block piercing attacks, damage -30% (toggle)

can now block even slash attacks

20% chance to block skills with slashing/piercing weapons, damage penalty only 20%

can block skills with slashing/piercing weapons reliably (based on level difference)

damage penalty reduced to 10%

when dagger is disarmed, put it in inventory instead of on the ground (autoskill)

immediatelly rearm disarmed dagger or prevent failure of catch dagger

Assassins are far more dexterious with dualdagger equipped. This skill allows you to quick stab unsuspecting enemy with your offhand dagger. If you do so you have 100% chance to invoke weaponspell and all applicable assasin poisons.

half damage, cannot use skills except stab, each melee hit has chance to disarm weapon (toggle)

skill, slash damage with piercing dagger, damage reduced by 95%

damage penalty reduced to 90%

damage penalty reduced to 85%

damage penalty reduced to 75%

when exploiting wait for chance bonus, damage penalty is ignored

toggle, 50% increase of skill delay, successfull hit with skill decreases victim's pierce resist by 1, this penalty is immediately removed when victim stops fighting, maximum effect -100, lower when mob has pierce > 900

delay increased by 25% only, instead of 50%

pierce resist effect is 2 per hit instead of 1

pierce resist effect is 3 per hit, maximum effect increased to -150

maximum effect increased to -250

effect increased to 5 per hit

use sharpening tools to add +5 hitroll to dagger for EffLevel ticks, cannot combine with other dagger upgrades

hitroll bonus +7, duration eff/2 ticks

hitroll bonus +10, duration eff/4 ticks

hitroll bonus +15, duration eff/8 ticks

hitroll bonus +20, duration eff/10 ticks

use sharpening tools (the same as for sharpen dagger) to add +5 damroll to dagger for EffLevel ticks, cannot combine with other dagger upgrades

damroll bonus +10, duration eff/2 ticks

damroll bonus +15, duration eff/4 ticks

damroll bonus +20, duration eff/8 ticks

damroll bonus +30, duration eff/10 ticks

use poisoning tools to add poisoning property to dagger, each hit with toxic dagger has 20% to impart neural toxin to victim for 5 rounds, victim has 10% to lose melee attack and 25% to miss combatskill, can be healed with healing light; toxin lasts for 5 poisonings or eff/2 ticks; cannot combine with other dagger upgrades

chance to impart poison increased to 25%, toxin withstands 10 poisonings before wearing off

toxin duration on victim increased to 10 rounds

toxin power increased to 15% chance to lose melee attack and 35% to miss combatskill

toxin cannot be cured with soul renewal nor with healing light, will last eff ticks on dagger or 20 uses and has 30% to poison on hit

toggle, reduce damage output by 60%, convert 20% of damage from dagger to slash

damage penalty only 50%, convert 33% to slash

convert 50% to slash

damage penalty only 25%

convert 80% to slash

use runemaking tools to add cursing effect to the dagger, effect has 10% chance to flash on hit, lasts eff/5 miniticks on dagger and curses victim for eff/15 ticks; cannot combine with other dagger upgrades; curse can be removed with healing light or soul renewal

15% chance to flash

effect stays for eff/3 miniticks on dagger and eff/10 ticks on victim

25% chance to flash

50% chance to flash during backstab (25% otherwise)

curse will last for eff/2 ticks on victim if delivered via backstab

luck increased by 25 when using dagger, delay of dagger skills decreased by 3%

luck increased by 50 when using dagger, delay of dagger skills decreased by 5%

luck bonus 80, delay bonus 7%

luck bonus 125, delay bonus 10%

luck bonus 200, delay bonus 15%

use runemaking tools to add penetrating effect to the dagger, effect increases limit where high pierce resist starts to reduce forged damage from 900 to 925, duration 2*eff mns

limit increased to 950

doubled duration of affect

limit increased to 975

pierce resist no longer applies when computing forged damage

allow 2 different dagger upgrades together

allow 3 different dagger upgrades together

allow 4 different dagger upgrades together

allow 5 different dagger upgrades together

no restriction to number of different dagger upgrades

elemental forging converts 60% of pierce damage to forged type (if there is some other conversion active, like cutting, apply forging first (this order may be changed in future))

70% conversion

80% conversion

90% conversion

all pierce damage converted to forged type (thus it makes no sense to use several different elemental forging affects on the same dagger as only the first one will be used and no pierce part will remain for other one)

Assasins are bad at damaging undead monsters. So bad that even undead humanoids can't be damaged because of missing weak spots. With this dagger enchantment you can hit humanoid parts of undead to deliver fatal blows. Beware this poison works only on HUMAN undeads. Use blessing dagger tools for this forge! Duration: eff/10 ticks Hits: eff

double hits before exhaustion

double duration

3x eff hits before exhaustion

5x eff hits before exhaustion, duration eff/2 ticks

By using poisoning tools you can add poison that disturb enemy mind to that point so backstabbing them will be piece of cake. This poison is so powerfull that it can disrupt any being that you can encounter. At the end doing damage and hitting an enemy are two different things. Each hit with disturbing dagger has 20% to impart disturbing poison to victim for 5 rounds. Victim has lowered perception so it is much easier for you to hit them. (50% of hits)

Chance to impart poison increased to 25% and chance to hit is increased by 10%

Poison duration on victim increased to 10 rounds and chance to hit is increased by 10%.

Poison chance increased to 30% and duration on victim by another 10%

Increased chance to hit enemy by another 15% so 95% in total.

convert pierce damage into body via powerful toxin (use poisoning dagger tools for this forge), duration eff/10 ticks, will last for eff hits before being exhausted

double hits before exhaustion

double duration

3x eff hits before exhaustion

5x eff hits before exhaustion, duration eff/2 ticks