enemies caught in line. Each enemy hit will suffer 2020% damage as Lightning over 3 seconds.

5.Scatter: decreases damage of each trap to 960%, but simultaneously lays 2 traps per cast for a single charge, with a 30 degree scatter (they are placed right next one to another, but their blast areas do not intersect). Maximum allowed number of traps is also doubled. Hatred cost of the cast, cooldown and maximum number of charges do not change.

Sentry: Costs 20 ‘Hatred’. Summon a turret that will fire at all foes within 50 yards for 280% damage for 30 seconds. Normally can only have 2 sentries out at once but due to Custom Engineering this increases by 1. Can change where a Sentry is placed every 8 seconds.

Skill Runes:

1.Spitfire Turret: The turret will also fire homing rockets at random nearby enemies for 120% damage as Fire. Damage type of the bolts changes to Fire.

2.Impaling Bolt: Damage type changes to Lightning, and the bolts now pierce through enemies.

3.Chain of Torment: Instead of turret fire, creates chains between the Demon Hunter and the Sentry and between each Sentry that deal 300% damage as Physical every tick to each enemy they touch. Chains have a maximum range of 40 yards each.

4.Polar Station: Damage type changes to Cold, and the turret also chills nearby enemies (16 yards radius) by 60%/

5.Guardian Turret: The turret also creates a shield that reduces damage taken by nearby allies (20 yards radius) by 25%, effect from multiple Sentries does not stack.

Vengeance: Turn into the embodiment of Vengeance for 20 seconds to gain the fallowing effects. Every fired arrow now has the chance to split into 4 arrows or bolts that pierce target 60% of the time, All rockets have a chance to split into two homing rockets 80% of the time, gain a 40% over all damage boost. This can only be used once a day.

Skill Runes:

1.Personal Mortar: instead of Homing Rockets, launch 2 Grenades at random enemies within 60 yards on every attack. Grenades explode for 150% damage each as Fire within 6 yards each. Damage type of piercing bolts also changes to Fire.

2.Dark Heart: Damage type of side arms changes to Lightning, and while Vengeance is active, all damage taken is reduced by 50%.

3.Side Cannons: no longer fires off Homing Rockets, but the side guns piercing bolts are replaced with empowered bolts (one per attack rather than four) that deal 225% damage as Physical and heal the Demon Hunter for 3% of maximum Life per enemy hit.

4.Seethe: Gain additional 10 Hatred per second while Vengeance lasts.

5.From the Shadows: Instead of Homing Rockets, each attack summons one Shadow Clone that teleports to a nearby enemy and delivers one attack before vanishing, dealing 120% damage as Cold and freezing the victim for 3 seconds. Damage type of piercing bolts also changes to Cold.

Demon Hunter Archery:

Strafe: Costs 12 ‘Hatred’. Shoot enemies that are within 25 yards at random for 675% damage based on the weapon used while moving at 75% normal speed. This needs a bow of some kind to be used.

Skill Runes:

1.Icy Trail: damage type changes to Cold, and also leaves a trail of ice behind the moving Demon Hunter that deals 300% damage as Cold over 3 seconds and chills affected enemies by 60%.

2.Drifting Shadow: damage type changes to Lightning, and removes the movement speed penalty, allowing to move at 100% speed during Strafe.

3.Stinging Steel: throws out knives rather than arrows, increasing Critical Hit Damage of Strafe by 140%.

4.Rocket Storm: damage type changes to Fire, and also fires off one homing rocket per tick for 130% damage as Fire. Note that maximum range of rockets is farther than that of arrows.

5.Demolition: damage type changes to Fire, and also hurls one grenade per tick that explodes for 460% damage as Fire to enemies within 9 yards. Note that maximum range of grenades is farther than that of arrows.

Multishot: Costs 25 ‘Hatred’. Fire at least 25 arrows at once into the air to deal 360% to all enemies with in the landing area. This needs a bow of some kind to be used.

Skill Runes:

1.Fire at Will: damage type changes to Lightning, and Hatred cost reduces to 18.

2.Wind Chill: damage type changes to Cold, and enemies hit are Chilled by 60%; moreover, they have an 8% greater chance of taking a Critical Hit for 3 seconds.

3.Suppression Fire: the first 4 enemies hit are knocked back up to 20 yards.

4.Full Broadside: increases damage to 500%.

5.Arsenal: damage type changes to Fire, and also launches 3 rockets for 300% damage as Fire each.

Cluster Arrow: Costs 40 ‘Hatred’. Fire a bomb arrow that deals 650% Fire damage based on the weapon used. Can have the arrow detonate early to release 4 grenades which deal 250% Fire Damage. This needs a bow of some kind to be used.

Skill Runes:

1.Dazzling Arrow: damage type changes to Lightning, all enemies hit by the grenades are Stunned for 1.5 seconds, and damage of grenades increases to 250%.

2.Shooting Stars: damage type changes to Physical, no longer drops grenades, but releases 2 rockets hitting for 600% damage as Physical each.

3.Maelstrom: damage type changes to Cold, no longer drops grenades, but releases 3 rockets that each deal 450% damage as Cold and heal the Demon Hunter for 2% of maximum Life per enemy hit.

4.Cluster Bombs: arrow turns into a slow bomb that drops six small grenades in a straight 35 yard long line, each exploding for 650% damage as Fire within 6 yards. In the end, the bomb also explodes for 650% damage as Fire within 10 yards.

5.Loaded for Bear: damage of the primary explosion increases to 850%, and damage of grenades to 250%.

Rain of Vengeance: Costs 30 ‘Hatred’. Fire at least 50 arrows into the air that deal 1500% damage based on the weapon used in the landing area over 5 seconds. This needs a bow of some kind to be used.

Skill Runes:

1.Dark Cloud: reduces area of effect to 8 yard radius, but makes it home at enemies, instantly moving to the closest target. Increases damage and duration to 3500% damage as Physical over 8 seconds.

2.Shade: damage type changes to Lightning, damage increases to 2800% over 5 seconds.

3.Stampede: instead of arrows, causes 10 Shadow Beasts to strike the ground below over 3 seconds, each knocking back enemies within 8 yards and dealing 4600% damage as Fire.

4.Anathema: instead of arrows, summons a single Shadow Beast that drops grenades from the sky. Total damage changes to 5800% damage as Fire over 2 seconds, but area radius decreases to 15 yards.

5.Flying Strike: instead of arrows, causes 8 Shadow Beasts to strike the ground below over 4 seconds, each freezing enemies within 8 yards for 2 seconds and dealing 3800% damage as Cold.

Azeroth Hunter Abilities:

Core Abilities:

Call pet 1: Calls for the pet in ‘slot one’ from their pocket dimension.

Cobra Shot: Create and shoot a magical arrow or imbue an arrow with Nature based power that deals 66% damage based on the weapon used. Cannot be used while walking or running but if you are using a different form of transportation it is useable

Mend Pet: Heals by for 25% of total health over 10 seconds range is 45 yards. If pet dies this turns into Revive Pet which has a two second cast time and costs 35 ‘Focus’. Pets revived with this gain 100% of their HP back

Concussive Shot: Shoot an arrow that dazes the target which slows them down by 50% for 6 seconds

Dismiss Pet: Send any active pet back to pocket dimension 3 second casting time

Call pet 2: Calls for the pet in ‘slot two’ from their pocket dimension

Tame Beast: This spell lets you make the magical link that all Hunters have with pets with a wild animal. If this link is allowed to be completed the animal will become your loyal companion for life. Range is 40 yards and takes 20 seconds to complete

Feed Pet: Range 10 yards, has a 10 second cooldown. Heals pet for 50% of max HP. Cannot be used in combat. Pets will only accept food it can properly digest.

Beast lore: Range 40 yards. This magic sends information about a targeted beast directly into your brain. The information is about how much damage it can deal, it’s max ‘HP’, armor, diet, abilities and if it’s exotic.

Eagle Eye: magically zoom in on a target area for one minuet to see and hear what is going on around there. Unlimited range but can only be used outside. Must be channeled to maintain.

Freezing Trap: Throw a bear trap that instead of clamping down on a creature that triggers this trap it magically freezes them in a block of ice for up to one minute. Those trapped cannot be broken free for 4 seconds and only one target can be frozen at one time. Cool down time for all Hunter traps is roughly 21 seconds. You have one trap per spell that can always be reused and they’re kept in your Inventory but are not accessible unless you’re using these Spells.

Aspect of the cheetah: Become more like a cheetah by Increase movement speed by 30% but if you are hit then your movement speed becomes 30% of normal speed.

Exhilaration: heal self for 30% hp and heals pet to 100% this has a 2 minute cooldown

Feign Death: by doing this all enemies will ignore you. Has a 30 second cooldown, can last up to 6 minutes

Calls for the pet in ‘slot two’ from their pocket dimension

Tar trap: Throw and odd spiked ball trap filled with tar. When and enemy comes close it explodes and creates a pool of tar that has a radius of 8 yards that lasts for 30 seconds. All enemies in the pool are slowed by 50% and the trap will return to Inventory after 1 minute and for the first 4 seconds reduces enemies speed by 70%. Trap will refill its self why in your Inventory. Cool down time for all Hunter traps is roughly 21 seconds. You have one trap per spell that can always be reused and they’re kept in your Inventory but are not accessible unless you’re using these Spells.

Flare: Throw a flare within 40 yards to reveal all invisible enemies. Flare lasts for 20 seconds and has a 20 second cool down.

Aspect of the Turtle: Become more like a turtle to deflect all attacks and reduce damage by 30% for 8 seconds. While this is active you cannot attack. Cool down is 3 minutes.

Calls for the pet in ‘slot two’ from their pocket dimension

Calls for the pet in ‘slot two’ from their pocket dimension

Beast Master Abilities:

Kill command: Orders you pet to go in for the kill. Pet deals 200% damage. Range for this order is 100 yards and this can only be used once every ten seconds

Dire Beast: Calls forth a Dire Beast that is native to the area you’re in to your aid. The creature will stay until the battle is done. This can only be used once a day

Multi-Shot: Create and shoot magical arrows Shoots one arrow at all targets that are within 15 yards of you. Each arrow deals 100% damage based on the weapon used

Wild Call: Your next normal shot has an increased chance of 20% to hit an enemy weak point. This will reset the Dire Beast ability once per day so it can be used again immediately.

Aspect of the Wild: Become one with the wild to give your pet an increased chance of 10% to hit an enemy weak point for ten seconds. Has a two minute cool down. Pet needs to be within 100 yards for this to work

Counter Shot: Shoot an arrow to interrupt an enemy who is readying any sort of spell and prevents them from starting a new spell for 3 seconds. Has a 24 second cool down.

Bestial Wrath:Send a command that sends your pet into a rage to increase their damage by 25% for 15 seconds. Despite their rage they know friend from foe. This has a 1.5 cooldown. Thanks to Bestial Fury damage is now increased to 40%.

Misdirection: Create and shoot a magical arrow to distract all enemies from the party member they are targeting. They can’t target the same person again for 8 seconds. This has a 30 second cool down.

Kindred Spirits: This passive spell makes it easier for you to become closer to your pet

Beast Cleave: After you cast Multi-Shot your pet will strike all targets within their rage for the same amount of damage you dealt for 4 seconds

Disengage: Frees you from all movement impairing effects and increase your movement speed by 60% for 8 seconds. Has a 3 minute cooldown

Mastery: Master of Beasts: This passive ability let’s all pets deal 18% more damage

Marksmanship Abilities:

Arcane Shot: Imbue an arrow with magic to deal 200% Arcane damage based on the weapon used

Aimed Shot: take careful aim to deal 425% damage based on the weapon used. If you haven’t hurt the target yet this deals 475% damage

Multi-Shot: Create and shoot magical arrows Shoots one arrow at all targets that are within 15 yards of you. Each arrow deals 100% damage based on the weapon used

Hunter’s Mark: Place a mark on a target. Most Hunters place an upside down red arrow but this can be changed based on the Hunter. This needs to be on an enemy for Marked Shot. Lasts till target is dead or the fight ends.

Marked Shot: rapidly shoot all targets with the Hunter’s Mark dealing 550% damage. This only works once per Mark

Bursting Shot: when firing an arrow you the arrow becomes a bombardment to attack all enemies in front of you. This knocks them back by at least 5 yards and disorientates them for 4 seconds. This deals 40% damage based on the weapon used

Counter Shot: Shoot an arrow to interrupt an enemy who is readying any sort of spell and prevents them from starting a new spell for 3 seconds. Has a 24 second cool down.

Trueshot: increase firing range by 50% and Arcane Shot and Multi-Shot will automatically apply Hunter’s Mark for 15 seconds

Misdirection: Create and shoot a magical arrow to distract all enemies from the party member they are targeting. They can’t target the same person again for 8 seconds. This has a 30 second cool down.

Marksman’s Focus: You are so good at Tracking that you can Track two kinds of creatures at the same time.

Bombardment: When Multi-Shot hits an enemy weak point they deal 60% more damage for 5 seconds

Hunting Party: When you kill a target the current cooldown for Exhilaration is reduced by 30 seconds

Disengage: Frees you from all movement impairing effects and increase your movement speed by 60% for 8 seconds

Mastery: Sniper Training: You’ve trained so much with bows that you can bypass their normal range.

Survival Abilities:

Raptor Strike: Normally this can only be used by a Two-Handed Axe, Two-Handed Mace, Two-Handed Sword, Polearm or Staff to deal 257% damage based on the weapon used but you are able to use any melee weapon for this ability

Wing Clip: Using a Melee weapon you maim the target reducing its movement speed by 50% for 15 seconds. After 15 seconds the wound heals to the point where it’s no longer disabling

Harpoon: Create a magical Harpoon that you can throw at are target 5 – 40 yards away. The Harpoon roots them in place for three seconds before pulling the pinned target to you. This has a 20 second cooldown

Explosive Trap: Throw a bear trap that instead of clamping down on a creature that triggers this trap it magically creates a circle of fire that is 8 yards damaging all foes in side for 420% fire damage based on the weapon you currently have equipped, and the those who were burned continue to take damage for 10 seconds. Trap lasts for 1 minute. You have one trap per spell that can always be reused and they’re kept in your Inventory but are not accessible unless you’re using these Spells.

Flanking Strike: Normally this can only be used by a Two-Handed Axe, Two-Handed Mace, Two-Handed Sword, Polearm or Staff but you are able to use any melee weapon for this ability, if your pet is distracting an enemy when you attack them with this ability your attack deals a 50% damage boost. If your pet attacks a target your distracting they also have a 50% damage boost and will draw the target’s attention.

Hatchet Toss: create and throw a magical hatchet to deal 10% to the target based on your melee weapons damage.

Survivalist: when you kill a target your pet will heal 15% of their HP over 10 seconds.

Mongoose Bite: Normally this can only be used by a Two-Handed Axe, Two-Handed Mace, Two-Handed Sword, Polearm or Staff. You attempt to sever a target’s limb and deal 300% damage based on the weapon used but you are able to use any melee weapon for this ability. Some attacks will grand a charge for Mongoose Fury to increase Mongoose Bite’s damage by 50% for 14 seconds. These charges stack up to 6 times, and each charge adds 4 seconds to the time for the boost. A charge only lasts for two minutes before disappearing.

Lacerate: Normally this can only be used by a Two-Handed Axe, Two-Handed Mace, Two-Handed Sword, Polearm or Staff, tear a wound that continues to bleed for 12 seconds to deal 187% damage based on the weapon used over the 12 seconds but you are able to use any melee weapon for this ability.

Muzzle: Use your melee weapon to interrupt and enemy who is casting a spell and prevent them from casting another spell for 3 seconds. This has a 15 second cooldown

Aspect of the Eagle: Become more like an eagle to grant you and your pet a 10% increased chance to hit an enemy weak spot and you pet has a chance to give you a charge for your Mongoose Bite ability for 10 seconds. This has 2 minute cooldown

Carve: Normally this can only be used by a Two-Handed Axe, Two-Handed Mace, Two-Handed Sword, Polearm or Staff, strike all enemies in front of you for 324% damage based on the weapon used but you are able to use any melee weapon for this ability.

Waylay Hunter Version: All traps will be fully armed making them more dangerous. For more information see Freezing Trap, Tar Trap, and Steel Trap.

Mastery: Hunting Companion: Due to Flanking Strike the chances of this activating have been doubled. Your pets attacks have a 8% chance to grant you a charge for Mongoose Bite

Call the Pack: Call upon all of your pets, even the ones in the stable to your aid. They will stay until the end of the battle. Can only be used once a day. *OC Ability*

Azerothian Hunter Talents:

Big Game Hunter: You know where to hit large animals to deal the minimal damage to their hide or fur.

Lone Wolf: When you are alone and this includes not having a pet you deal 18% more damage.

Animal Instincts: You know how many kinds of beasts fight and think allowing you to predict their movements.

Way of the Cobra: Your Cobra shot deals 10% more damage for every pet or guardian you have active.

Steady Focus: It is much harder for enemies to throw off your aim.

Throwing Axes: create and throw three magical axes that deal 312.5% damage based on your melee weapons damage this can be used twice before having a 15 second cool down

Dire Stable: While a Dire Beast is helping you they are harder to kill

Careful Aim: You are able to aim at your target carefully and quickly

Way of the Mok’Nathal:Raptor Strike gives you a 3% damage increase for 10 seconds. This can stack 4 times.

Stomp: When a Dire Beast comes to your aid they stomp the ground dealing damage to all nearby enemies.

Lock and Load: Your normal ranged attacks have an 8% chance to make it your next two Aimed Shot is instantaneous.

A Murder of Crows: Call forth a flock of crows to attack your target for 15 seconds. If the crows kill the target the 1 minute cooldown is reset and it can be used again immediately. Crows will only target enemies within 40 yards of you

Dire Frenzy:Turns your pet into a Dire Beast for 60 seconds increasing all their ‘stats’ by 30% This can only be used once a day. The only tell your pet is now a Dire Beast is there eyes turn black and red.

Black Arrow: Create and shoot a powerful black arrow dealing 520% Shadow Damaged based on weapon used. This also summons a Dark Minion who taunts your enemies to draw attention for 8 seconds. If the arrow kills the 15 second cooldown time is reset and it can be used again immediately. Arrow will disappear when it strikes its target.

Mortal Wounds: Each Lacerate how has a 2% chance to give a charge for Mongoose Bite

Chimaera Shot: Fire a powerful arrow at the target then the arrow will bounce to a second target dealing 720% Nature damage to the first and 720% Frost damage to the second. Has a 15 second cooldown

True Aim: For the next 60 it is impossible for you to miss with any ranged attack

Snake Hunter: using this grants three charges for Mongoose Bite and makes it even easier for you to track snakes for the rest of the day. Can only be used once a day

Posthaste: using Harpoon will also act as if you used Disengage

Farstrider: hitting a weak point will shorten the cooldown for Disengage by 5 minutes

Trailblazer: If you have not been in combat for 3 seconds you can activate this ‘talent’ to increase your movement speed by 30%. You can deactivate this boost whenever you want.

One with the Pack: You an all party members get a 10% stat boost for each member.

Explosive Shot: create a magical explosive that appears tied to an arrow. This ability deals 1000% Fire damage based on weapon used to all enemies within 8 yards of the explosion. This arrow flies a little slower than most other arrows.

Hunter’s Caltrops: Create and throw magical caltrops on the ground that will harm any enemy who steps on them, making the enemy take 45% damage based on what weapon you currently have equipped every second for 6 seconds and slow anyone enemy who’s stepped on one by 70% for 6 seconds

Bestial Fury: increase Bestial Wrath damage by 15%

Sentinel: Summon a sentinel owl from Azeroth to watch over an area. Any foe who enters this area will have Hunter’s Mark placed on them and appear on your Mini-Map. This has a 1 minute cooldown.

Improved Traps: It is now harder for enemies to tamper with ANY of your traps.

Blink Strikes: Some of your arrows will suddenly teleport directly into your target at random dealing full damage.

Patient Sniper: Self explanatory

Steel Traps: Throw a Steel trap that will immobilize the first enemy that comes close for 30 seconds and deals 1500% damage based on the weapon you have equipped as bleed damage over 30 seconds. If the immobilized enemy takes other kinds of damage there is a chance they can be freed from the immobilization. Trap exists for 1 minute. Due to Waylay the trap will be fully armed dealing 500% more damage.

Binding Shot: Fire a magically charged arrow that will tether two enemies together to it as long as they are within 5 yards of each other for 10 seconds. This stuns them for 5 seconds if they move more than 5 yards apart from the arrow.

Sticky Bomb: Create a magical grenade and throw it at a target this will stick to them and explode after two seconds of sticking to them knocking them back by at least 5 yards.

Wyvern Sting: This summons a sleeping poison and places it on your arrow. They will be asleep for at least 5 minutes.

Ranger’s Net: You have a net that is always in your inventory. Hurling it at an enemy they will be trapped for at least five minutes. When the enemy gets free of the net it returns your inventory.

Intimidation: Command your pet to try to intimidate an enemy. What happens depends on the enemy

Camouflage: You know how to naturally blend into any kind of environment.

Butchery: Normally this can only be used by a Two-Handed Axe, Two-Handed Mace, Two-Handed Sword, Polearm or Staff. Using your weapon unleash a flurry of strikes to deal 694% damage based on the weapon used for each strike that hits its target, but you are able to use any melee weapon for this ability

Barrage: Create and shoot enough magical arrows to fill the sky within 3 seconds. You are unable to do move while using this ability.

Dragonsfire Grenade: Create and throw a grenade full of a special dragon fire that never. This deals 1725% damage based on what weapon you have equipped over 8 seconds. This will also scorch any nearby enemy for half that. Fire will disappear after 8 seconds to be used again in the next grenade.

Volley: at random your normal arrows will clone itself to imitate the Multi-Shot spell.

Serpent Sting: If you hit an enemy with Raptor Strike or Carve they are inflicted with a poison dealing 864% Nature based damage based on what melee weapon you used over 15 seconds

Stampede: Calls forth a horde of wild beasts to stampede over at least one target for 12 seconds

Sidewinders: If you miss a shot the arrow has a chance to turn in midair to hit the target in the back

Spitting Cobra: Summon a cobra that spits venom at enemies. If the venom hits an enemy they are now ‘poisoned’ for the rest of the day and cannot fight. The cobra you summoned cannot kill.

Killer Cobra: Summons a cobra that has lethal venom it spits. Any enemy hit with this venom will die after at most 5 hours unless given the antidote. You always have some of the antidote in your inventory.

Piercing Shot: Your next arrow can pierce targets.

Expert Trapper: You know how to make traps from the environments and know what kind of trap is the best choice for your prey. This doesn’t include the traps for your abilities.

Aspect of the Beast: Become more like a beast growing claws, fangs, or horns for half an hour.

Trick Shot: Your next Aimed Shot will ricochet off the target to hit a seconds one.

Other Hunter Abilities:

Track Beasts: All nearby Beasts appear on Mini-Map

Track Humanoids: All nearby Humanoids appear on Mini-Map

Track Undead: All nearby Undead appear on Mini-Map

Track Hidden: All nearby Hidden creatures appear on Mini-Map

Track Elementals: All nearby Elementals appear on Mini-Map

Track Demons: All nearby Demons appear on Mini-Map

Track Giants: All nearby Giants appear on Mini-Map

Track Dragonkin: All nearby Dragonkin appear on Mini-Map

Snake Trap: Throw a trap filled with venomous snakes. When triggered trap will open and snakes will attack all creatures designated as your enemies before returning to the trap after 15 seconds. Due to Trap Mastery they will stay out for 30 seconds instead.

Kill Shot: Attempt to finish off a mortally wounded enemy dealing 2000% damage based on weapon used.

Tranquilizing Shot: This summons a sleeping poison and places it on your arrow. They will be asleep for at least 5 minutes. This poison is different than the one used on Wyvern Sting

Aspect of the Pack: Takes the effect of Aspect of the Cheetah and places it on all in the party within 30 yards of you

Frost Trap: When triggered this trap turns the ground with in a 3 foot radius to ice. Due to Trap Mastery this is increased to a 6 foot radius.

Pet Information:

These species are considered Exotic: Chimaeras, Clefthooves, Core Hounds, Devilsaurs, Quilen, Rylaks, Shale Spiders, Silithids, Spirit Beasts, Water Striders and Worms.

These species need a special skill to tame: Direhorns, Feathermanes, and Mechanicals

Pet Abilities, Please note that some abilities are restricted to certain animal families and all orders to pets are done with a one way telepathy link but this link can be upgraded to a two way link if the Hunter allows it and be changed back to one way at any time:

Avoidance: This is a passive skill that all pets benefit from. It reduces damage from area of effect attacks by 90%

Bite: Costs 25 ‘Focus’. Only members of the Basilisk, Bat, Beetle, Boar, Carrion Bird, Chimera, Core Hound, Crocolisk, Devilsaur, Direhorn, Dog, Dragonhawk, Feathermanes, Fox, Hydra, Hyena, Mechanicals, Nether Ray, Quilen, Ravanger, Riverbeast, Serpent, Shale Spider, Spider, Turtle, Warp Stalker, Water Strider, Wind Serpent, Wolf, and Worm families can be ordered to do this. This attack deals damage basted on the creature using it and deals 100% more damage if pet has more than 50 ‘Focus’ but it costs 100% more ‘Focus’.

Claw: Costs 25 ‘Focus’. Only members of the Bear, Bird of Prey, Cat, Crab, Oxen, Raptor, Rodents, Scalehides, Scorpid, Silithid, Spirit Beast and Tallstrider families can be ordered to do this. This attack deals damage basted on the creature using it and deals 100% more damage if pet has more than 50 ‘Focus’ but it costs 100% more ‘Focus’.

Growl: All pets can be ordered to do this. Growl threateningly/tauntingly to draw an opponent’s attention.

Smack: Costs 25 ‘Focus’. Only members of the Clefthoof, Crane, Goat, Gorilla, Monkey, Moth, Sporbat, Stag, and Wasp families can be ordered to do this. This attack deals damage basted on the creature using it and deals 100% more damage if pet has more than 50 ‘Focus’ but it costs 100% more ‘Focus’.

Known Race Specific Abilities:

Basilisk: Have the Special Ability Stone Scales

Bears: Have the Bonus Ability Rest

Beetles: Have the Special Ability Harden Carapace

Bird of Prey: Have the Bonus Ability Trick

Carrion Bird: Have the Special Ability Bloody Screech

Cats: Have the Bonus Ability Prowl

Chimaeras: Have the Special Ability Frost Breath, and the Exotic Ability Froststorm Breath

Clefthooves: Have the Bonus Ability Thick Hide

Core Hound: Have the Exotic Ability Ancient Hysteria and the Bonus Ability Molten Hide

Crabs: Have the Special Ability Harden Shell

Cranes: Have the Special Ability Gift of Chi-Ji, and the Bonus Ability Trick

Crocolisks: Have the Special Ability Ankle Crack

Devilsaurs: Have the Exotic Ability Monstrous Bite and the Bonus Ability Feast

Direhons: Have the Special Ability Reflective Armor Plating

Feathermanes: Have the Special Ability Updraft

Foxes: Have the Special Ability Agile Reflexes and the Bonus Ability Play

Monkeys: Have the Special Ability Primal Agility

Moths: Have the Special Ability Dust of Life

Nether Rays: Have the Special Ability Nether Winds

Quilen: Have the Exotic Ability Eternal Guardian and the Bonus Ability Stone Armor

Riverbeasts: Have the Special Ability Gruesome Bite

Rodents: Have the Bonus Ability Rest

Rylaks: Have the Special Ability Updraft

Scorpids: Have the Special Ability Deadly Sting

Shale Spiders: Have the Special Ability Solid Shell

Silithids: Have the Special Ability Tendon Rip

Spiders: Have the Special Ability Web Spray

Spirit Beasts: Have the Exotic Ability Spirit Mend and the Bonus Ability Spirit Walk

Turtles: Have the Special Ability Shell Shield

Warp Stalkers: Have the Special Ability Warp Time

Water Striders: Have the Special Ability Surface Trot

Worms: Have the Exotic Ability Burrow Attack

Pet Specialization Abilities:

Cunning: Boars Speed, Bullheaded, Cornered, Dash, Roar of Sacrifice

Ferocity: Dash, Heart of the Phoenix, Spiked Collar

Tenacity: Blood of the Rhino, Charge, Great Stamina, Last Stand, Thunderclap

Pet Ability Details. Note they must be ordered to use there’s specific ability:

Agile Reflexes: Foxes can heighten their senses to have an increased chance to dodge 30% more attacks for 10 seconds. This has a 2 minute cooldown.

Ancient Hysteria: Core Hounds can make all party members within 100 yards attack faster by 30% for 40 seconds. Any ally who was affected by this gain the ‘sated’ status and cannot be affected by Bloodlust or Time Warp for 10 minutes. This has a 6 minute cooldown

Ankle Crack: Crocolisks snap at a target’s feet reducing their movement speed by 50% for 6 seconds. This has a 10 seconds cooldown.

Bloody Screech: Carrion Bird’s let out a screech that is able to mortally wound the target. Doesn’t always work. This can only be used once a day.

Burrow Attack: Worms can burrow into the ground to cause a small earthquake around a targets causing at least 15 damage pet second for 8 seconds. This ability has a 15 second cooldown

Deadly Sting: Scorpids can poison a target with their stingers. Scorpid venom is lethal and will kill within 5 minutes unless target is immune to their venom or given the antidote. This can only be used once a day or you can harvest their venom once a day.

Dust of Life: Moths wings have are unique in that any dust that gathers on them will eventually be able to revive a dead ally to 60% health and 20% Mana if scattered on them. This has a 3 hour cooldown and the Moths must be within 20 yards of fallen ally to use. This dust cannot be harvested

Eternal Guardian: Quilens are able to revive a dead ally to 60% health and 20% Mana. No one is sure how they are able to do this as all they seem to do is close their eyes and breathe. This has a 3 hour cooldown and the Quilens must be within 5 Yards.

Feast: Devilsaurs eat a nearby Humanoids or Beasts corpse within 5 yards. This heals their wounds and returns 20% of their HP over 6 seconds. This has a 30 minute cooldown.

Frost Breath: Azerothian Chimaeras can breathe a frost based breath attack from one mouth and a Lightning based one from their second at an enemy target. This not only damages them it also slows them for 5 seconds after the attack ends. This attack has a 30 yard range and 10 second cooldown

Froststorm Breath: Azerothian Chimaeras breath snowstorm imbue with sparks of lighting causing damage every 2 seconds for 8 seconds to all enemies in a 35 yard cone in front of them but those within 12 yards take the most damage.

Gift of Chi-Ji: Cranes lay their wings on a dead ally to revive to 60% health and 20% Mana. This has a 3 hour cooldown and the Cranes must be within 5 Yards. Feathers cannot be harvested and Cranes do not lose the feathers.

Gruesome Bite: Riverbeasts bite’s the target trying to mortally wound the target. Doesn’t always work. This can only be used once a day.

Harden Carapace: Beetles can make their carapaces even harder for 12 seconds to reduce all damage taken by 50%. This has a 1 minute cooldown.

Harden Shell: Crabs can make their shells even harder for 12 seconds to reduce all damage taken by 50%. This has a 1 minute cooldown.

Molten Hide: Core Hounds can somehow infuse their hides with molten lava dealing at most 2 damage to all melee attackers that hit them for ten seconds. This has a 60 second cooldown

Monstrous Bite: Devilsaurs can bite an enemy in such a ferocious way that all attempts to heal the target are reduced in effectiveness for 10 seconds. This has a 10 second cooldown

Nether Winds: Nether Rays all party members within 100 Yards move and attack faster by 30% for 40 seconds. Any ally affected by this gain the ‘Fatigued’ status and will be unable to benefit from this ability or those similar again for 10 minutes

Play: Foxes get very playful when using this skill and start to do a little dance.

Primal Agility: Monkeys can heighten their senses to have an increased chance to dodge 30% more attacks for 10 seconds. This has a 2 minute cooldown.

Prowl: Cats have their own stealth mode. This slows their movement speed by 50% but it’s much harder to detect them and their first attack while stealthed has a 20% increase to damage. This has a 10 second cooldown and cannot be used in battle.

Reflective Armor Plating: Direhorns flex their muscles a certain way to deflect all enemy spells for 6 seconds. This has a cooldown of 30 seconds.

Rest: Bears and Rodents and be sent to sleep with this ability. Does nothing else.

Shell Shield: Turtles can partially withdraw into their shell to reduce all damage by 50% for 12 seconds. This has a 1 minute cooldown

Solid Shell: Shale Spiders can harden their rocky armor to reduce all damage by 50% for 12 seconds. This has a 1 minute cooldown

Spirit Mend: Spirit Beasts can heal a friendly target within 25 yards for 25% their HP over 10 seconds. This has a 30 second cooldown

Spirit Walk: All Spirit Beasts have their own stealth mode. This slows their movement speed by 50% but it’s much harder to detect them and their first attack while stealthed has a 20% increase to damage. This has a 10 second cooldown and cannot be used in battle.

Stone Armor: When a Quilen falls before 40% HP their skin changes to ‘stone’ reducing all damage by 30% and they regenerate 3% their max HP ever second over 8 seconds but they are unable to move like this. This can only be done once every 2 minutes.

Stone Scales: Basilisks can turn their scales to stone reducing all damage by 50% for 12 seconds. They can still move while doing this and this skill has a 1 minute cooldown

Surface Trot: Water Striders can let themselves and their owner walk on water but any damage cancels this effect

Tendon Rip: Silithids slash at their targets feet slowing the target by 50% for 6 seconds. This has a 10 second cooldown

Thick Hide: Clefthooves flex their muscles to thicken their hide when they drop below 40% HP. This reduces all damage by 50% for 12 seconds. Has a 2 minute cooldown.

Trick: Cranes and Birds of Prey can perform a special trick. What kind depends on the bird.

Updraft: Feathermanes and Rylaks flap their wings summoning an updraft to slow both its owners and its own fall speed. This updraft lasts for 30 seconds. Can only be used while falling.

Warp Time: Warp Stalkers can somehow slow time around an enemy reducing their movement speed and reaction time by 50% for six seconds. This can only be used once every 15 seconds.

Web Spray: Spiders shoot webs at an enemy trapping them in place or slowing them down by 50% for six seconds. What happens depends on the size of the enemy. Has a 10 second cooldown.

Azeroth Rogue Abilities:

Core Abilities:

Sinister Strike: Use a Dagger to strike at a target dealing 422% damage based on your main weapon Generates 1 Rogue Combo Point.

Eviscerate: Using up all Combo Points deal 98% damage based on your main weapon times the amount of Combo Points used.

Stealth: When not in combat you meld into the shadows fading from view and few enemies can continue to detect your presence. You are trained to be a Nightstalker so your movement’s are as fluid and sure footed as when you’re visible. The Shadows are your allies making Abilities cost 75% less when stealthed.

Cheap Shot: strike a way most would say is cheating to stun them for 4 seconds. Generates 2 Combo Points. Due to Premeditation this is now 3 Combo Points

Pick Pocket: Attempt to steal what’s in the target’s bag or pocket when doing so you get a list of what’s in ALL their pockets or pouches on your HUD

Sap: Incapacitate and daze a target who is not currently engaged in battle for a least 1 minute. Only works on Humanoids, Beasts, Demons, and Dragonkin. Any other damage will bring incapacitated target back to their senses

Crimson Vial: You always carry a unique potion in your Inventory but only have access to it with this ability. Drinking it will heal you or anyone you give it 30% of max HP over six seconds. Once used the vial will return to your Inventory and refill over 30 seconds. Due to Iron Stomach this is now 60% of your max HP

Kick: Interrupt an opponent spellcaster who is readying a spell with a kick to the gut. This also prevents them from readying another spell until they get their breath back.

Blind: Use a vial of squid ink in your Inventory to blind a target, after one minute the Ink will return to the vial in your Inventory upon which this ability is useable again.

Pick Lock: In your Inventory you always have several different kinds of lock picks. You know which one would be best for almost every kind of lock even one’s with magical enchantments can’t bar your way.

Sprint: Increase movement speed by 70% for 8 seconds once a minute when not stealthed and while doing this you can run on water

Distract: grab a nearby item and throw it to make a distracting noise drawing the attention of all nearby enemies for at least 10 seconds. You are good enough with Stealth that this will not give yourself away

Feint: Pretend to strike in one place then quickly take advantage of the opening in the target’s guard to strike. Using this also reduces area-of-effect damage to 0% for 5 minutes. Due to Elusiveness Feint also reduced all damage from non-area-of-effect by 30% for 5 seconds

Vanish: You are able to activate Stealth in the middle of combat fading from view and few enemies can continue to detect your presence.

Fleet Footed: increases movement speed by 15% and reduces fall damage but as you are a Master this damage is reduced by 95%

Shroud of Concealment: your shadow sends small invisible splinters that give all members of your party within 20 yards 15 seconds of Stealth.

Tricks of the Trade: You know almost every trick thieves and assassins use so you can easily spot those using said tricks.

Cloak of Shadows: Draw upon the power of Shadows to places a cloak over your allies and/or party members and 2 second burst of magic immunity and healing them of all harmful spell effects. This also lets them resist enemy spells for 5 seconds. Has a 1.5 minute cooldown.

Assassination Abilities:

Poisoned Knife: Create and throw a knife coated in a poison dealing 30% damage at a target within 30 yards, and apply any active lethal or non-lethal poison you’re already using. This is 60% if using a real knife. You can use this an Impale at the same time.

Deadly Poison: Coat your weapon(s) in a Lethal Poison that will stay on your weapons for one hour. Each strike has a 30% chance to poison the enemy dealing an additional 36% Nature damage over 12 seconds. Additional poison applications on target will deal and instant 25% Nature damage.

Garrote: Strike the target’s neck causing 810% damage bleed damage over 18 seconds and if used when stealthed the target is silenced for 3 seconds.

Rupture: A powerful move that deals damage for an amount of time based Combo Points used. 1 point is 150% over 8 seconds, 2 points is over 12 seconds, 3 points is 16 seconds, 4 points, is 20 seconds and 5 points is 24 seconds. Can also be used to strike an enemies internal organ without leaving a mark on the target’s flesh.

Shadowstep: Disappear from few only to reappear behind your target with in a second this also increases movement speed by 70% for 2 seconds. This has a 30 second cooldown

Evasion: Dodge all attacks for 10 seconds this has a 2 minute cooldown

Seal Fate: When you hit a target’s weak point with a melee attack that generates Combo Points you gain an additional Combo Point for each time you hit a weak point.

Kidney Shot:Kick the target in the kidney to stun them for a set amount of time which is set by the amount of Combo Points used. 1 point is 2 seconds and add 1 second for every additional point. Due to internal Bleeding, Kidney shot can also deals 144% Bleed damage per Combo Point

Envenom: Stab your poisoned blades deep into your target dealing nature damage and increasing chance of poisoning target by 30% add 2% for every Combo Point used and deal a total of 60% damage instantly.

Mutilate: attack with both weapons dealing 432 damage for each weapon, this generates 2 Combo points.

Venomous Wounds: When Rupture deals damage on a target they take an additional 10% damage if they’re poisoned.

Vendetta: mark an enemy for death for 20 seconds increasing all damage you deal to them by 30% and makes it impossible for them to hide from you while they’re marked.

Rogue’s Fan of Knives or Knife Whirlpool: Create and throw magical knives in a spiral around you. These deal 75% damage to all enemies within 10 yards. If using real weapons they deal 150% damage. No matter which daggers you’re using they’re affected by whatever poisons your using.

Outlaw Abilities:

Run Through: Use Combo Points to use this finisher to deal 184.6% damage based on your main weapon times the amount of Combo Points used.

Saber Slash: Slash at an enemy dealing 392% damage based on your main weapon and has a 35% chance to be used twice in a row. This makes 1 Combo Point for each attack.

Pistol Shot: Draw the pistol that you keep in your inventory but normally can’t access and quickly shoot it at the enemy within 20 yards dealing 214.5% damage based on your main weapon and reduce target’s movement speed by 50% for 6 seconds. This creates a Combo Point.

Between the Eyes: take your pistol and shoot an enemy within 20 yards to deal 110.5% damage based on your ranged weapon. Add 110.5% damage for every Combo point used and deal the additional damage over an additional second for each Combo Point. If this hit’s an enemy weak point this deals 4 times normal damage.

Ambush: Can only be used while stealthed. Deal 780% damage based on your main weapon and generates 2 Combo Points.

Riposte: use your melee weapons to parry all attacks for 10 seconds and counter any melee attacks to deal 130% damage based on the melee weapon used for the counter. Normally you can only counter once per second but because you are a master you counter all attacks.

Ruthlessness: This is passive. Your finishers have a 20% chance per Combo Point used to make a new Combo Point.

Gouge: Use your main weapon to attack an enemies eyes incapacitating them for 4 seconds. Any damage will free them from this effect. Due to your mastery you can choose to make this damage permanent or temporary.

Roll the Bones: Rely on luck to generate a random combat enchantment. Time starts a 12 seconds but ad 6 seconds for any additional Combo Point used

Combat Potency: your off-hand attacks have a 30% chance to generate a Combo Point

Bribe: use fool’s gold that’s hidden in your inventory to trick someone into fighting for you. They realize the trick if they examine the gold or after 5 minutes are up in which case they could become hostile. The fool’s gold regenerators after 30 minutes.

Adrenaline Rush: flood your body with adrenalin to increase melee attack speed by 20% for 20 seconds. This has a 3 minute cooldown.

Blade Flurry: for 30 seconds all your attacks affect not only the main target but all nearby enemies for 30% of the normal damage. This can only be used if you have an off-hand weapon. This has a 10 second cooldown

Mastery: Main Gauche: attacking with your main-hand has a 17.6% chance to let your off-hand weapon deal 210% damage.

Subtlety Abilities:

Backstab: This needs a dagger and for the target to not notice you to be use. Stab the target in the back dealing 500% damage based on your main weapon. This makes 1 Combo Point.

Shuriken Toss: Throw a shuriken that is kept in your inventory at an enemy within 30 yards to deal 120% damage based on your main weapon. Once it hits something or reaches the 30 yard range it will return to your inventory. This generates 1 Combo Point.

Shadowstrike: This needs a dagger and for you to be Stealthed to be used. Attack the target to deal 805% damage based on your main weapon. If you are 25 yards away from your target you teleport through the shadows to appear behind your target. This generates 2 Combo Points. Thanks to Strike from the Shadows the target is also stunned for 5 seconds. Due to Premeditation this is now 3 Combo Points

Nightblade: Using you melee weapon infect your target with shadowy energy to deal 90% damage based on your main weapon over time and slow their movement speed by 50% for 8 seconds. At two seconds for ever additional Combo Point used. Due to Tangled Shadow target is slowed by 70%

Shadow Techniques: attack with your main hand has a 30% chance to generate a Combo Point.

Symbols of Death: invoke the power from ancient symbols of power only known by Rouges to increase damage by 15% for 10 seconds.

Shadow Dance: If any ability that needs Stealth is mid cooldown finish the cooldown. This has a 1 minute cooldown

Relentless Strikes: you have a 5% chance not to use up Combo Points

Deepening Shadows: all move that use up Combo Points reduce the cooldown of Shadow Dance by 10 seconds per Combo Point.

Shadow Blades: use nearby shadows to empower your weapons so they deal Shadow damage instead of physical damage for 15 seconds. This has a 3 minute cooldown

Shuriken Storm: throw shurikens at all targets within 10 yards dealing 120% damage based on your main weapon. This increases by 100% when Stealthed or Shadow Dance is active.

Mastery: Executioner: You know how to cut down enemies with one strike and not break stealth.

Other Rogue Abilities:

*Combat* Killing Spree: If you kill at least 3 enemies within 60 seconds your next kills within the next 60 seconds will always generate a Combo Point.

*Pre Mists* Slice and Dice:

*Pre Mists* Expose Armor: Due to extensive training you know the most common places to strike which will destroy armor or shields.

Dismantle: Using quick attacks you can separate a target from their weapons, shield, or anything else they might be holding.

Detect Traps: all enemy traps appear on your Mini-map no matter how it’s hidden.

Cheap Shot: Automatically take advantage the moment a drop in the target’s guard appears. Results very on what kind of strike you can deal. Can only be done once every 5 minutes.

Disarm Trap: Due to extensive training you know how to disarm almost any kind of trap you come across.

Deadly Throw: Create and throw a magical dagger to deal 100% damage based on what weapon you currently have equipped times the amount of Combo Points you have. If you use a real dagger this deals 200% damage times the amount of Combo Points you have. Uses up all your Combo Points.

Shiv: When walking past a target attack them with the weapon in your ‘Off Hand’ without anyone knowing. Damage depends on weapon used and where you strike.

Ghostly Strike: Summons a ghostly copy of your daggers for an attack leaving no trace. This does not break Stealth.

Lists of Rogue’s Poisons:

All Poisons stay on the weapons for 1 hour. Non-Lethal=can’t kill and Lethal=Can kill. Mastery: Potent Poisons: All poisons abilities is increased by 30%. You can only have one of these poison’s active at a time. Due to Venom Rush For every foe you’ve poisoned in a singled battle increase the poisons effect by 3% up to a max of 15%

Instant Poison: Coat your weapons with a Lethal Poison which has a 20% chance to instantly inflict Nature damage. It is recommended for beginners as it doesn’t always help. Due to mastery this is now 50%

Crippling Poison: Coat your weapons with a Lethal Poison that will significantly slow an enemy's movement speed by 50% for twelve seconds. This is a Non-lethal poison

Mind-numbing Poison: Coat your weapons with a Non-Lethal which has a 50% chance increases the enemy's casting times by 50%. Due to mastery this is now 80% chance.

Deadly Poison: Coat your weapon with a Lethal Poison which causes a deadly sickness that will kill target within an hour unless given the antidote or immune. Not effected by Mastery

Wound Poison: Coat your weapons with a Lethal Poison. Each strike dealt to the target has a 30% chance to inflict 13% weapon damage instantly and reduce all healing effects on target for 12 seconds. Due to mastery this is now 43%

Anesthetic Poison: Coat your weapons with a Non-Lethal which has a 20% chance to instantly inflict Nature damage without drawing any attention. Due to mastery this is now 50%

Deadly Poison: Coat your weapons in a Lethal Poison. Each strike has a 30% chance to poison the enemy dealing an additional 36% Nature damage over 12 seconds. Additional poison applications on target will deal and instant 25% Nature damage. Due to mastery this is now a 60% chance.

Poisons from Rogue Talents:

Leeching Poison: This is a Non-Lethal poison. You gain HP equal to 10% of the damage you deal when using this poison.

Agonizing Poison: This is a Lethal poison. Each of your attacks has a 30% chance to poison the target for 12 seconds so you deal 4% more damage. This can stack up to 5 times.

Rogue Talents:

Master Poisoner: You’re good at figuring out which poison will have the best effect on your target.

Ghostly Strike: using your mane-hand weapon strike with ghostly energy dealing 252% damage and make it so the target takes 10% damage from your Rouge abilities for 15 seconds. This generates 1 Combo Point

Master of Subtlety: All attacks made while stealth deal an additional 10% damage and this lasts for 5 seconds after breaking stealth

Elaborate Planning: All moves that use Combo Points grants a damage increase of 12% for 5 seconds

Sword Master: You can use swords with the same proficiency as daggers

Weapon Master: You have mastered your abilities to the point you can use any kind of weapon for them.

Hemorrhage: Slash a wound in your target dealing 100% damage based on your main weapon and increase all bleed damage by 15% for 20 seconds.

Quick Draw: You’re much faster drawing your pistol for Pistol Shot

Gloomblade: infuse your blade with the power of shadows so it bypasses armor dealing 575% damage based on your main weapon

Nightstalker: You are trained while stealthed so much your movements are as fluid and sure footed as when you’re visible

Grappling Hook: You carry various grappling hooks in your inventory with the longest being 100ft long

Subterfuge: any ability that requires you to be stealthed can still be used 3 seconds after Stealth Breaks

Acrobatic Strikes: the range of all your melee attacks is increased by 3 yards

Shadow Focus: The Shadows are your allies making Abilities cost 75% less when stealthed.

Hit and Run: you naturally move 15% faster.

Deeper Stratagem: you may now use 6 Combo Points at a time

Anticipation: You now have a max of 10 Combo Points

Vigor: you get your stamina back 10% faster

Iron Stomach: the Crimson Vial and heal potions restore 30% more HP it is also harder for poisoned food to effect you

Soothing Darkness: while Stealth or Shadow Dance is active you gain 3% HP per second

Elusiveness: Feint also reduced all damage from non-area-of-effect by 30% for 5 seconds

Cheat Death: once a day a normally lethal attack can instead reduce you to 7% of your max HP and for an additional 3 seconds you take 85% less damage

Thuggee: if you kill a target with Garrote then Garrote can be used immediately

Parley: You can pacify a hostile target that’s not in combat. They stay passive for 5 minutes but any damage will break the peace. Only works on Humanoids, Demons, and Dragonkin and only one target can be pacified at a time

Strike from the Shadows: Shadowstrike now stuns 5 seconds

Prey on the Weak: you know how to threaten normal civilians so they tell you what you want to know

Internal Bleeding: Kidney shot also deals 144% Bleed damage per Combo Point over 12 seconds.

Dirty Tricks: You know and can counter almost any dirty trick used against you

Tangled Shadow: Nightblade now decreases the target’s movement speed by an additional 20%

Cannonball Barrage: Order the crew of a ghost ship to open fire upon a target area dealing 195% damage based on your main weapon six times a second for 2 seconds and slowing enemies by 50% for an additional 1.5 seconds.

Premeditation: Cheap Shot and Shadowstrike generate 1 additional Combo Point

Alacrity: After you use an Ability that uses a Combo Point you attack faster by 2% for each Combo Point used for 20 seconds. This stacks 10 times.

Exsanguinate: Twist your blades a certain way in a target’s wounds to increase Bleed damage effects by 150%

Killing Spree: after killing a target you teleport to a new target within 10 yards and for the next 7 seconds all melee attacks deal 338% and each attack counts a seven strikes.

Enveloping Shadows: Reduce the damage taken by AOE attacks by 30%

Venom Rush: For every foe you’ve poisoned in a singled battle increase the poisons effect by 3% up to a max of 15%

Slice and Dice: use Combo Points to increase your attack speed by 125%. 1 point is 12 seconds and for every additional Point add 6 seconds.

Master of Shadows: Enemies need specific skills to force you out of stealth

Marked for Death or Death’s Mark: place a magical mark only Rouges can see showing them that this target is a Rouges target. When you kill this target you gain 5 Combo Points.

Death from Above: Empower your melee weapons with shadow energy before whirling around to deal 440% damage on all enemies within 8 yards before jumping into the air then using gravity to empower your next attack on a single target dealing 490% damage. This damage is based on your melee weapons.

Report mattchilly · 898 views · Story: The Archer of Twilight ·
Comments ( 2 )

Looks good!

4788372
Thanks. Only the Rogues stuff left before I start thinking about original abilities.

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