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This skill tree covers the art of staying in the shadows and making attacks from there as devastating as possible. If you are looking for mechanics surrounding stealth in this game, see this page.

Improve your skill in Stealth by moving near hostile enemies in Stealth mode without them detecting you, and by delivering Sneak Attack or Flanking Attack damage. Your capabilities in this skill tree will determine how well you can hide while armoured and the extra damage you deal when inflicting a sneak attack with a weapon.


Stealth-hide
Concealment

Stay hidden and unnoticed. A skilled skulker may also be versed in how to travel swiftly and silently, or to ambush an opponent that was alerted to your footfalls...but not alert enough.


Concealment (I)

Prerequisites: Stealth (5)

Required For: Concealment (II)

You remain hidden for 20% longer against creatures capable of detecting you.


Concealment (II)

Prerequisites: Stealth (25), Concealment (I)

Required For: Stealth Run (III), Move Silently (III)

You remain hidden for 40% longer against creatures capable of detecting you.


Stealth Run


Stealth Run (III)

Prerequisites: Stealth (45), Concealment (II)

Required For: Stealth Run (IV)

You remain hidden for 60% longer against creatures capable of detecting you and you move 20% faster while in stealth mode.


Stealth Run (IV)

Prerequisites: Stealth (65), Stealth Run (III)

Required For: Stealth Run (V)

You remain hidden for 80% longer against creatures capable of detecting you and you move 20% faster while in stealth mode.


Stealth Run (V)

Prerequisites: Stealth (85), Stealth Run (IV)

You remain hidden for twice as long against creatures capable of detecting you and you move at full speed while in stealth mode.


Move Silently


Move Silently (III)

Prerequisites: Stealth (45), Concealment (II)

Required For: Move Silently (IV)

You remain hidden for 60% longer against creatures capable of detecting you and your Sneak Attacks deal 50% damage to creatures that can hear but not see you.


Move Silently (IV)

Prerequisites: Stealth (65), Move Silently (III)

Required For: Move Silently (V)

You remain hidden for 80% longer against creatures capable of detecting you and your Sneak Attacks deal 75% damage to creatures that can hear but not see you.


Move Silently (V)

Prerequisites: Stealth (85), Move Silently (IV)

You remain hidden for twice as long against creatures capable of detecting you and your Sneak Attacks deal full damage to creatures that can hear but not see you.


Stealth-ms
Stealth Combat

Refine your techniques on attacking from the shadows, or at a distracted opponent.


Stealth Combat (I)

Prerequisites: Stealth (20)

Required For: Stealth Combat (II)

Your Sneak Attack damage is increased by +5. If you have Flanking Attack, the wounding damage is increased by +2.


Stealth Combat (II)

Prerequisites: Stealth (40), Stealth Combat (I)

Required For: Stealth Combat (III)

Your Sneak Attack damage is increased by +10. If you have Flanking Attack, the wounding damage is increased by +4.


Stealth Combat (III)

Prerequisites: Stealth (60), Stealth Combat (II)

Required For: Stealth Combat (IV)

Your Sneak Attack damage is increased by +15. If you have Flanking Attack, the wounding damage is increased by +6.


Stealth Combat (IV)

Prerequisites: Stealth (80), Stealth Combat (III)

Required For: Stealth Combat (V)

Your Sneak Attack damage is increased by +20. If you have Flanking Attack, the wounding damage is increased by +8.


Stealth Run (V)

Prerequisites: Stealth (100), Stealth Combat (IV)

Your Sneak Attack damage is increased by +25. If you have Flanking Attack, the wounding damage is increased by +10.


Stealth-sneakattack
Sneak Attack

Deliver a strike from the shadows and hit them where it hurts. Skilled assassins can learn to deal a more methodical blow to bleed out their foes, or to inflict a quick and dirty strike that hampers their opponent's prowess in the inevitable fight to follow.


Sneak Attack (I)

Prerequisites: Stealth (1)

Stamina Cost: 20

Required For: Sneak Attack (II)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 20% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor.


Sneak Attack (II)

Prerequisites: Stealth (20), Sneak Attack (I)

Stamina Cost: 30

Required For: Wounding Attack (III), Weakening Attack (III)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 40% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor.


Wounding Attack


Wounding Attack (III)

Prerequisites: Stealth (40), Sneak Attack (II)

Stamina Cost: 40

Required For: Wounding Attack (IV)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 60% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage the target takes wounding damage 10% faster until its wounding pool is empty, or 20% faster on a critical hit.


Wounding Attack (IV)

Prerequisites: Stealth (60), Wounding Attack (III)

Stamina Cost: 50

Required For: Eviscerating Attack (V), Death Attack (V)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 80% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage the target takes wounding damage 20% faster until its wounding pool is empty, or 40% faster on a critical hit.


Eviscerating Attack (V)

Stamina Cost: 60

Prerequisites: Stealth (80), Wounding Attack (IV)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 100% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage the target takes wounding damage 30% faster until its wounding pool is empty, or 60% faster on a critical hit.


Death Attack (V)

Stamina Cost: 60

Prerequisites: Stealth (80), Wounding Attack (IV)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 100% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage that causes a target's wounding damage pool to exceed their Hit Points, the target immediately takes the full damage amount as unavoidable physical damage.


Weakening Attack


Weakening Attack (III)

Prerequisites: Stealth (40), Sneak Attack (II)

Stamina Cost: 40

Required For: Weakening Attack (IV)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 600% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage the target's movement speed is decreased by 10% and they suffer a -1 penalty to attack for 30 seconds.


Weakening Attack (IV)

Prerequisites: Stealth (60), Weakening Attack (III)

Stamina Cost: 50

Required For: Crippling Attack (V), Trip Attack (V)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 80% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage the target's movement speed is decreased by 20% and they suffer a -1 penalty to Dodge and attack for 30 seconds.


Crippling Attack (V)

Stamina Cost: 60

Prerequisites: Stealth (80), Weakening Attack (IV)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 100% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage the target's movement speed is decreased by 30%, their critical hit immunity is decreased by 10%, and they suffer a -1 penalty to Dodge, attack, damage, and Armor for 30 seconds.


Trip Attack (V)

Stamina Cost: 60

Prerequisites: Stealth (80), Weakening Attack (IV)

You make a full round attack action against your current target. If you make a Sneak Attack or Flanking Attack as part of your action it deals 100% more wounding damage, and 75% of its total wounding damage if the attack is fully absorbed by armor. If the attack deals Sneak Attack damage you make an automatic knockdown attempt against the target at +1 for every 10 points of Sneak Attack damage dealt.


Stealth-opportunist
Opportunist

Don't fight fair. Deal more damage when the target is debilitated by status effects.


Opportunist (I)

Prerequisites: Stealth (15)

Required For: Opportunist (II)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +5. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +2.


Opportunist (II)

Prerequisites: Stealth (35), Opportunist (I)

Required For: Coup de Grace (III), Backstabber (III)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +10. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +4.


Coup de Grace


Coup de Grace (III)

Prerequisites: Stealth (55), Opportunist (II)

Required For: Coup de Grace (IV)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +15. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +6. If your target is knocked down then you can always make Flanking Attacks, your Sneak Attack damage is increased by +3, and your Flanking Attack damage is increased by +1.


Coup de Grace (IV)

Prerequisites: Stealth (75), Coup de Grace (III)

Required For: Coup de Grace (V)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +20. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +8. If your target is knocked down then you can always make Flanking Attacks, your Sneak Attack damage is increased by +6, and your Flanking Attack damage is increased by +2.


Coup de Grace (V)

Prerequisites: Stealth (95), Coup de Grace (IV)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +25. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +10. If your target is knocked down then you can always make Flanking Attacks, your Sneak Attack damage is increased by +9, and your Flanking Attack damage is increased by +3.


Backstabber


Backstabber (III)

Prerequisites: Stealth (55), Opportunist (II)

Required For: Backstabber (IV)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +15. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +6. If your target is taking cumulative damage from a Sneak Attack then your Sneak Attacks deal +3 damage and your Flanking Attacks deal +1 damage.


Backstabber (IV)

Prerequisites: Stealth (75), Backstabber (III)

Required For: Backstabber (V)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +20. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +8. If your target is taking cumulative damage from a Sneak Attack then your Sneak Attacks deal +6 damage and your Flanking Attacks deal +2 damage.


Backstabber (V)

Prerequisites: Stealth (95), Backstabber (IV)

Your Sneak Attack damage is increased by +1 for every 10 points of combined cumulative wounding, acid, and fire damage on your target, up to a maximum of +25. Your Flanking Attack damage is increased by +1 for every 15 points in combined cumulative wounding, fire, and acid damage on your target, to a maximum of +10. If your target is taking cumulative damage from a Sneak Attack then your Sneak Attacks deal +9 damage and your Flanking Attacks deal +3 damage.


Stealth-flanking
Flanking Attack

Against most hardened foes, a single strike isn't enough. This ability will allow an assassin to continue delivering deadly injuries on alerted targets from the flank.


Flanking Attack (I)

Prerequisites: Stealth (10)

Required For: Flanking Attack (II)

If you deal attack damage to a creature from its 60 degree rear arc in a round which you do not make a Sneak Attack or another Flanking Attack, you deal 2 points of wounding damage.


Flanking Attack (II)

Prerequisites: Stealth (30), Flanking Attack (I)

Required For: Wide Flanking (III), Thousand Cuts (III)

If you deal attack damage to a creature from its 60 degree rear arc in a round which you do not make a Sneak Attack or another Flanking Attack, you deal 4 points of wounding damage.


Wide Flanking


Wide Flanking (III)

Prerequisites: Stealth (50), Flanking Attack (II)

Required For: Wide Flanking (IV)

If you deal attack damage to a creature from its 90 degree rear arc in a round which you do not make a Sneak Attack or another Flanking Attack, you deal 6 points of wounding damage.


Wide Flanking (IV)

Prerequisites: Stealth (70), Wide Flanking (III)

Required For: Wide Flanking (V)

If you deal attack damage to a creature from its 120 degree rear arc in a round which you do not make a Sneak Attack or another Flanking Attack, you deal 8 points of wounding damage.


Wide Flanking (V)

Prerequisites: Stealth (90), Wide Flanking (IV)

If you deal attack damage to a creature from its 150 degree rear arc in a round which you do not make a Sneak Attack or another Flanking Attack, you deal 10 points of wounding damage.


Thousand Cuts


Thousand Cuts (III)

Prerequisites: Stealth (50), Flanking Attack (II)

Required For: Thousand Cuts (IV)

If you deal attack damage to a creature from its 60 degree rear arc in a round which you do not make a Sneak Attack, then you can make up to 3 Flanking Attacks per round, each dealing 3 points of wounding damage. Bonus Flanking Attack damage from other abilities is reduced to 40% on these attacks.


Thousand Cuts (IV)

Prerequisites: Stealth (70), Thousand Cuts (III)

Required For: Thousand Cuts (V)

If you deal attack damage to a creature from its 60 degree rear arc in a round which you do not make a Sneak Attack, then you can make up to 3 Flanking Attacks per round, each dealing 4 points of wounding damage. Bonus Flanking Attack damage from other abilities is reduced to 50% on these attacks.


Thousand Cuts (V)

Prerequisites: Stealth (90), Thousand Cuts (IV)

If you deal attack damage to a creature from its 60 degree rear arc in a round which you do not make a Sneak Attack, then you can make up to 3 Flanking Attacks per round, each dealing 5 points of wounding damage. Bonus Flanking Attack damage from other abilities is reduced to 60% on these attacks.



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