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==General Information==
==General information==
{{RTOC}}
[[has default form::Form:GuildAbility| ]]
Khri (pronounced 'Kree') is a group of [[Thief]] Abilities that entail heightened concentration to increase awareness and body control.
Khri (pronounced 'kree') is a group of [[Thief]] abilities that entail heightened concentration to increase awareness and body control. The term "khri" is used for both singular and plural. As per Gonk on 02/06/2019, The word Khri itself was actually a riff/nod to Ki/Chi/Qi.


*Khri is considered an in-game secret, but changes to Simutronics Forum policies allow it to be discussed openly on the Forums.
*Khri is considered an in-game secret, but Simutronics forum policies allow it to be discussed openly on the Forums.


*Each guild leader teaches the full list of khri
*Each Tree is taught by an individual guild leader. Subtlety is taught by [[Crow]]. Finesse is taught by [[Ivitha]]. Potency is taught by [[Kalag the Sly]].
*All khri can be stacked together with no limit to how many can be stacked at once. There is no extra concentration cost for stacking multiple khri at once. Starting multiple khri at once has a skill check. The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.


*Generally speaking, you will be able to stand and start tier one at 50 ranks in magic, tier two at 100, tier 3 at 150, tier 4 at 250.
*The term "Khri" is used for both singular and plural.
:* With 0/5 confidence (neutral, not positive, not negative), tier 3 is able to be started while standing, outside town with just 80 ranks


* Slot progression is the same as other [https://elanthipedia.play.net/Category:Magic#Slot_Progression Magic tertiary guilds], 1 slot at 1st circle, 1 slot at 2nd circle then 1 slot every two circles through 102nd circle. After 102nd circle, you will gain 1 slot every 3 levels starting with 105th circle. You will gain a total of 68 slots from circling with an additional bonus slot at 1st circle for [[Premium]] subscribers or for [[Accounts|Basic]] (standard) subscribers an additional bonus slot at either 50th circle or 500 ranks of Inner Magic, whichever comes first. With a total of 74 slots required for all Khri and Ambushes, you will not be able to learn every single one.
*All Khri can be stacked together with no limit to how many can be stacked at once. There is no extra concentration cost for stacking multiple Khri at once.


==Khri Thri==
*Starting multiple Khri at once has a skill check.
<imagemap>
Image:Khrichart.png
rect 34 146 160 182 [[Khri Darken|Darken (Augmentation)]]
rect 223 53 348 93 [[Khri Dampen|Dampen (Utility, Warding)]]
rect 222 109 347 149 [[Khri Strike|Strike (Augmentation)]]
rect 223 164 348 204 [[Khri Silence|Silence (Utility)]]
rect 222 220 349 260 [[Khri Harrier|Harrier (Augmentation)]]
rect 400 54 527 93 [[Khri Sensing|Sensing (Utility)]]
rect 400 109 526 148 [[Khri Shadowstep|Shadowstep (Utility)]]
rect 400 164 526 205 [[Khri Vanish|Vanish (Utility)]]
rect 575 164 701 205 [[Khri Evanescence|Evanescence (Utility, Warding)]]
rect 36 390 161 432 [[Khri Hasten|Hasten (Utility)]]
rect 222 307 348 348 [[Khri Safe|Safe (Augmentation)]]
rect 222 362 348 402 [[Khri Avoidance|Avoidance (Augmentation)]]
rect 222 418 348 457 [[Khri Plunder|Plunder (Augmentation)]]
rect 222 473 348 513 [[Khri Adaptation|Adaptation(Augmentation)]]
rect 400 307 526 347 [[Khri Muse|Muse (Augmentation)]]
rect 400 362 526 403 [[Khri Elusion|Elusion (Augmentation)]]
rect 400 418 526 458 [[Khri Slight|Slight (Utility)]]
rect 400 473 526 513 [[Khri Guile|Guile (Debilitation)]]
rect 576 362 701 402 [[Khri Flight|Flight (Augmentation, Warding)]]
rect 576 418 701 458 [[Khri Cunning|Cunning (Augmentation, Utility)]]
rect 751 418 877 457 [[Khri Credence|Credence (Debilitation)]]
rect 35 700 160 740 [[Khri Focus|Focus (Augmentation)]]
rect 222 548 348 589 [[Khri Sight|Sight (Augmentation)]]
rect 222 604 348 645 [[Khri Prowess|Prowess (Debilitation)]]
rect 222 714 348 755 [[Khri Calm|Calm (Utility)]]
rect 222 824 348 866 [[Khri Terrify|Terrify (Debilitation)]]
rect 399 548 526 588 [[Khri Insight|Insight (Augmentation)]]
rect 399 604 526 645 [[Khri Eliminate|Eliminate (Debilitation)]]
rect 399 659 526 699 [[Khri Steady|Steady (Augmentation)]]
rect 399 714 526 754 [[Khri Endure|Endure (Augmentation, Utility)]]
rect 399 769 526 810 [[Khri Serenity|Serenity (Warding)]]
rect 399 824 526 866 [[Khri Intimidate|Intimidate (Debilitation)]]
rect 576 769 701 809 [[Khri Sagacity|Sagacity (Warding)]]
rect 576 825 701 865 [[Khri Fright|Fright (Augmentation)]]
rect 35 960 161 999 [[Ambush Choke|Choke]]
rect 35 1016 161 1055 [[Ambush Slash|Slash]]
rect 35 1072 161 1112 [[Ambush Stun|Stun]]
rect 222 960 348 999 [[Ambush Screen|Screen]]
rect 222 1016 348 1055 [[Ambush Ignite|Ignite]]
rect 222 1072 348 1112 [[Ambush Clout|Clout]]
</imagemap>


==Combination Khri==
*The difficulty of activating a Khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make Khri easier to start while a negative confidence level will make it more difficult.


When khri were rewritten in 2018, all combination effects were moved to individual khri instead. There are no longer combination style effects.


==Syntax==
==Syntax==
To see what khri you know simply type KHRI by itself.
To see what khri you know simply type {{com|khri}} by itself.


===Starting a khri===
===Starting Khri===
There are a few ways and options for how to start khri:
There are a few ways and options for how to start khri:
*KHRI start <khriname> - Starts the khri immediately.
*{{tt|KHRI start <khriname>}} - Starts the khri immediately.
*KHRI <khriname> - Starts the khri immediately.
*{{tt|KHRI <khriname> <khriname>}} - Starts the khri immediately.

*KHRI delay <khriname> - Starts the khri after a brief delay, but will enhance the ability in most cases.
* You can simultaneously start (Inner Magic/150)+1 khri. However, a limitation of the parser prevents more than 8 arguments to a single command, meaning there is a hard limit of starting 8 khri at once (or 7 in the case of adaptation since it requires a damage type as an argument)

*{{tt|KHRI delay <khriname> <khriname> <khriname>}} - Starts the khri after a brief delay, but will enhance the ability in most cases.
Unsure if there is a skillcheck involved with delayed start of multiples.


If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier. Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability.
If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier. Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability.
Most khri when started will slowly drain concentration. Some khri will instead take a chunk of concentration up front without any subsequent drain.
Most khri require an upfront cost in [[concentration]] and a smaller maintenance cost. Some, such as [[Khri Eliminate|Eliminate]] require a large upfront cost but no maintenance.


===Stopping a khri===
===Stopping Khri===
Khri will end naturally after some period of time determined by your skill and the difficulty of the khri. They might also end if you no longer have the concentration to power them. If you want to end a khri manually you can:
Khri will end naturally after some period of time determined by your skill and the difficulty of the khri. They might also end if you no longer have the concentration to power them. If you want to end a khri manually you can:
*KHRI stop - Will end all khri.
*{{tt|KHRI stop}} - Will end all khri.
*KHRI stop <khriname> - Will end just the specified khri.
*{{tt|KHRI stop <khriname>}} - Will end just the specified khri.
Once a khri has ended it will be on a cooldown for a period of time. This can range from 5 seconds to 3 minutes based on your skills and the difficulty of the khri.


Once a khri has ended it will be on a cooldown for a period of time. This can range from 5 seconds to 3 minutes based on your skills and the difficulty of the khri. Khri that do not continually drain concentration cannot be stopped, but generally the effects of those khri are instantaneous.
Khri that do not continually drain concentration cannot be stopped, but generally the effects of those khri are instantaneous.


===Combination khri===
===Forgetting Khri===
It is possible to forget a khri once you have learned it. This ability can be used at a Guildleader and only once every 30 RL days.
Some combinations of khri will add in additional effects called combination khri. The name of the combination can also be used to start all associated khri without having to to type them all out by name. Typing KHRI by itself will let you know of any combinations you can perform.


The command to forget a khri is:
===Misc khri commands===
*{{tt|ask <leader's name> about <khriname> unlearn}}
There are a few additional commands associated with khri that add additional functionality:
*KHRI check - Will disply which khri are running, and which are on cooldown.
*KHRI meditate - Can be used to increase the learning rate of any active khri.
*KHRI meditate - When no khri are active it will reduce any cooldowns.
*KHRI help - Will bring up this information to read again.


==Cost==
===Teaching Khri===
Player Thieves have the ability to teach khri to other player thieves:


*{{com|teach}} {{tt|khri <Khri Name> to <Person>}}
There are 4 tiers of difficulty, and then Special Khri which have a larger one time concentration cost.


===Tier 1 (8 startup, 2 pulse)===
===Misc Khri commands===
There are a few additional commands associated with khri that add additional functionality:
Darken - Stealth boost.
*{{tt|KHRI check}} - Will display which khri are running, and which are on cooldown.
*{{tt|KHRI meditate}} - Can be used to increase the learning rate of any active khri.
*{{tt|KHRI meditate}} - When no khri are active it will reduce any cooldowns.
*{{tt|KHRI help}} - Will bring up this information to read again.


==Cost==
Hasten - Chance for RT reduction on attacks.
There are 5 tiers of difficulty, and then Special Khri which have a larger one time concentration cost.
*Tier 1 (8 startup, 2 pulse) : Darken, Focus, Hasten
*Tier 2 (12 startup, 3 pulse): Adaptation, Avoidance, Dampen, Elusion, Harrier, Insight, Plunder, Safe, Sight, Silence, Strike, Sensing, Terrify
*Tier 3 (16 startup, 4 pulse): Cunning, Endure, Flight, Fright, Intimidate, Muse, Prowess, Serenity, Shadowstep, Steady
*Tier 4 (20 startup, 5 pulse): Credence, Guile, Sagacity, Slight,
*Tier 5 (25 startup, 6 pulse): Evanescence
*Special (One time cost): Calm (25), Eliminate (35), Vanish (30)


Khri pulse every 12 seconds. To calculate the Concentration Per Minute (CPM) of the various Khri, multiply the X/pulse cost by 5. i.e. Darken has a startup cost of 8, and a cost-per-pulse of 2. Darken's CPM = 10.
Focus - Agility boost.

===Tier 2 (12 startup, 3 pulse)===
Dampen - Stealth hinderance reduction.

Strike - Backstab boost, melee weapon boost.

Silence - Pulsing Invisibility.

Safe - Locksmithing boost.

Avoidance - Reflex boost.

Sight - Perception boost, nightvision effect.

===Tier 3 (16 startup, 4 pulse)===
Shadowstep - Advance quicker in hiding.

Sensing - PEER direction to watch another room.

Flight - Athletics boost, pulsing balance boost.

Liberation - pulsing -web/-immobilize.

Prowess - AOE pulsing debuff (engaged) Reflex, Tactics debuff.

Plunder - Discipline, Thievery boost.

Steady - Bow/XBow boost.

Serenity - SvS barrier vs Will.

Elusion - Evasion/Brawling boost.

===Tier 4 (20 startup, 5 pulse)===
Sagacity - Physical damage ward.

Guile - AOE pulsing debuff (engaged) Evasion debuff.

===Special (One time cost)===
Calm - Self dispel, indescriminant.

Eliminate - Brief -noshield -noarmor debuff.

Vanish - Disengage + Invisible.


==Combination Khri==

*Secure - Focus, Safe, and Sight
*Speed - Avoidance, Plunder, and Flight
*Spar - Strike, Steady, and Elusion
*Skulk - Darken, Dampen, and Shadowstep
*Prescience - Sensing, Serenity, Sagacity
*Cunning - Hasten, Guile, and Liberation


==Khri Tree==
<imagemap>
Image:ThiefTree.png

rect 468 18 543 35 [[Category:Combination_Khri]]
rect 466 34 545 59 [[Khri_Secure]]
rect 468 58 546 80 [[Khri_Speed]]
rect 469 81 544 105 [[Khri_Spar]]
rect 467 104 545 127 [[Khri_Skulk]]
rect 467 125 544 152 [[Khri_Prescience]]
rect 467 150 545 173 [[Khri_Cunning]]
rect 8 7 71 26 [[Category:Subtlety_Tree]]
rect 5 145 72 166 [[Category:Finesse_Tree]]
rect 7 286 71 307 [[Category:Potency_Tree]]
rect 3 52 88 81 [[Khri_Darken]]
rect 7 195 85 221 [[Khri_Hasten]]
rect 6 336 85 361 [[Khri_Focus]]
rect 132 287 211 316 [[Khri_Prowess]]
rect 130 335 209 362 [[Khri_Sight]]
rect 131 381 208 410 [[Khri_Calm]]
rect 253 289 334 317 [[Khri_Steady]]
rect 253 337 333 364 [[Khri_Eliminate]]
rect 253 383 333 409 [[Khri_Serenity]]
rect 130 148 210 175 [[Khri_Safe]]
rect 129 195 209 221 [[Khri_Avoidance]]
rect 130 241 210 269 [[Khri_Plunder]]
rect 254 194 334 221 [[Khri_Flight]]
rect 253 243 333 268 [[Khri_Guile]]
rect 377 192 458 224 [[Khri_Liberation]]
rect 377 242 457 267 [[Khri_Elusion]]
rect 129 6 209 33 [[Khri_Dampen]]
rect 129 53 210 79 [[Khri_Strike]]
rect 128 100 209 126 [[Khri_Silence]]
rect 254 7 335 33 [[Khri_Shadowstep]]
rect 253 52 334 80 [[Khri_Sensing]]
rect 252 100 333 129 [[Khri_Vanish]]
rect 377 383 459 409 [[Khri_Sagacity]]

desc none
</imagemap>


==Summary of khri information==
[[has default form::Form:GuildAbility| ]][[Category:Thief Abilities]]
{{AbilityList|ht}}
{{#ask:[[guild association is::thief]][[Ability type is::!other]]
|?pretty name is
|?ability type is
|?ability skill is
|?ability difficulty is
|?slot cost is
|?Ability usage cost is
|?ability path is
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|format=template
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{{RefAl}}
[[has default form::Form:GuildAbility| ]][[Category:Thief abilities]]

Latest revision as of 18:10, 25 June 2023

General information

Khri (pronounced 'kree') is a group of Thief abilities that entail heightened concentration to increase awareness and body control. The term "khri" is used for both singular and plural. As per Gonk on 02/06/2019, The word Khri itself was actually a riff/nod to Ki/Chi/Qi.

  • Khri is considered an in-game secret, but Simutronics forum policies allow it to be discussed openly on the Forums.
  • Each guild leader teaches the full list of khri
  • All khri can be stacked together with no limit to how many can be stacked at once. There is no extra concentration cost for stacking multiple khri at once. Starting multiple khri at once has a skill check. The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.
  • Generally speaking, you will be able to stand and start tier one at 50 ranks in magic, tier two at 100, tier 3 at 150, tier 4 at 250.
  • With 0/5 confidence (neutral, not positive, not negative), tier 3 is able to be started while standing, outside town with just 80 ranks
  • Slot progression is the same as other Magic tertiary guilds, 1 slot at 1st circle, 1 slot at 2nd circle then 1 slot every two circles through 102nd circle. After 102nd circle, you will gain 1 slot every 3 levels starting with 105th circle. You will gain a total of 68 slots from circling with an additional bonus slot at 1st circle for Premium subscribers or for Basic (standard) subscribers an additional bonus slot at either 50th circle or 500 ranks of Inner Magic, whichever comes first. With a total of 74 slots required for all Khri and Ambushes, you will not be able to learn every single one.

Khri Thri

Darken (Augmentation)Dampen (Utility, Warding)Strike (Augmentation)Silence (Utility)Harrier (Augmentation)Sensing (Utility)Shadowstep (Utility)Vanish (Utility)Evanescence (Utility, Warding)Hasten (Utility)Safe (Augmentation)Avoidance (Augmentation)Plunder (Augmentation)Adaptation(Augmentation)Muse (Augmentation)Elusion (Augmentation)Slight (Utility)Guile (Debilitation)Flight (Augmentation, Warding)Cunning (Augmentation, Utility)Credence (Debilitation)Focus (Augmentation)Sight (Augmentation)Prowess (Debilitation)Calm (Utility)Terrify (Debilitation)Insight (Augmentation)Eliminate (Debilitation)Steady (Augmentation)Endure (Augmentation, Utility)Serenity (Warding)Intimidate (Debilitation)Sagacity (Warding)Fright (Augmentation)ChokeSlashStunScreenIgniteCloutKhrichart.png
About this image

Combination Khri

When khri were rewritten in 2018, all combination effects were moved to individual khri instead. There are no longer combination style effects.

Syntax

To see what khri you know simply type KHRI by itself.

Starting Khri

There are a few ways and options for how to start khri:

  • KHRI START <KHRINAME> - Starts the khri immediately.
  • KHRI <KHRINAME> <KHRINAME> - Starts the khri immediately.
  • You can simultaneously start (Inner Magic/150)+1 khri. However, a limitation of the parser prevents more than 8 arguments to a single command, meaning there is a hard limit of starting 8 khri at once (or 7 in the case of adaptation since it requires a damage type as an argument)
  • KHRI DELAY <KHRINAME> <KHRINAME> <KHRINAME> - Starts the khri after a brief delay, but will enhance the ability in most cases.

Unsure if there is a skillcheck involved with delayed start of multiples.

If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier. Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability. Most khri require an upfront cost in concentration and a smaller maintenance cost. Some, such as Eliminate require a large upfront cost but no maintenance.

Stopping Khri

Khri will end naturally after some period of time determined by your skill and the difficulty of the khri. They might also end if you no longer have the concentration to power them. If you want to end a khri manually you can:

  • KHRI STOP - Will end all khri.
  • KHRI STOP <KHRINAME> - Will end just the specified khri.

Once a khri has ended it will be on a cooldown for a period of time. This can range from 5 seconds to 3 minutes based on your skills and the difficulty of the khri.

Khri that do not continually drain concentration cannot be stopped, but generally the effects of those khri are instantaneous.

Forgetting Khri

It is possible to forget a khri once you have learned it. This ability can be used at a Guildleader and only once every 30 RL days.

The command to forget a khri is:

  • ASK <LEADER'S NAME> ABOUT <KHRINAME> UNLEARN

Teaching Khri

Player Thieves have the ability to teach khri to other player thieves:

  • TEACH KHRI <KHRI NAME> TO <PERSON>

Misc Khri commands

There are a few additional commands associated with khri that add additional functionality:

  • KHRI CHECK - Will display which khri are running, and which are on cooldown.
  • KHRI MEDITATE - Can be used to increase the learning rate of any active khri.
  • KHRI MEDITATE - When no khri are active it will reduce any cooldowns.
  • KHRI HELP - Will bring up this information to read again.

Cost

There are 5 tiers of difficulty, and then Special Khri which have a larger one time concentration cost.

  • Tier 1 (8 startup, 2 pulse) : Darken, Focus, Hasten
  • Tier 2 (12 startup, 3 pulse): Adaptation, Avoidance, Dampen, Elusion, Harrier, Insight, Plunder, Safe, Sight, Silence, Strike, Sensing, Terrify
  • Tier 3 (16 startup, 4 pulse): Cunning, Endure, Flight, Fright, Intimidate, Muse, Prowess, Serenity, Shadowstep, Steady
  • Tier 4 (20 startup, 5 pulse): Credence, Guile, Sagacity, Slight,
  • Tier 5 (25 startup, 6 pulse): Evanescence
  • Special (One time cost): Calm (25), Eliminate (35), Vanish (30)

Khri pulse every 12 seconds. To calculate the Concentration Per Minute (CPM) of the various Khri, multiply the X/pulse cost by 5. i.e. Darken has a startup cost of 8, and a cost-per-pulse of 2. Darken's CPM = 10.

Summary of khri information

Ability Type Skill Tier Slots Cost Tree Prereqs Effect
Hasten khri utility Tier 1 1 8 + 2/pulse Finesse Chance for a -1/-2 second reduction of roundtime for melee and thrown attacks, disarming traps, picking locks (creature boxes only), and removing/wearing armor in combat
Adaptation khri warding Tier 2 1 12 + 3/pulse Finesse Hasten Reduces damage from multiple strikes in a short period of time. Each subsequent strike within the time frame is reduced more than the last.
Avoidance khri augmentation Tier 2 1 12 + 3/pulse Finesse Hasten +Reflex (stat)
Safe khri augmentation Tier 2 2 12 + 3/pulse Finesse Hasten, 14th circle +Locksmithing skill, Gives user a chance to dodge a blown trap while opening boxes.
Plunder khri augmentation Tier 2 2 12 + 3/pulse Finesse Hasten +Thievery skill, +Discipline (stat)
Elusion khri augmentation Tier 2 2 12 + 3/pulse Finesse Avoidance +Brawling skill, +Evasion skill
Muse khri augmentation Tier 3 2 16 + 4/pulse Finesse +Alchemy Skill, +Engineering Skill
Cunning khri augmentation, utility Tier 3 3 16 + 4/pulse Finesse Elusion +Tactics skill, +Charisma (stat), pulsing anti-web/immobilization
Flight khri augmentation, warding Tier 3 3 16 + 4/pulse Finesse Elusion +Athletics, Balance heal, chance to catch and return throw a weapon thrown at you
Slight khri utility Tier 4 2 20 + 5/pulse Finesse Plunder Reduces chance of getting caught shoplifting (can reduce to zero)
Guile khri debilitation, area of effect Tier 4 2 20 + 5/pulse Finesse Plunder -Evasion skill, all engaged targets.
Credence khri debilitation, area of effect Tier 4 2 20 + 5/pulse Finesse Cunning Calm all engaged targets.
Focus khri augmentation Tier 1 1 8 + 2/pulse Potency +Agility (stat)
Sight khri augmentation Tier 2 1 12 + 3/pulse Potency Focus, 14th Circle +Perception skill, darkvision
Insight khri augmentation Tier 2 2 12 + 3/pulse Potency Sight +First Aid, +Outdoorsmanship
Calm khri utility Tier 2 2 25 Potency Focus, 14th Indiscriminate self dispel.
Terrify khri debilitation Tier 2 2 12 + 3/pulse Potency Focus Single target immobilize.
Intimidate khri debilitation Tier 3 1 16 + 4/pulse Potency Terrify Prevents engagement
Eliminate khri, shield ignoring, armor ignoring debilitation Tier 3 2 35 Potency Prowess, 60th Attacks using Small Edged weapons ignore enemy's armor and shield. Lasts about 10 seconds.
Prowess khri debilitation, area of effect Tier 3 2 16 + 4/pulse Potency Focus, Circle 14 -Tactics skill, -Reflex (stat), -Offensive Factor, Tactics is PvP only, OF is PvE only
Fright khri augmentation Tier 3 2 16 + 4/pulse Potency Intimidate +Debilitation skill, +Intelligence (stat)
Steady khri augmentation Tier 3 2 16 + 4/pulse Potency Prowess +Bows skill, +Crossbows skill, +Heavy Thrown skill, +Light Thrown skill, faster aim
Endure khri augmentation, utility Tier 3 2 16 + 4/pulse Potency Calm +Stamina (stat)
Serenity khri warding Tier 3 2 16 + 4/pulse Potency Calm, 30th SvS barrier vs Will.
Sagacity khri warding Tier 4 1 20 + 5/pulse Potency Serenity, Level 40 Non-ablative, percentage barrier to physical damage.
Vanish khri utility Special 2 30 Subtlety Silence, 45th Instant invisibility and retreat
Darken khri augmentation Tier 1 1 8 + 2/pulse Subtlety +Stealth skill
Harrier khri augmentation Tier 2 1 12 + 3/pulse Subtlety Darken +Strength (stat)
Dampen khri utility, warding Tier 2 2 12 + 3/pulse Subtlety Darken Decrease stealth hindrance, anti-locate barrier, blocks hunt
Silence khri utility Tier 2 2 12 + 3/pulse Subtlety Darken Pulsing invisibility.
Strike khri augmentation Tier 2 3 12 + 3/pulse Subtlety Darken, Circle 13 +Backstab skill, +Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill, held weapon only
Shadowstep khri utility Tier 3 2 16 + 4/pulse Subtlety Dampen decrease advance time while hidden, 0RT sneaking in town
Sensing khri utility Tier 3 3 16 + 4/pulse Subtlety Dampen remote view of neighboring room, passive spot on hidden
Evanescence khri utility, warding Tier 5 2 24 + 6/pulse Subtlety Invisibility on receiving a sufficiently damaging strike

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