Primary Powers - Melee
Broad Sword
Wield a Broad Sword and master a variety of powerful Lethal attacks. Not as fast than a Katana, the Broad Sword’s weight strikes with more force and damage. The Broadsword can reduce an enemy's defense, allowing other attacks to hit more reliably. The Broad Sword is a powerful melee weapon that has a bonus to accuracy. Like all Stalker primary attack powers, Claw attacks can sometimes land critical hit for double damage, if you are properly hidden.
Hack - You hack your opponent for a high amount of damage. This attack can reduce a target's defense, making him easier to hit. Melee, High Dam(Lethal), Foe -DEF. Recharge: Moderate
Slash - You perform a quick slash that can reduce a target's defense, making him easier to hit. This attack does moderate damage, but has a quick recharge time. Melee, Moderate Dam(Lethal), Foe -DEF. Recharge: Fast
Slice - You slice your sword in a wide arc, attacking all enemies in front of you. Slice does less damage than Slash, but can hit multiple foes and reduces their defense. Melee (Cone), Moderate Dam(Lethal), Foe -DEF. Recharge: Moderate
Assassin's Slash - A signature Stalker attack. This attack does moderate damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous lethal damage, as you impale your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Lethal). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Claw. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Parry - You can use this power to parry incoming melee attacks. The parry itself does minor damage, but every successful hit will increase your defense to melee and lethal attacks for a short while. Melee, Minor DMG(Lethal), Self +DEF(Melee, Lethal). Recharge: Fast
Disembowel - You perform a powerful disemboweling manuever that deals a great amount of damage, and can knock your target up into the air. This attack can reduce a target's defense, making him easier to hit. Melee, Superior DMG(Lethal), Knockup, Foe -DEF. Recharge: Slow
Headsplitter - You perform a devastating head splitter attack that deals a massive amount damage and can knock a foe down to the ground and reduce its defense. This attack has an exceptionally good critical hit capability, better than other Broadsword attacks, that can sometimes deal double damage. The power of this attack can actually extend a short distance through multiple foes. Melee, Extreme DMG(Lethal), Foe Knockback, -DEF. Recharge: Slow
Claws
Claws are bones or blades that extend from your hands and cause lethal damage. The lightweight, natural feel of claws gives this power set a reduced endurance cost and faster attack rate than other Stalker melee sets. Like all stalker primary attack powers, Claw attacks can sometimes land critical hit for double damage, if you are properly hidden.
Swipe - A series of quick swipes with your claws. Does minor damage, but has a very quick recharge rate. Melee, Minor DoT(Lethal). Recharge: Very Fast
Strike - You perform a strike with your claws. This is a basic attack that deals a moderate amount of damage. Melee, Moderate DMG(Lethal). Recharge: Very Fast
Slash - You perform a slash with your claws, doing a good amount of damage, but with a longer recharge rate. This attack can reduce a target's Defense, making him easier to hit. Melee, Moderate DMG (Lethal), Foe -DEF. Recharge: Fast
Assassin's Claw - A signature Stalker attack. This attack does moderate damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous lethal damage, as you impale your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Lethal). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Claw. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Focus - Projects a burst of focused power over a short distance. Focus deals high lethal damage and possibly knock down your foe. Ranged, High DMG(Lethal), Knockback. Recharge: Moderate
Eviscerate - You spin and slash violently, eviscerating all foes in a wide arc in front of you. If you attack while hidden, all effected targets have a chance to be hit with a Critical for extra lethal damage, however, there is a very small chance you may land a critical hit with Eviscerate, even if you are not Hidden. Melee (Cone), Superior DMG(Lethal), +Special. Recharge: Slow
Shockwave - Projects a shockwave of focused power that can travel a short distance. Shockwave travels in a wide arc in front of you dealing moderate damage and possibly knocking down foes. If executed while hidden, all effected targets have a chance to be hit with a Critical for extra damage. Melee (Cone), Moderate DMG (Lethal), Foe Knockback. Recharge: Slow
Dual Blades
You are a master of fighting with a blade in each hand. Your precision and skill with the blades enable you to strike in numerous combinations, each of which has unique secondary effects on a target which withstands your onslaught.
Nimble Slash - A quick swipe with your blades. Does minor lethal damage, but has a quick recharge rate. This attack is needed for the Attack Vitals combination attack. Melee, Minor DmG(Lethal). Recharge: Very Fast
Power Slice - You perform a deadly strike with your blades. This is a basic attack that deals a moderate amount of lethal damage. This power begins the Attack Vitals combination attack, and is needed for the Weaken combination attack. Melee, Moderate DMG(Lethal). Recharge: Very Fast
Ablating Strike - You slash at a foe with your blades, doing a good amount of lethal damage. This attack can reduce a target's Defense, making him easier to hit. This power is the finishing move of the Sweep combination attack.Melee, Moderate DMG (Lethal), Foe -DEF. Recharge: Fast
Assassin's Blades - A signature Stalker attack. This attack does moderate damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous damage, as you impale your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. This power is needed for the Empower and Sweep combination attacks.PBAoE Melee, Special DMG (Lethal). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. This power is the opening to both the Empower and Sweep combination attacks.Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Blow. However, if you attack a Placated foe, he will be able to attack you back. This power is the finishing move in the Empower combination attack.Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Vengeful Slice - Unleashes a series of strong attacks on your foe, dealing high lethal damage and knocking them down. This power is the finishing move for the Attack Vitals combination attack. Melee, High DMG(Lethal), Knockback. Recharge: Moderate
Sweeping Strike - You make a sweeping strike with your blades, hitting all foes in a cone in front of you, and dealing moderate lethal damage to each. This power is the opening move for the Weaken combination attack. Melee (Cone), Superior DMG(Lethal). Recharge: Moderate
One Thousand Cuts - Unleashes a flurry of attacks on all foes in a cone in front of you, dealing moderate damage to each foe hit. This power is the finishing move for the Weaken combination attack.Melee (Cone), Superior DMG(Lethal). Recharge: Slow
Dark Melee
Dark Melee allows you to focus the powers of the netherworld to defeat your foes. The draining effects of most of these powers can reduce the targets Accuracy.
Shadow Punch - You wrap your fists with negative energy channeled from the netherworld, then perform a quick punch that deals minor damage. Shadow Punches clouds the target's vision, lowering his accuracy for a short time. Melee, Minor DMG(Smash/Negative), Foe -ACC. Recharge: Fast
Smite - You wrap your fists with negative energy channeled from the netherworld, then perform a smite that deals more damage than Shadow Punch, but has a longer recharge time. Smite clouds the target's vision, lowering his accuracy for a short time. Melee, Moderate DMG(Smash/Negative), Foe -ACC. Recharge: Moderate
Shadow Maul - You wrap your entire arms with negative energy channeled from the netherworld, then perform a series of blows that deal a lot of damage over a short time to multiple targets in front of you. These blows clouds the target's vision, lowering his accuracy for a short time. Melee (Cone), High DoT (Smash/Negative), Foe -ACC. Recharge: Moderate
Assassin's Eclipse - A signature Stalker attack. This attack does moderate negative and energy damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe with all the powers of darkness. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Smash/Energy). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Blow. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Siphon Life - You tap the powers of the netherworld and create a life transferring conduit between a foe and yourself. This will transfer hit points from your enemy to yourself. Foes siphoned in this manner have their accuracy reduced. Melee, Moderate DMG(Negative), Foe -ACC, Self +HP. Recharge: Slow
Touch of Fear - The netherworld is one scary place, and with but a touch, you can give your enemy a glimpse into this dark world. This will cause them to helplessly tremble in fear. Foes in this state of panic have reduced accuracy. Melee Fear, Foe -ACC. Recharge: Moderate
Midnight Grasp - Mastery of the netherworld allows you to create dark tentacles that can immobilize a foe and continually drain his life force. Melee, Superior DMG(Negative), Foe Immobilize, -ACC. Recharge: Slow
Electrical Melee
Electricity surges through your body and you can channel this energy into your fists. Electrical Melee allows you to pummel your foes with various melee attack powers while jolting them with a powerful electric current. Electric Melee powers can drain foes' Endurance, and temporarily halt their Endurance recovery. Some powers may even return a portion of drained Endurance back to you.
Charged Brawl - Your fists become electrically charged and deliver a powerful punch. Charged Brawl can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. A portion of drained endurance may be returned to you. Disturbing an overloaded target will disperse the electrical charge and release him. Melee, Minor DMG(Smash/Energy), Target Sleep, -End. Recharge: Fast
Havok Punch - The Havok Punch is a slower attack than Charged Brawl, but makes up for it with greater damage. Havok Punch can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. A portion of the drained endurance may be given back to you. Disturbing an overloaded target will disperse the electrical charge and release him. Melee, Moderate DMG(Smash/Energy), Foe Sleep, -End. Recharge: Moderate
Jacobs Ladder - You are able to generate a strong current between your arms and snap a powerful bolt of electricity in an arc in front of you. This melee attack can electricute all foes within the arc dealing high energy damage. Jacobs Ladder can drain some endurance from your target, and may overload his synapses, leaving him writhing for a moment. Disturbing an overloaded target will disperse the electrical charge and release him. Melee (Cone), High DMG(Energy), Foe Sleep, -End. Recharge: Moderate
Assassin's Shock - A signature Stalker attack. This attack does moderate damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous smashing and energy damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Smash/Energy). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Blow. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Chain Induction - This Electric Melee attack deals moderate Smashing and Energy damage and may drain some of the target's Endurance. However, this attack also induces an unstable electric charge that may jump to another enemy target. The charge will jump randomly between multiple targets, until it inevitably dissipates. Enhancements will boost the effects of the initial attack as well as the jumping charge. Melee, Moderate DMG(Smash/Energy), Foe -End, +Special. Recharge: Slow
Thunder Strike - A massive attack. You smash your foes with all the power of a lightning bolt. The pummelled victim takes tremendous damage and may be disoriented. Any nearby foes may be knocked down and take some damage from the shockwave. Melee (AoE), High DMG(Smash/Energy), Foe Disorient, Knockback. Recharge: Slow
Lighting Rod - You can polarize your body and become a living lightning rod. This power calls forth a massive lightning bolt from the sky to strike you. You can then ride this bolt and instantly teleport a short distance. You rematerialize in a massive bolt of electricity, dealing massive damage and knocking down all nearby foes. You must target the ground to activate this power. Damage from the lightning bolt is superior. PBAoE, Superior Damage(Energy), Foe Knockback, Self Teleport. Recharge: Slow
Energy Melee
You can use Energy Melee to power your blows with pure energy. These focused power attacks often Disorient opponents. Like all stalker primary attack powers, Energy Melee attacks can sometimes land critical hit for double damage, if you are properly hidden.
Barrage - You perform a quick punch that deals minor damage. Coupled with other energy punches, Barrage can Disorient a foe. Melee, Minor DMG(Smash/Energy), Foe Disorient. Recharge: Very Fast
Energy Punch - You perform a powerful energy punch that deals moderate smashing and energy damage. When used with other Energy Melee attacks, Energy Punch can Disorient a foe. Melee, Moderate DMG(Smash/Energy), Foe Disorient. Recharge: Fast
Bone Smasher - A Bone Smasher attack can be slow, but it compensates by dealing a good amount of damage and having a better chance to disorient than energy punch. Melee, High DMG(Smash/Energy), Disorient. Recharge: Moderate
Assassin's Strike - A signature Stalker attack. This attack does moderate damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous smashing and energy damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Smash/Energy). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Strike. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Stun - By focusing your internal energy into your fists, you can turn them into personal tasers. This Stun attack deals minor damage, but has the best chance to disorient its target. Melee Disorient. Recharge: Slow
Energy Transfer - Mastery of Energy Melee begins with the ability to transfer your own hit points into a punch that deals extreme damage. Energy Transfer has a good chance of Disorienting the target. Unlike other Stalker attack powers, Energy Transfer cannot land a Critical Hit. However, if this attack is executed successfully while Hidden, you can avoid the hit point loss to yourself and deliver a massive blow with no penalty. Melee, Extreme DMG(Energy/Smash), Foe Disorient, Self -HP. Recharge: Slow
Total Focus - Total Focus is complete mastery of Energy Melee. This is a very slow but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. A Critical Hit with Total Focus deals extra damage, but not double.Melee, Extreme DMG(Energy/Smash), Foe Disorient. Recharge: Long
Martial Arts
A compilation of various fighting techniques from around the world, Martial Arts makes you a master in the art of hand to hand combat. Martial Artists tend to be very accurate with their attacks. Like all stalker primary attack powers, Martial Arts attacks can sometimes land a critical hit for double damage, if you are properly hidden.
Thunder Kick - You perform a strong Thunder Kick that hits so hard it can disorient your target. Melee, Minor DMG(Smash), Minor Disorient. Recharge: Fast
Storm Kick - You can unleash a roundhouse kick that pummels your foe for moderate smashing damage. Melee, Moderate DMG(Smash). Recharge: Medium
Crippling Axe Kick - You can perform a crippling axe kick that deals minor damage, but has a high chance to immobilize your target, as well as slowing their run speed. Crippling Axe Kick may also knock some flying entities out of the sky. Melee, Moderate DMG(Smash), Foe Immobilize, -SPD, -Fly. Recharge: Fast
Assassin's Blow - A signature Stalker attack. This attack does moderate smashing damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Smashing). Recharge: Slow
Focus Chi - Tapping into your inner chi greatly increases the damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DAM, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Strike. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Cobra Strike - Using intense martial arts focus, you can perform a Cobra Strike that deals minor damage, but has a great chance of disorienting your target. Melee, Minor DMG(Smash), Foe Disorient. Recharge: Slow
Crane Kick - You can perform a slow, high smashing damage kick that will likely knock your target back. Melee, High DMG(Smash), Knockback. Recharge: Moderate
Eagles Claw - You can perform a devastating kick that can severely disorient most opponents. In addition to the normal Critical from attack while hidden, there is also a small chance you may land a Critical Hit even if you are not hidden. Melee, Superior DMG(Smash), Foe Minor Disorient, +Special. Recharge: Slow
Ninja Blade
Wield a Ninja Blade and master a variety of powerful Lethal attacks. A quick and elegant weapon, the Ninja Blade can reduce an enemy’s defense. The Ninja Blade is a fine blade that always has a bonus to accuracy. Like all stalker primary attack powers, Ninja Blade attacks can sometimes land a critical hit for double damage, if you are properly hidden.
Sting Of The Wasp - You perform a standard attack with your ninja blade. This attack is slower than Gambler's Cut, but deals more lethal damage. Sting Of The Wasp can reduce a target's defense, making him easier to hit. Melee, Moderate DMG(Lethal), Foe -Def. Recharge: Fast
Gambler's Cut - You perform a quick slash with your katana. This attack is very fast, but deals only minor lethal damage. This attack can reduce a target's defense, making him easier to hit. Melee, Minor DMG(Lethal), Foe -Def. Recharge: Fast
Flashing Steel - You swing your ninja blade in a wide arc in front of you, slicing multiple foes. This attack can reduce a target's defense, making him easier to hit. If executed while hidden, all effected targets have a chance to be hit with a Critical for extra damage.Melee (Cone), Moderate DMG(Lethal), Foe -Def. Recharge: Moderate
Assassin's Blade - A signature Stalker attack. This attack does moderate lethal damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous damage, as you impale your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Lethal). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Blade. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Divine Avalanche - You can use your ninja blade to parry incoming melee attacks. Divine Avalanche does minor damage, but every successful hit will increase your defense against melee and lethal attacks for a short while. Melee, Minor DMG(Lethal), Self +DEF(Melee, Lethal). Recharge: Fast
Soaring Dragon - You perform a powerful Soaring Dragon manuever that deals a great amount of damage, and can knock your target up into the air. This attack can reduce a target's defense, making him easier to hit. Melee, High DMG(Lethal), Foe Knockup, -DEF. Recharge: Moderate
Golden Dragonfly - You perform a devastating Golden Dragonfly attack that deals a massive amount damage and can knock a foe down to the ground and reduce its defense. The power of this attack can actually extend a short distance through multiple foes. If executed while hidden, only some effected targets may be hit with a Critical, however, there is a chance you may land a Critical Hit with Golden Dragonfly even if you are not Hidden. Melee, Extreme DMG(Lethal), Foe Knockback, -DEF. Recharge: Slow
Spines
Spines protrude from your body and can deal damage in melee or at very short range. Spines are hollow and hold a neural toxin that deals additional poison damage and can Slow or Immobilize your enemies. The toxin is cumulative and multiple hits will effect a target more strongly. Very few foes have resistance to Spine poison. Like all stalker primary attack powers, Spine attacks can sometimes land a critical hit for double damage, if you are properly hidden.
Barb Swipe - Shred your opponent with several quick swipes from your spines. Barb swipe deals minor lethal damage over time. Spine poison deals additional Toxic damage and slows effected foes. Melee, Minor DoT(Lethal), DoT(Toxic), -SPD, -Recharge. Recharge: Very Fast
Lunge - Lunge forward, stabbing and poisoning a foe the large spine on your arm. Lunge deals lethal moderate damage. Spine poison deals additional Toxic damage and slows effected foes. Melee, Moderate DMG (Lethal), DoT(Toxic), -SPD, -Recharge. Recharge: Fast
Spine Burst - You can fling dozens of spines in all directions. These spines travel only a short distance, but they can deal moderate lethal damage and poison any target close to you. Spine poison deals additional Toxic damage and slows effected foes. If executed while hidden, all effected targets have a chance to be hit with a Critical Hit for extra damage. PBAoE Melee, Moderate DMG (Lethal), DoT(Toxic), -SPD, -Recharge. Recharge: Slow
Assassin's Impaler - A signature Stalker attack. This attack does moderate lethal damage on its own as a frontal attack. However, if it is executed while you are hidden, this attack will do tremendous damage, as you impale your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power. Melee, Special DMG(Lethal). Recharge: Slow
Build Up - Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your accuracy. Self +DMG, +ACC. Recharge: Long
Placate - Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This hide is very brief, and offers no defense bonus, but will allow you to deliver a Critical Hit or an Assassin's Blade. However, if you attack a Placated foe, he will be able to attack you back. Ranged, Foe Placate, Self Stealth/Hide. Recharge: Long
Impale - You can throw a single large spine at a targetted foe. This spine does only moderate lethal damage, but carries a large amount of the spine toxin. A successful attack can completely immobilize most foes, as well as slowing them and dealing Toxic poison damage. Impale can also bring down flying entities. Ranged, High DMG(Lethal), DoT(Toxic), Immobilize, -Recharge, -Fly. Recharge: Moderate
Ripper - You can unleash a spectacular slashing maneuver that attacks all villians in a wide arc in front of you. Ripper deals massive lethal damage and poisons multiple targets. It can even knock foes down. Spine poison slows effected targets and deals additional Toxic damage. If executed while hidden, all effected targets have a chance to be hit with a Critical Hit for extra damage. Melee (Cone), High DMG(Lethal), DoT(Toxic), Knockback, -SPD, -Recharge. Recharge: Slow
Throw Spines - You can throw dozens of spines in a wide cone in front of you, impaling foes caught within the range. Spine Throwing deals moderate lethal damage, and poisons any target it hits. Spine poison deals additional Toxic damage and slows effected foes. If executed while hidden, all effected targets have a chance to be hit with a Critical Hit for extra damage. Ranged (Cone), Moderate DMG (Lethal), DoT(Toxic), -SPD, -Recharge. Recharge: Slow
Secondary Powers - Defense
Dark Armor
Dark Armor allows you to tap into the powers of the netherworld for protection. Some Dark Armor powers drain your foes to strengthen you. Dark Armor offers very good resistance to Negative Energy damage, and it is one of the only defense sets that offers some resistance to Psionic damage. However, it's resistance to Energy is weak and it offers no protection to knockback.
Hide - Hide makes you almost impossible to detect. When properly hidden, a Stalker can pull of Critical Hits with his attacks, and even land a massive Assassin's Strike with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see, and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment Powers. Toggle: Self Stealth, +Def(Melee, Ranged, AoE). Recharge: Slow
Dark Embrace - You tap into the energy of the netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants good resistance to lethal, smashing, and negative energy and toxic damage. Toggle: Self +Res (Smash, Lethal, Negative, Toxic). Recharge: Fast
Murky Cloud - You create a Murky Cloud enshrouding you. This cloud can absorb all forms of energy, making you more resistance to fire, cold, energy and negative energy attacks, as well as endurance drain effects. Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain). Recharge: Fast
Shadow Dweller - You are a true Shadow Dweller of the netherworld. Your affinity for the shadows grants you an inherent bonus to all Defense, as well as an increased Perception and a resistance to Immobilization. Your Perception bonus and resistance to Immobilization improves over level. Shadow Dweller is an Auto power. It is always on and costs no Endurance. Auto: Self +Def(All), +Perception, Res(Immobilize).
Obsidian Shield - You create a special Obsidian Shield that grants good resistance to psionic damage. With your mind enshrouded in darkness you are protected from sleep, fear, hold, immobilize and disorient attacks. Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear). Recharge: Fast (Error: Long help makes reference to Immobilize, which this power probably doesn't have)
Dark Regeneration - You can tap the dark powers of the netherworld to drain a small amount of life from all enemies nearby, thus healing yourself. The more foes effected, the more you will be healed. PBAoE Minor DMG(Negative), Self +HP. Recharge: Slow
Cloak of Fear - You can wrap yourself in a nightmarish Cloak of Fear. Those close to you are treated to nightmares most horrific, forcing them to tremble in terror, only attacking if attacked, and even then, at reduced Accuracy. Toggle: PBAoE Foe Fear, -ACC. Recharge: Fast
Oppressive Gloom - The netherworld has many mutable properties, including the Oppressive Gloom. This power allows you to use your own hit points to keep enemies near you disoriented and unable to use any powers. Endurance cost for this is minimal, but the power can be dangerous to use. Toggle: PBAoE, Foe Disorient, Self -HP. Recharge: Moderate
Soul Transfer - Should you fall in battle, you can perform a Soul Transfer, sucking the life force of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. Drained foes are left Disoriented. The Dark Effects of this Soul Transfer will actually leave you invulnerable for a brief time, and protected from XP Debt for 90 seconds. There must be at least one foe nearby to fuel the transfer and revive yourself. Self Rez, Special. Recharge: Very Long
Electric Armor
Your entire body is basically a powerful capacitor. You can store and release massive amounts of electricity that can absorb damage directed at you. Electric Armor offers better than average resistance to just about all kinds of damage, including Psionic, but has no healing or resistance to Toxic. Electric Armor also offers superior resistance to Energy damage and Endurance drain.
Hide - Hide makes you almost impossible to detect. When properly hidden, a Stalker can pull off Critical Hits with his attacks, and even land a massive Assassin's Strike with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see, and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment Powers. Toggle: Self Stealth, +Def(Melee, Ranged, AoE). Recharge: Slow
Charged Armor - When you toggle on this power, you are surrounded in a charged field that makes you highly resistance to Smashing, Lethal and Energy damage. Toggle: Self +Res (Smash, Lethal, Energy). Recharge: Fast
Conductive Shield - When you toggle on this power, you are surrounded in a conductive shield that will conduct many sorts of energy away from your body. Conductive Shield grants high resistance to Fire, Cold, and Energy damage, as well as good resistance to Negative Energy damage. Toggle: Self +Res (Fire, Cold, Energy, Negative). Recharge: Fast
Static Shield - You can create a field of static electricity around your body. This Static Shield protects you from Hold, Sleep, and Disorient effects, as well as Endurance Drain, Recovery Debuffs, and enemy Teleportation. Static Shield can also help normalize your synaptic activity, giving you good resistance to Psychic damage. Toggle: Self +Res(Hold, Sleep, Disorient, End Drain, Recovery Debuff, Psionic, Teleport). Recharge: Fast
Grounded - You are grounded and naturally very resistant to energy and negative energy damage. You also have added resistance to Endurance Drain effects. Additionally, Grounded provides Immobilize and Knockback protection, but only applies when you are near the ground. This power is always on and costs no endurance. Auto: Self +Res(Energy, Negative, End Drain, Immobilize, KB)
Lightning Reflexes - Your Lightning Reflexes allow you to move faster than normal, as well as resist slow effects. This power is always on and permanently increases your attack rate and movement speed. Auto: Self +Recharge, +SPD, Res(Slow)
Energize - You can channel a tremendous amount of electricity through your body for a short period of time. Doing so will heal some hit points, reduce the endurance cost of your powers and boost your regeneration for a short time. Self Endurance Discount, Heal, +Regen. Recharge: Very Long
Power Sink - Power sink leeches energy directly from the bodies of all nearby foes, draining their endurance. Each foe you draw energy from increases your endurance. If there are no foes within range, you will not gain any endurance. PBAoE, Self +End, Foe -End. Recharge: Long
Power Surge - When you activate this power, you transform your body into living electricity and become extremely resistant to all damage but Psionics, as well as Disorient, Sleep, Hold, Immobilize, Knockback, End Drain, Recovery Debuff, and enemy Teleportation. Your Endurance Recovery is also increased. As Power Surge wears off, the charge in your body explodes in a massive EMP pulse. However, expending all this energy will leave you exhausted and drained of all Health and Endurance. Self +Res(Special). Recharge: Very Long
Energy Aura
You can surround yourself in powerful defensive Energy Auras that can deflect your foes attacks. Like other defensive powers, Energy Aura does not reduce the damage you take, but rather reduce you chance of getting hit by deflecting your foes attacks. Energy Auras offer good defense to all attack types, but offer superior defense to Energy based attack types. However, Energy Aura offers no defense to Psionic attack types.
Hide - Hide makes you almost impossible to detect. When properly hidden, a Stalker can pull of Critical Hits with his attacks, and even land a massive Assassin's Strike with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see, and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment Powers. Toggle: Self Stealth, +Def(Melee, Ranged, AoE). Recharge: Slow
Kinetic Shield - Kinetic Shield creates a harmonic energy aura that can deflect physical attacks. Your defense to smashing and lethal is increased as weapons like bullets, blades and punches tend to deflect off the shield. Kinetic Shield also grants you good resistance to Defense debuffs. The energy based nature of Kinetic shield also offers minimal defense against energy attacks. Toggle: Self +Def (Smash, Lethal, Energy). Recharge: Fast
Power Shield - This Power Shield creates an electro-magnetic shield around you that can deflect non-physical attacks. Your Defense to Fire, Cold, Energy and Negative Energy is increased as these attacks are reflected or refracted off of the shield. Power Shield also grants you resistance to Defense debuffs. Toggle: Self +Def (Fire, Cold, Energy, Negative). Recharge: Fast
Entropy Shield - Entropy Shield diminishes and dampens the energy of controlling type effects. The shield makes you resistant to Knockback, Disorient, Hold, Sleep, Immobilization and energy Teleportation for as long as you can keep this toggle power active. Entropy Shield also offers you good resistance to Defense debuffs. Toggle: Self +Res(Knockback, Disorient, Hold, Sleep, Immobilize, Teleport, DefDebuff). Recharge: Fast
Energy Protection - Your ability to channel energy makes you naturally resistant to energy and negative energy damage. This power is always on and costs no endurance. Auto: Self +Res(Energy, Negative)
Repulse This toggle power creates a field that violently repels all nearby foes. Each foe that is repelled costs you additional endurance. Toggle: PBAoE Foe Knockback. Recharge: Slow
Energy Drain - Energy Drain leeches energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your endurance and hit points. If there are no foes nearby, you will not gain any endurance. PBAoE, Self +End +HP, Foe -End. Recharge: Long
Conserve Power - You can focus for a moment to conserve your endurance. After activating this power, you spend less endurance on all other powers for a while. Self Endurance Discount. Recharge: Very Long
Overload - You can overload your Energy Aura, and dramatically improve your defense to all attack types except Psionic attacks. Overload also grants you high resistance to Defense Debuffs. This energy aura is so powerful, it can even absorb some damage, effectively increasing your max hit points. However, when Overload wears off, you are left drained of all Endurance and unable to recover Endurance for a while. Self +Def(All but Psionic), +Max HP. Recharge: Very Long
Ninjitsu
Ninjitsu is the secret art of Ninja. Many Ninjitsu powers emphasise acute senses that allow you to react deftly to avoid danger. Others focus on the ability to hide in plain sight. Still others rely on the ancient art of Kuji Kiri, and the pure focus of the mind to accomplish the impossible.
Hide - Hide makes you almost impossible to detect. When properly hidden, a Stalker can pull of Critical Hits with his attacks, and even land a massive Assassin's Strike with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see, and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment Powers. Toggle: Self Stealth, +Def(Melee, Ranged, AoE). Recharge: Slow
Ninja Reflexes - Activating your Ninja Reflexes allows you to be more evasive to melee attacks. This will increase your defense versus melee as long as it is active. Ninja Reflexes also grants you resistance to Defense DeBuffs. Toggle: Self +DEF(Melee), Res(DeBuff DEF). Recharge: Fast
Danger Sense - You become more evasive against ranged attacks while you have Danger Sense activated. This will increase your defense versus ranged attacks and area of effect attacks as long as it is active. Your Danger Sense also allows you to percieve stealthy foes, as well as resist Defense DeBuffs. Toggle: Self +DEF(Ranged, AoE), +Perception, Res(DeBuff DEF). Recharge: Fast
Caltrops - You toss a handful of caltrops at a targeted location and spreads the tiny metal spikes over a large area. Any villains that pass over the caltrops will be forced to move at a slower rate. They will also take some trivial lethal damage over time. Ranged (Location AoE), Minor DoT(Lethal), Foe -Speed. Recharge: Slow
Kuji-In Rin - Kuji-In Rin is the strength of mind and body. By focusing your power on this exercise, you gain a resistance to disorient, hold, sleep and immobilization, confusion and fear, as well as resistance to Psionic damage for a few minutes. Self +Res(Disorient, Hold, Sleep, Immobilize, Confuse, Fear, Psionics). Recharge: Very Long
Kuji-In Sha - Kuji-In Sha invokes the power of Sha, or healing. Focusing your inner power, you can heal your body of its wounds, and leave yourself resistant to toxic effects for a while.Self Heal, Res(Toxic). Recharge: Long
Smoke Flash - You throw a smoke bomb at your feet. The resulting flash of light and smoke can briefly distract your foes and Placate them so they can no longer find or target you. Combined with Hide, Smoke Flash is the perfect distraction to get out of a bad situation. PBAoE, Foe Placate. Recharge: Very Long
Blinding Powder - You throw a handful of Blinding Power in a wide arc at your foes. Most foes will be blinded, and unable to see. Some effected targets may be overcome by the powder that they may start attacking their own allies. If you attack the blinded foes, they will be alerted to your presence, but will continue to suffer a penalty to accuracy. Ranged (Cone) Foe -ACC, Sleep, Confuse, -Perception. Recharge: Very Long
Kuji-In Retsu - Kuji-In Retsu is the mastery of space and time. Focusing your power on Retsu allows you to control your own time to easily defeat your foes. Mastery of this power allows you to avoid almost any attack, be it ranged, melee or area of effect. Your running speed, jumping height and endurance recovery are also increased. Retsu also grants you high resistance to Defense DeBuffs. When Retsu wears off, you are left drained of all Endurance, and are unable to recover Endurance for a while. Self +DEF, +SPD, +Recovery, Res(DeBuff DEF), +Special. Recharge: Very Long
Regeneration
Regeneration lets you recover quickly from damage and effects. Regeneration offers almost no actual damage resistance, but your Hit Point Regeneration can become so incredibly fast, that your wounds heal almost instantly. Those who posses this power set have little downtime.
Hide - Hide makes you almost impossible to detect. When properly hidden, a Stalker can pull of Critical Hits with his attacks, and even land a massive Assassin's Strike with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see, and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment Powers. Toggle: Self Stealth, +Def(Melee, Ranged, AoE). Recharge: Slow
Fast Healing - You heal hit points at a faster rate than normal. This power is always on. Auto: Self +Regeneration
Reconstruction - Through perfect control of your body, you can concentrate for a few moments and heal yourself. The effects of Reconstruction also leave you resistant to Toxic damage for a while. Self Heal, Res(Toxic). Recharge: Long
Dull Pain - Using ancient techniques, you can make yourself more resiliant to pain. Thus, you can take more damage before being defeated. When you activate this power you will increase your maximum hit points for a couple of minutes. Self +Max HP. Recharge: Very Long
Integration - You can integrate your mind and body, making you resistant to knockback, disorient, hold, sleep and immobilization, as well as increase your regeneration rate, for as long as you keep this toggle power active. Toggle: Self +Res(Knockback, Disorient, Hold, Sleep, Immobilize), +Regeneration. Recharge: Fast
Resiliance - You are more resiliant. This power allows you to build up a resistance to disorientation effects. You tend not to get disoriented, and when you do, it wears off quickly. This resistance gets stronger as you go up in level. Resiliance also grants some resistance to smashing, lethal and toxic damage. This power is always on. Auto: Self +Res(Disorient, Smash, Lethal, Toxic)
Instant Healing - When you activate this power, you can regenerate damage at an astounding rate. This boost to your regeneration rate lasts about a minute and takes a long time to recharge once used. Click: Self +Regeneration. Recharge: Long
Revive - Should you fall in battle, he can revive yourself from the brink of death. You will revive with most of your hit points and half endurance and be protected from XP debt for 20 seconds. Self Rez. Recharge: Very Long
Moment of Glory - When you activate this power, you lose almost all of your hit points, and can no longer regenerate hit points. However, you gain resistance and defense to all damage types except psionics, recover endurance more quickly, and are highly resistant to sleep, disorient, immobilization and hold effects. After Moment of Glory wears off, you will not be able to regenerate hit points for a short while. Self +Res(All DMG but Psionics), +DEF(All DMG but Psionics), +Recovery, -HP. Recharge: Very Long
Super Reflexes
Your Super Reflexes and acute senses allow your to react deftly to avoid danger. Regardless of what comes at you, Super Reflexes simply allows you to avoid the attack. The type of weapon or attack used against you is irrelevant. So swords, bullets, fire, energy, even psionic attacks can be avoided. Super Reflexes focuses on different techniques. Avoiding melee attacks is different than avoiding ranged attacks or even area of effect attacks.
Hide - Hide makes you almost impossible to detect. When properly hidden, a Stalker can pull of Critical Hits with his attacks, and even land a massive Assassin's Strike with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see, and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment Powers. Toggle: Self Stealth, +Def(Melee, Ranged, AoE). Recharge: Slow
Focused Fighting - You become more evasive to melee attacks while you have Focused Fighting activated. This will increase your defense versus melee as long as it is active. Your Focus also offers you resistance to Confuse effects and DeBuffs to Defense. Toggle: Self +DEF(Melee), Res(Confuse, DeBuff DEF). Recharge: Fast
Focused Senses - You become more evasive against ranged attacks while you have Focused Senses activated. This will increase your defense versus ranged attacks as long as it is active. Your improved senses also allow you to percieve stealthy foes, as well as resist Defense DeBuffs. Toggle: Self +DEF(Ranged), +Perception, Res(DeBuff DEF). Recharge: Fast
Agile - You become innately more agile, and are able to naturally avoid some ranged attacks and resist Defense Debuffs. Your agility also grants you minor damage resistance to all damage except Toxic and Psionic. This damage resistance is only available as you lose health, but it improves as your HP declines. This power is always on, and will permanently increase your defense versus ranged attacks. Auto: Self +DEF(Ranged), Res(DeBuff DEF), Res(Damage, Special)
Practiced Brawler - Your training has allowed you to become a practiced brawler, turning you into a perfect fighting machine. You gain a resistance to knockback, disorient, hold, sleep and immobilization for a short duration. Self +Res(Knockback, Disorient, Hold, Sleep, Immobilize). Recharge: Very Long
Dodge - You have the ability to innately dodge some melee attacks and you resist Defense DeBuffs. Dodge also grants you minor damage resistance to all damage except Toxic and Psionic. This damage resistance is only available as you lose health, but it improves as your HP declines. This power is always on, and will permanently increase your defense versus melee attacks. Auto: Self +DEF (Melee), Res(DeBuff DEF), Res(Damage, Special)
Quickness - Your quick reflexes allow you to move faster than normal, as well as resist slow effects. This power is always on and permanently increases your attack rate and movement speed. Auto: Self +Recharge, +SPD, Res(Slow)
Evasion - You are evasive against area of effect and cone shaped attacks. This power increases your defense versus such attacks as long as it is active. Evasion also helps you resist Defense Debuffs. Toggle: Self +DEF(vs. AoE), Res(DeBuff DEF). Recharge: Fast
Elude - You can improve your reflexes, making yourself so quick you can elude almost any attack, be it ranged, melee or area of effect. Your running speed, jumping height and endurance recovery are also increased. Elude also grants you high resistance to Defense DeBuffs. When Elude wears off, you are left drained of all Endurance, and are unable to recover Endurance for a while. Self +DEF, +SPD, +Recovery, Res(DeBuff DEF), +Special. Recharge: Very Long
Willpower
You aren't invulnerable. Bullets don't bounce off of you, and if you are cut, you bleed. You are, however, tough, grizzled and strong willed. It takes more than a little cut to keep you down! Willpower offers a strong balance of healing, damage resistance, and defense. While you have no real vulnerabilities, you can't quite deal with "alpha strikes" as well as some some other protective powers.
Hide - Hide makes you almost impossible to detect. When properly hidden, a Stalker can pull of Critical Hits with his attacks, and even land a massive Assassin's Strike with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see, and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment Powers. Toggle: Self Stealth, +Def(Melee, Ranged, AoE). Recharge: Slow
High Pain Tolerance - You have a greater tolerance to pain than others. You are also slightly resistant to all types of damage. This power is always on and costs no endurance. Auto: Self +Res(All), +MaxHealth
Reconstruction - Through perfect control of your body, you can concentrate for a few moments and heal yourself. The effects of Reconstruction also leave you resistant to Toxic damage for a while. Self Heal, Res(Toxic). Recharge: Long
Mind Over Body - When you toggle on this power, you empower your Mind Over Body to become highly resistant to smashing, lethal, and psionic damage. Toggle: Self +Res (Smash, Lethal, Psionics). Recharge: Fast
Indomitable Will - When you toggle on this power, it grants protection from, sleep, immobilze, disorient, confusions, repel, knockback and hold effects. Indomitable Will also grants a moderate defense to Psionic based attacks. Toggle: Self +Res(Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback), DEF(Psionics). Recharge: Fast
Heightened Senses - You become more aware of your environment and its hazards. This will increase your defense versus environmental damage as long as it is active. Your heightened senses also allow you to percieve stealthy foes and resist Defense DeBuffs. Toggle: Self +DEF(Smash, Lethal, Fire, Cold, Energy, Negative Energy), +Perception, Res(DeBuff DEF). Recharge: Fast
Fast Healing - You heal hit points at a faster rate than normal. This power is always on. Auto +Regeneration.
Resurgence - Should you fall in battle, he can revive yourself from the brink of death. You will revive with most of your hit points and half endurance and be protected from XP debt for 20 seconds. Additionally, for 90 seconds your damage and accuracy will be improved, then for 45 seconds your damage and accuracy will be diminished.Self Rez, Special. Recharge: Very Long
Strength of Will - When you activate this power, you not only become extremely resistant to most damage, but also to disorient, immobilization, hold, knockback, repel, and sleep effects. Strength of Will costs little endurance to activate and increases your recovery for its duration, but when it wears off, you are left exhausted, and substantially drained of endurance. Note that Strength of Will is uneffected by Attack Rate changes. Self, +Res (Disorient, Sleep, Hold, Immobilize, Repel, Knockback, All DMG), +Recovery. Recharge: Very Long