- Creates a decoy with normal threat.
- Attempts to put the shadow into stealth. The attempt may fail if enemy ranks are too high for the shadow's stealth rank, as per usual Combat Stealth rules.
- Decoy has 10 second lifetime and does not take damage.
- Conjuration time: 1s.
- If the rogue has Stealth, it will automatically be used immediately when the decoy is summoned. All regular stealth rules will apply. This stealth is also permanent, as it is the modal effect from Stealth. If Stealth is on cooldown, activating Decoy will reset this cooldown and immediately reactivate Stealth.
- On the other hand, if the rogue does not have Stealth, Decoy will apply its own stealth effect instead. As "stealth" is associated solely with the Stealth ability in Origins, this means Decoy's stealth effect is excepted from most of the normal rules that govern stealth. Specifically, Decoy's stealth effect will always be applied regardless of the ranks of nearby enemies. It does not incur any movement speed penalty, and is not broken by using abilities or attacking, or by enemy perception. Two downsides of this stealth effect are: it does not guarantee critical hits for basic attacks, and it only lasts 10 seconds, like the decoy.
- The decoy is the Animated Dead summoned by the spell Animate Dead. It is immune to damage and also "paralyzed", thus unaffected by animation interruption caused by effects like knockdown or knockback.
See also Edit
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