The Nightblade is an offensive rogue who mixes arcane powers with cold steel for deadly efficiency. Cloaked in shadow they rely on precise strikes of the blade and the cold fires of death to leave naught but ash in their wake.
Blade Buffs: Blade Buffs are buffs which grant your daggers special powers. Choose one of them wisely, each 5 turns. (Same cooldown as Purifier) Edit
Hellfire Blades: Melee attacks (like Primal Strike) have a 30% chance to deal an additional 20% physical Fire DMG.
Fell Blades: Melee attacks have a 30% chance to deal an additional 20% Physical Dark DMG and apply Twisted Soul (Minor). This debuff reduces single target healing the target receives by 15% for 2 turns.
Ebon Blades: Melee attacks have a 30% chance to deal an additional 20% Physical Dark DMG and apply a debuff which increases damage received from the Nightblade/from dagger users by 12% per stack. Stacks last for 1 turn until you obtain another. Max 3 stacks.
Attacks available while Hidden Edit
Ebon Terror: Deals low physical dark damage. Applies Confused to the target for one turn.
Lost Hope: Stuns the target for 3 turns or until damaged. Cannot be used on enemies that also have Secrecy. Can only affect one enemy. Does not break Secrecy Status.
Death from the Shadows: Deals low physical Dark DMG and applies a stack of Fiery Spike onto the target. 2 turn CD.
Primal Strike: Deals low physical dark dmg. (Start) (Combo-generating ability)
Fiery Spike: Applies a Burning DoT which stacks up to 3 times for more damage. (Start) (Combo-generating ability) Range: 3.
Weapon Flare: Deals low physical fire dmg to up to 4 enemies around you. (Early game. Combo-generating ability)
Flame Blitz: Deals low physical Fire DMG to enemies in a 3x3 around you. Deals an additional 3% more physical Fire DMG the more combo points you have. If the main target is affected by Fiery Spike, the Nightblade has a 20% chance per Combo Point to apply Fiery Spike to all successfully hit enemies.
Twilight Force: Deals low physical Dark DMG and has a 75% chance to apply State of Sloth to the enemy, reducing SPD by 30% for 1 turn. Combo-generating ability. (Early Game) Advanced State of Sloth: Enemies affected by State of Sloth now take 10% more damage from the Nightblade/classes which use daggers. (Upgrade a very little later after Twilight Force is acquired)
Blazing Strike: Deals an additional 2% more physical fire damage per Combo point. (Early game. Finisher) (Range: 2.)
Flame Thrust: Deals low physical Fire DMG to the target. Deals an additional 2% more physical fire dmg per Combo point. (Early game. Finisher)
Fiery Chains: Deals low physical fire dmg to enemies in a 3x3 around the Nightblade. Awards 1 Combo Point, with an additional 50% chance on each enemy hit to add an additional point. 1 turn CD. (Mid game)
Twilight Transcendence: Removes ALL debuffs. Reduces incoming damage taken by 50% and outgoing damage by 40%. Restores 50% of your health over 2 turns. 8 turn CD. (Mid to late game)
Dusk to Dawn: Immobilizes the enemy and applies a Dark DMG DOT onto them for 2 turns. Applies Night Rage to the Nightblade, increasing damage done by Blazing Strike and Flame Thrust by 20% for 4 turns. Applies Twisted Soul (Major) to the target. Twisted Soul (Major) is just like its Minor version, but has double the efficiency. 4 turn CD.
[ULTIMATE MOVE] Dark Descent: The Rogue's next 3 Finishers do not consume Combo Points for 4 turns. 8 turn CD.
Stygian Descent: The Rogue's next 6 Finishers do not consume Combo Points for 7 turns. While this is active, your finishers do not consume Emptiness granted by Dusk Strike. 10 turn CD.