User:Slate Vesper/Sandbox 2.0: Difference between revisions
imported>Slate Vesper Making a second sandbox. |
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==Multiplayer Abilities== | ==Multiplayer Abilities== | ||
{{Era|ACB|ACR}} | {{Era|ACB|ACR|AC3|Realworld}} | ||
{{Revamp}} | {{Revamp}} | ||
''' | Alongside [[Multiplayer Perks|perks]], '''Animi Abilities''' were added skills that [[Abstergo recruits]] in the [[Animi Training Program]] could use in customizable allocations named profile sets. Once abilities were used by an Animi Avatar, they would need to "cool down", with a period of time being required to pass before they were ready to utilize once more. | ||
To obtain and use abilities, they must be acquired successively as the recruit progressed through the training program by leveling up. | |||
==Assassin's Creed: Brotherhood | ==First stage== | ||
In the [[Assassin's Creed: Brotherhood|first stage]], the cooldown time for half of the abilities was sixty seconds, with the exceptions being the Hidden Gun, Mute, Charge, and Poison, which each took ninety seconds, and Firecrackers and Decoy requiring 45 seconds to cool down. In all, there were twelve abilities in the Animi Training Program's first stage. | |||
===Disguise=== | ===Disguise=== | ||
[[File:AC Brotherhood icon Disguise.png|left|Disguise Icon]] | [[File:AC Brotherhood icon Disguise.png|left|Disguise Icon]] | ||
'''Obtained by:''' Reaching level 2. {{-}} | '''Obtained by:''' Reaching level 2.{{-}} | ||
[[File:Multiplayer-ACB-disguise.jpg|thumb|Using a disguise while being chased.]] | [[File:Multiplayer-ACB-disguise.jpg|thumb|Using a disguise while being chased.]] | ||
Disguise was an ability that allowed an Abstergo recruit to temporarily change the appearance of their Animi Avatar to that of another, though they could not transform into the image of an Animi Avatar that another recruit had chosen. This ability was best used when a recruit was being chased, or for when their target was not aware of who they were. | |||
The | The effect lasted for only 15 seconds, and as such, Disguise was merely a distraction to avert a pursuer's attention and grant a quick escape, or to sneak up on a target, if used offensively. | ||
When a Disguise was about to be broken, the Animi Avatar's skin began to pulsate with white lines, similar to the animation while blending. Other recruits could not see the effect of the pulsating white lines when the Disguise was about to be broken, but they could see the final pulse in which the Animi Avatar changed back to the recruit's original Avatar. | |||
Cooldown: 60 seconds. | |||
Duration: 15 seconds. | |||
====Long Lasting Disguise==== | ====Long Lasting Disguise==== | ||
'''Obtained by:''' Reaching level 32. | '''Obtained by:''' Reaching level 32. | ||
Duration: | Effects: See above. | ||
Cooldown: 60 seconds. | |||
Duration: 20 seconds. | |||
====Strong Disguise==== | ====Strong Disguise==== | ||
'''Obtained by:''' "Cloak and Dagger" challenge by stunning | '''Obtained by:''' Completing the "Cloak and Dagger" challenge, by stunning pursuers while using Disguise. | ||
While Strong Disguise lasted as long as a regular Disguise, it reduced the visual effect when disguising and changing back. When recruits used this variant of Disguise, it would initiate a black shadow around their Animi Avatar that would quickly change their appearance, replacing the bright glow that the other alternatives of Disguise performed when the recruits utilized the ability, and possibly caused less attention towards the recruit. | |||
Accompanying this, it would earn a recruit the Hidden bonus when they performed a kill while it was in effect, and if they were moving in low profile. | |||
Cooldown: 60 seconds. | |||
Duration: 15 seconds. | |||
====Rapid Reload Disguise==== | ====Rapid Reload Disguise==== | ||
'''Obtained by:''' Completing the "Clairvoyant" challenge, by killing a | '''Obtained by:''' Completing the "Clairvoyant" challenge, by killing a Morphed or Disguised target 75 times. | ||
Rapid Reload | Rapid Reload Disguise did not take as long to recharge as the normal ability, allowing for more potential uses per session. After a brief delay, the variant would also bestow a recruit with the Hidden bonus on a kill, though they needed to be in low profile. | ||
Cooldown: | Cooldown: 50 seconds. | ||
Duration: 15 seconds. | |||
===Sprint Boost=== | ===Sprint Boost=== | ||
[[File:AC Brotherhood icon Sprint Boost.png|left|Sprint Boost Icon]] | [[File:AC Brotherhood icon Sprint Boost.png|left|Sprint Boost Icon]] | ||
'''Obtained by:''' Reaching level 3. {{-}} | '''Obtained by:''' Reaching level 3.{{-}} | ||
[[File:Multiplayer-ACB-sprintboost.jpg|thumb|right|The Sprint Boost in action.]] | [[File:Multiplayer-ACB-sprintboost.jpg|thumb|right|The Sprint Boost in action.]] | ||
'''Sprint Boost''' | '''Sprint Boost''' allowed a recruit to run faster, giving them a better chance of quickly catching their target, or escaping from a pursuer, with the added benefit of speeding up their Animi Avatar's climbing. | ||
While in use, white translucent lines appeared behind the Animi Avatar and a loud noise was audible, resulting in it being easily identifiable. If a recruit used Sprint Boost once they had been hit with a Throwing Knife, it would negate the ability's effects and allow the recruit to move at full speed again. | |||
Duration: 5 seconds. | |||
====Long Lasting Sprint Boost==== | ====Long Lasting Sprint Boost==== | ||
'''Obtained by:''' Reaching level 34. | '''Obtained by:''' Reaching level 34. | ||
Lasting longer than the standard Sprint Boost, this | Lasting longer than the standard Sprint Boost, this variant was useful when a target or pursuer also had the original ability. The recruit's boost would have been in effect for longer, allowing them to either catch up to their target or widen the gap between them and their pursuer. | ||
Duration: 6.5 seconds. | |||
====Strong Sprint Boost==== | ====Strong Sprint Boost==== | ||
'''Obtained by: ''' | '''Obtained by:''' Completing the "Run For Your Life" challenge, by using Sprint Boost to kill targets. | ||
====Rapid Reload Sprint Boost==== | ====Rapid Reload Sprint Boost==== | ||
'''Obtained by:''' | '''Obtained by:''' Completing the "Power Through" challenge, by using Sprint Boost while injured by Throwing Knives to cancel their effect. | ||
This decreases the cooldown from to 50 seconds. | This decreases the cooldown from to 50 seconds. | ||
===Smoke Bomb=== | ===Smoke Bomb=== | ||
[[File:AC Brotherhood icon Smoke Bomb.png|left|Smoke Bomb Icon]] | [[File:AC Brotherhood icon Smoke Bomb.png|left|Smoke Bomb Icon]]'''Obtained by:''' Reaching level 6. {{-}} | ||
'''Obtained by:''' Reaching level 6. {{-}} | |||
[[File:Multiplayer3-1.jpg|thumb|The Smoke Bomb in action.]] | [[File:Multiplayer3-1.jpg|thumb|The Smoke Bomb in action.]]'''Smoke Bombs''' are used to trap players (as well as NPCs) and give the player a chance of escaping their pursuer. It is very useful, but still needs to reload for 60 seconds after it has been used. The smoke will only stop the victim for three seconds (four seconds if using Long Lasting Smoke Bombs) and does not affect allies. The ability is very noticeable from a distance due to the large smoke cloud and it does not have a large effect radius. It does stops a player using Charge or Sprint Boost, but only if it is thrown and activates before that player gets into assassination range. | ||
'''Smoke Bombs''' are used to trap players (as well as NPCs) and give the player a chance of escaping their pursuer. It is very useful, but still needs to reload for 60 seconds after it has been used. The smoke will only stop the victim for three seconds (four seconds if using Long Lasting Smoke Bombs) and does not affect allies. The ability is very noticeable from a distance due to the large smoke cloud and it does not have a large effect radius. It does stops a player using Charge or Sprint Boost, but only if it is thrown and activates before that player gets into assassination range. | |||
It is common for players to wait until a pursuer is close and then use smoke bomb to trap them, making them easy to stun (+200). The smoke bomb can also counter a pursuer's assassination, having you dodge out of the way, giving you an opportunity to stun them as they choke on the smoke after you dodge. Countering an assassination is tricky, because if you use the ability too soon you might not catch your pursuer in the smoke's radius, or using it too late allows your pursuer to kill you in the brief span between deploying a smoke bomb and the smoke cloud appearing. | It is common for players to wait until a pursuer is close and then use smoke bomb to trap them, making them easy to stun (+200). The smoke bomb can also counter a pursuer's assassination, having you dodge out of the way, giving you an opportunity to stun them as they choke on the smoke after you dodge. Countering an assassination is tricky, because if you use the ability too soon you might not catch your pursuer in the smoke's radius, or using it too late allows your pursuer to kill you in the brief span between deploying a smoke bomb and the smoke cloud appearing. | ||
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This decreases the cooldown time from 60 to 50 seconds. | This decreases the cooldown time from 60 to 50 seconds. | ||
The ''' | ===Firecrackers=== | ||
[[File:ACBFC.png|left]]'''Obtained by:''' Reaching level 11. {{-}} | |||
The ability '''Firecrackers''' reveals your hunter or target if he/she is in the general area. Civilians will [[File:Firecracker ability.jpg|thumb|The firecracker ability in use]]cower and kneel, covering their heads in fear. Other players, however, will not. However, this ability also brings attention to yourself as a target. And non-allied players screens will turn white similar to a flashbang which can allow you to easily walk up and assassinate your target while any hunters in the area will also be blinded. 45 second cool down starts after the ability wears away. The disadvantage with this ability is that it neither slows down nor stuns players caught in it enabling them to still be able to run away or assassinate you. After use, the firecrackers symbol will start to blink, faster and faster until the effect wears off. | |||
====Strong Firecrackers==== | |||
'''Obtained by:''' Reaching level 39. | |||
The Strong Firecrackers increase the range of the standard firecrackers from 6 meters to 7.5 meters, thus enabling you to affect more targets. | |||
====Long Lasting Firecrackers==== | |||
'''Obtained by:''' Completing the "Pyrotechnician" challenge by using Firecrackers to blind and kill your targets. | |||
====Rapid Reload Firecrackers==== | |||
'''Obtained by:''' Completing the "Out of Sight" challenge by killing targets while blinded by Firecrackers. | |||
===Morph=== | |||
[[File:ACBMorph.png|left|Morph Icon]]'''Obtained by:''' Reaching level 14. {{-}} | |||
[[File:Multiplayer-ACB-morph.jpg|thumb|Morph being used.]] | |||
The '''Morph''' ability allows the player to transform 4 members of the crowd (6 with Power Morph) around them into their duplicates. This makes the player harder to find, as their pursuer cannot be sure of which member of the crowd is the target, so they may kill a civilian (Lure +100) that you have morphed or get close enough for you to stun them (+200). The best way to use this ability is to Morph a moving crowd and blend into it, making it harder for a pursuer to spot you without using abilities. | |||
Morph can be countered by the abilities Charge, Decoy (As you cannot turn a player into a decoy), Firecrackers, another player's Morph, the use of Templar Vision, and using the gun. | |||
If the player is utilizes his line of sight and waits for his target's non-stationary morphed group to take a turn at any corner, they can wait until one of the morphed personas make the compass to light up, signalling to the player that the persona to trigger the compass is the target they are after. For stationary crowds, the player can 'screen' the group by using a wall or a pillar to identify the target, though the target can pick up on being 'screened' and stun you if you are not subtle enough. | |||
The cooldown duration for Morph is 60 seconds. | |||
====Power Morph==== | |||
'''Obtained by:''' Reaching level 41. | |||
Power Morph increases the number of morphed civilians from 4 to 6. The overall radius of the morph remains at 3.2 meters. | |||
====Strong Morph==== | |||
==== | '''Obtained by: '''Complete the "Seeing Double" challenge by stunning your pursuers while in a morphed group. | ||
'''Obtained by:''' | |||
Extends the range from 3.2 to 4 meters. Useful if you wish to morph your target out of their group from a safer distance. | |||
==== | ====Rapid Reload Morph==== | ||
'''Obtained by:''' | '''Obtained by: '''Complete the challenge "Expose" by using firecrackers against morphed groups to reveal your target. | ||
Rapid Reload shortens the cooldown duration of Morph to 50 seconds. | |||
===Throwing Knives=== | ===Throwing Knives=== | ||
[[File:ACBTK.png|left]] | [[File:ACBTK.png|left]]'''Obtained by:''' Reaching level 16. {{-}} | ||
'''Obtained by:''' Reaching level 16. {{-}} | |||
Like the Hidden Gun, the '''Throwing Knives''' are a bonus, long-range weapon with unlimited ammo. [[File:Throwing knife ability.jpg|thumb|Throwing knife ability in use.]] They are very useful and can be used in chase sequences (unlike the Hidden Gun) to slow, distinguish, or make the target fall while climbing. (ability challenge Timber) After the user uses this ability, they must catch the target and assassinate them, for they will not kill the target. They can also be used on pursuers and thrown to slow them down, distinguish, or knock down any pursuers and will allow you to escape. It shoots faster than the hidden gun ability, but does not reveal targets hit by it as NPCs will also be slowed down and start to stagger if used on them. | Like the Hidden Gun, the '''Throwing Knives''' are a bonus, long-range weapon with unlimited ammo.[[File:Throwing knife ability.jpg|thumb|Throwing knife ability in use.]]They are very useful and can be used in chase sequences (unlike the Hidden Gun) to slow, distinguish, or make the target fall while climbing. (ability challenge Timber) After the user uses this ability, they must catch the target and assassinate them, for they will not kill the target. They can also be used on pursuers and thrown to slow them down, distinguish, or knock down any pursuers and will allow you to escape. It shoots faster than the hidden gun ability, but does not reveal targets hit by it as NPCs will also be slowed down and start to stagger if used on them. | ||
====Long Lasting Knives==== | ====Long Lasting Knives==== | ||
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'''Obtained by: '''Complete the challenge "Take Down" by using Throwing Knives on targets using Sprint Boost or Charge. | '''Obtained by: '''Complete the challenge "Take Down" by using Throwing Knives on targets using Sprint Boost or Charge. | ||
=== | ===Hidden Gun=== | ||
[[File: | [[File:ACBPistol.png|left|Hidden Gun Icon]] '''Obtained by:''' Reaching level 17. {{-}} | ||
'''Obtained by:''' Reaching level | |||
[[File:Hidden gun in multiplayer.jpg|thumb|The [[Prowler]] aiming the Hidden Gun at the [[Barber]].]] Bonuses: Mid-Air +100 (No other bonuses can be applied to the Hidden Gun, aside from Varieties, Poacher/Savior/Revenge, Offensive Co-op, Killstreaks and First Blood) | |||
The '''Hidden Gun''' is an additional weapon that can only be gained by selecting it as an ability. Since it is a long-range weapon, it allows the player to avoid approaching their target, and assassinate them quickly. The Hidden Gun can be used on moving targets as long as they are in your sight. | |||
''' | |||
The | The disadvantages to using the Hidden Gun is that it takes 90 seconds for the cooldown after using the ability, in addition to the one and a half seconds necessary to aim it. During the time you are aiming, you are an easily noticed target for pursuers who would see you holding your arm out to take the shot. You will not get any bonus points when using the Hidden Gun instead of a normal kill, though you can get a Mid-Air bonus on the kill, provided your target is in the air when you fire. | ||
==== | ====Deadly Hidden Gun==== | ||
'''Obtained by:''' | '''Obtained by:''' Reaching level 37. | ||
This ability increases your likelihood of hitting your target by 30%, provided you haven't fully aimed the gun. This is best used when a target is about to escape as there is a increased chance that you will hit your target, rather than the regular 10% chance. This ability is useful when attempting the Lucky Shot challenge, as it increases the chance that a gunshot with an aiming time of less than a second will kill a target. | |||
=== | ====Quick Firing Gun==== | ||
'''Obtained by:''' Completing the "On The Fly" challenge by killing targets with the Hidden Gun while they are in mid-air. | |||
'''Obtained by:''' | |||
This upgrade decreases the amount of time needed to fully aim the hidden gun. It's useful for killing targets who are running away as it is harder for them to break line of sight before they are shot. It also decreases the amount of time one is vulnerable while aiming. | |||
====Rapid Reload Gun==== | |||
'''Obtained by:''' Completing the "Lucky Shot" challenge by killing targets with the Hidden Gun with less than a second spent aiming. | |||
This ability decreases the cooldown from the normal 90 seconds to 80 seconds | |||
===Templar Vision=== | ===Templar Vision=== | ||
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====Rapid Reload Templar Vision==== | ====Rapid Reload Templar Vision==== | ||
'''Obtained by:''' Completing the "Stunning" challenge by stunning two pursuers in less than 30 seconds. | '''Obtained by:''' Completing the "Stunning" challenge by stunning two pursuers in less than 30 seconds. | ||
===Charge=== | |||
[[File:ACBCharge.jpg|left]] | |||
'''Obtained by:''' Reaching level 21. {{-}} | |||
The '''Charge''' ability is extremely similar to Sprint Boost. However, this is used to charge straight forward, knocking the crowd away automatically. It can be used to quickly assassinate targets or stun any pursuers you hit. While charging you can steer slightly but players can avoid it by moving a few feet to the side. Another disadvantage is that you can be stopped if a player uses a throwing knife against you. An advantage of Charge is that if used to charge into a group of characters, morphed or otherwise, it will enable the user to achieve an auto-kill or stun if contact is made with an enemy player without even needing to know which player is their target or pursuer. Also, like the Sprint Boost, when damaged with a Throwing Knife you can use Charge to negate the effects of the Throwing Knife. The Charge ability is very useful, but if activated too late (When your pursuer is in front of you about 2 to 3 meters away) your charge will be of no use and you'll be killed. You cannot be killed, nor can you be stunned, while charge is active, but only if you are not using it on someone and only using it as an escape. | |||
Note: If two people charge at each other at the same time, the one being pursued will stun the hunter. | |||
====Strong Charge==== | |||
'''Obtained by: '''Reach level 46. | |||
Extends the area of effect | |||
Range: '''2.7 meters''' | |||
====Long Lasting Charge==== | |||
'''Obtained by:''' Complete the challenge "Headbutt" by using Charge to stun your pursuers. | |||
The duration of the ability is extended allowing you to travel a farther distance | |||
Duration: '''4 seconds''' | |||
====Rapid Reload Charge==== | |||
'''Obtained by:''' Complete the challenge "Ready or Not..." by using Charge on targets that are in morphed groups. | |||
Cooldown: '''80 seconds''' | |||
===Decoy=== | ===Decoy=== | ||
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'''Obtained by:''' Complete the challenge "Hit And Run" by stunning pursuers during a chase. | '''Obtained by:''' Complete the challenge "Hit And Run" by stunning pursuers during a chase. | ||
===Poison=== | |||
[[File:AC Brotherhood icon Poison.png|left|Poison Icon]]'''Obtained by:''' Reaching level 29. {{-}} | |||
[[File:AdvancedWanted-ACB-poison.jpg|thumb|A target being poisoned.]] | |||
The '''Poison''' ability acts very much like the [[Poison blade]] from ''[[Assassin's Creed II]]''. This ability allows the player to "touch" their target in a subtle motion, and the poison will kill the infected player 5 seconds later. | |||
Advantages to this ability are that the animation is very subtle (it's almost the same as a gentle push) and that the death takes place several seconds after being "infected." However, from other player's perspective (including the target being poisoned), there is no animation displayed. This makes it harder for pursuers to catch players who use poison for a kill. The ability also grants a +200 bonus to the kill, (+300 via slow-acting and +150 via fast-acting) and retains the status of when the player "infected" the target. For example, if the player stays Incognito to poison their target, and then runs away (making them go silent or discreet), gets stunned (which causes the stunned player to lose their contract), or killed, they player will still get full points for the Incognito kill after the target dies. Additionally, poisoning a target in a team mode allows the player to immediately kill another player afterwards, essentially taking out two players before any risk of being stunned during a kill animation is present. | |||
Disadvantages to this ability are that the player must get closer to their target than they would have to if they simply killed the target, giving them a more likely chance of getting stunned. Other players can "intercept" by killing the target before the poison does, and the interceptor will receive a +50 bonus and also will the player who used Poison, although no points are awarded as for an actual kill. Poison cannot be used from within haystacks, but can be used on benches or in groups. It can also be used on grounded opponents. | |||
Cooldown duration is 90 seconds. | |||
====Fast-Acting Poison==== | |||
'''Obtained by:''' Reaching level 49. | |||
Fast-Acting Poison decreases the time it takes for the ability to take effect from 5 seconds to 3.5 seconds, making it less likely for other pursuers to kill your target, however the points received are reduced from +200 to +150 instead. | |||
====Slow-Acting Poison==== | |||
'''Obtained by:''' Completing the "Pharmacist" challenge by killing targets with Poison. | |||
The time between Infection and Death is extended to 6.5 seconds and the Poison bonus is increased to +300. This is better for targets with fewer pursuers (so it's less likely people will steal your kill). The extra 100 points pays off if you are skilled with the ability. | |||
====Rapid Reload Poison==== | |||
'''Obtained by:''' Completing the "Unhealthy Lifestyle" challenge by poisoning targets in high profile while you are in low profile. | |||
The cooldown is reduced from 90 seconds to 80 seconds. Bonus points and effect delay remain the same. | |||
==Assassin's Creed: Revelations Multiplayer== | |||
Revelations has a total of 15 different Abilities, many brought over from Brotherhood as the developers created a new and improved multiplayer experience for players. These abilities will become unlocked as you level up, but then they must be purchased for use. At level 30, each ability becomes available to be crafted. Abilities can be crafted to change attributes such as cooldown speed, range, or other specific traits. Below are their base and upgraded attributes | |||
===Disguise === | |||
[[File:AC Brotherhood icon Disguise.png|thumb]] | |||
'''Obtained by: '''Unlocked at level 5, then purchased for 35 Abstergo Credits.Temporarily changes your appearance to another Persona for a short period (except the Persona of your current target) | |||
The effect lasts for only '''15 seconds''' and as such is merely a distraction to avert the pursuer's attention and grant a quick escape or to sneak up on a target, so '''if used offensively, a player should be quick.''' | |||
When a Disguise is about to be broken, the character's skin begins to pulsate with white lines, similar to the blending animation. Players cannot see the effect of the pulsating white lines when the player's disguise is about to be broken (When the ability icon flashes rapidly), but they can see the final pulse in which you change back to your own character's skin. | |||
'''Crafting Guide''' | |||
=== | ===Default=== | ||
=====Duration: 15 seconds===== | =====Duration: 15 seconds===== | ||
=====Cooldown: 60 seconds===== | =====Cooldown: 60 seconds===== | ||
===Visibility: Strong=== | ===Visibility: Strong=== | ||
=== | ===+1 Point === | ||
=====Duration: 18 seconds===== | =====Duration: 18 seconds===== | ||
=====Cooldown: 55 seconds===== | =====Cooldown: 55 seconds===== | ||
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=== | ===+2 Point=== | ||
=====Duration: 20 seconds===== | =====Duration: 20 seconds===== | ||
=====Cooldown: 45 seconds===== | =====Cooldown: 45 seconds===== | ||
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: | : | ||
=== | ===Decoy=== | ||
[[File:Decoy.jpg|thumb|48px]] | [[File:Decoy.jpg|thumb|48px]] | ||
'''Obtained by: '''Unlocked at level 5, then purchased for 35 Abstergo Credits. Decoy | '''Obtained by: '''Unlocked at level 5, then purchased for 35 Abstergo Credits. Decoy turns a nearby NPC into a copy of you that runs around in the hopes of luring a pursuer into killing it or buying you enough time to escape. It's main offensive and defensive purpose is confusion. Lock onto an incoming pursuer and use the ability and a nearby NPC will charge or walk at them, which may either earn you a +100 Lure bonus or give you enough time to make a silent escape as they chase after your copy. | ||
'''Crafting Guide''' | |||
===== | =====Default===== | ||
=====Duration: 15 seconds===== | =====Duration: 15 seconds===== | ||
=====Cooldown: 50 seconds===== | =====Cooldown: 50 seconds===== | ||
===== | =====Behavior: Normal===== | ||
===== | =====+1 Point ===== | ||
=====Duration: 10 seconds===== | =====Duration: 10 seconds===== | ||
=====Cooldown: 45 seconds===== | =====Cooldown: 45 seconds===== | ||
===== | =====Behavior: Discreet===== | ||
===== | =====+2 Point===== | ||
=====Duration: 15 seconds===== | =====Duration: 15 seconds===== | ||
=====Cooldown: 40 seconds===== | =====Cooldown: 40 seconds===== | ||
===== | =====Behavior: Disguised===== | ||
=== | ===Tripwire Bomb=== | ||
'''Obtained by: '''Unlocked at level 9, then purchased for 40 Abstergo Credits. Drop or Toss a trip wired explosive that will explode when a Target or Pursuer steps near it, stunning them temporarily. Carefully though, as it will take a few seconds to arm. | '''Obtained by: '''Unlocked at level 9, then purchased for 40 Abstergo Credits. Drop or Toss a trip wired explosive that will explode when a Target or Pursuer steps near it, stunning them temporarily. Carefully though, as it will take a few seconds to arm. | ||
:Duration: 5 seconds | :Duration: 5 seconds | ||
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:'''Target Speed: 75%''' | :'''Target Speed: 75%''' | ||
: | : | ||
:''' | :'''+ 2 Point''' | ||
:'''Duration: 3.5 seconds''' | :'''Duration: 3.5 seconds''' | ||
:'''Cooldown: 40 seconds''' | :'''Cooldown: 40 seconds''' | ||
:'''Target Speed: 70%''' | :'''Target Speed: 70%''' | ||
: | : | ||
: | :Like the Hidden Gun, the '''Throwing Knives''' are a bonus, long-range weapon with unlimited ammo. They are very useful and can be used in chase sequences or in general slowing your target down for catching up or just for taunts (unlike the Hidden Gun) to slow, distinguish, or make the target fall while climbing. After the user uses this ability, they must catch the target and assassinate them, for they will not kill the target. They can also be used on pursuers and thrown to slow them down, distinguish, or knock down any pursuers and will allow you to escape. It activates faster than the hidden gun ability, but does not reveal targets hit by it as NPCs will also be slowed down and start to stagger if used on them. | ||
: | ===Hidden Gun=== | ||
[[File:Hiddengunac2.png|thumb|52px]] | |||
'''Obtained by: '''Unlocked at level 17, then purchased for 50 Abstergo Credits. Target an opponent and hold the trigger to focus this insta-kill bullet .'''Returning from Brotherhood comes the '''The '''Hidden Gun,''' an additional weapon that can only be gained by selecting it as an ability. Since it is a long-range weapon, it allows the player to avoid approaching their target, and assassinate them quickly. The Hidden Gun can be used on moving targets as long as they are in your sight. | |||
The disadvantages to using the Hidden Gun is that it takes 90 seconds for the cooldown after using the ability, in addition to the two seconds necessary to aim it. During the time you are aiming, you are an easily noticed target for pursuers who would see you holding your arm out to take the shot. You will not get any bonus points when using the Hidden Gun instead of a normal kill, though you can get a Mid-Air bonus on the kill, provided your target is in the air when you fire or the Execution bonus when the target is running, both are worth +100 points | |||
'''Crafting Guide''' | |||
:Cooldown: 90 seconds | :Cooldown: 90 seconds | ||
:Focus Time: 2 seconds | :Focus Time: 2 seconds | ||
:Min. Hit Chance: 30% | :Min. Hit Chance: 30% | ||
=== | ===Smoke Bomb=== | ||
'''Obtained by: '''Unlocked at level 20, then purchased for 55 Abstergo Credits. Throw or toss a smoke bomb to release a disorienting cloud that will stun NPC and enemy Templars for a short while. | '''Obtained by: '''Unlocked at level 20, then purchased for 55 Abstergo Credits. Throw or toss a smoke bomb to release a disorienting cloud that will stun NPC and enemy Templars for a short while. | ||
:Duration: 3 seconds | :Duration: 3 seconds | ||
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:Range: 3.2 meters | :Range: 3.2 meters | ||
=== | ===Mute=== | ||
'''Obtained by: '''Unlocked at level 20, then purchased for 55 Abstergo Credits. Hack the Animi system and cause all Templars caught in this ability to be unable to stun, kill, or use abilities. | '''Obtained by: '''Unlocked at level 20, then purchased for 55 Abstergo Credits. Hack the Animi system and cause all Templars caught in this ability to be unable to stun, kill, or use abilities. | ||
:Duration: 1.5 seconds | :Duration: 1.5 seconds | ||
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:Range: 6 meters | :Range: 6 meters | ||
=== | ===Charge=== | ||
'''Obtained by: '''Unlocked at level 20, then purchased for 55 Abstergo Credits. Charge forward in a rush, knocking past NPCs and automatically kill any Targets, or stun any pursuers in your path. | '''Obtained by: '''Unlocked at level 20, then purchased for 55 Abstergo Credits. Charge forward in a rush, knocking past NPCs and automatically kill any Targets, or stun any pursuers in your path. | ||
:Duration: | :Duration: | ||
| Line 445: | Line 455: | ||
:Range: | :Range: | ||
=== | ===Teleport=== | ||
[[File:Teleport ability.jpg|thumb|right|150px|Teleport ability in Assassin's Creed: Revelations]] '''Obtained by: '''Unlocked at level 22, then purchased for 60 Abstergo Credits. Teleport allows players to hurtle across the map up after a brief charge up. | [[File:Teleport ability.jpg|thumb|right|150px|Teleport ability in Assassin's Creed: Revelations]] '''Obtained by: '''Unlocked at level 22, then purchased for 60 Abstergo Credits. Teleport allows players to hurtle across the map up after a brief charge up. | ||
:Cooldown: 90 seconds | :Cooldown: 90 seconds | ||
| Line 451: | Line 461: | ||
:Activation: 2.5 seconds | :Activation: 2.5 seconds | ||
=== | ===Poison=== | ||
'''Obtained by: '''Unlocked at level 22, then purchased for 60 Abstergo Credits. An innocent seeming bump injects a stealthy dose of poison that will kill your target slowly and give you a bonus to your kill score. Careful, if someone else kills your target before the poison takes effect, you | '''Obtained by: '''Unlocked at level 22, then purchased for 60 Abstergo Credits. An innocent seeming bump injects a stealthy dose of poison that will kill your target slowly and give you a bonus to your kill score. Careful, if someone else kills your target before the poison takes effect, you will only get 50 pts. | ||
:Cooldown: 90 seconds | :Cooldown: 90 seconds | ||
:Delay: 6.5 seconds | :Delay: 6.5 seconds | ||
:Score Bonus: 200 | :Score Bonus: 200 | ||
==Assassin's Creed III== | |||
Assassin's Creed III will bring back a significant amount of abilities from Revelations, though will change the duration and cooldown of these to improve multiplayer. To balance the game, [[Ubisoft]] has added multiple new abilities that counteract existing ones. They have confirmed that the way of obtaining abilities has changed. | |||
===Poison Dart=== | |||
'''Obtained by:''' Unknown. An unsuspecting player gets injected a dose of poison from a short range, causing them to slowly die. Like the poison ability from Revelations, if someone else kills your target before the poison can take effect, you will only get 50 pts. | |||
:Cooldown: Unknown | |||
:Delay: Unknown | |||
:Score Bonus: 250 | |||
===Glimmer=== | |||
'''Obtained by:''' Unknown. Whenever used, the player becomes invisible allowing for players stun pursuers, win chases or assassinate targets. The ability will fade as your movement accelerates, but will come back as you slow down. Once the ability is about to be broken, the character's skin will slowly start to reappear, giving your pursuers a chance to see. | |||
:Cooldown: Unknown | |||
:Delay: Unknown | |||
:Duration: Unknown | |||
===Shield=== | |||
'''Obtained by:''' Unknown. Like mute from Revelation, shield will deactivate any abilities that players around you have used, but will still allow them to stun or kill. When this ability is activated while your target has used the smoke bomb, you will not be affected by your target's smoke bomb. | |||
:Cooldown: Unknown | |||
:Delay: Unknown | |||
:Duration: Unknown | |||
==Source== | ==Source== | ||
*[[Assassin's Creed: Brotherhood]] | *[[Assassin's Creed: Brotherhood]] | ||
*[[Assassin's Creed: Revelations]] | *[[Assassin's Creed: Revelations]] | ||
Revision as of 08:18, 27 August 2012
My second sand castle creating machine. :D
Multiplayer Abilities
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Ezio, my friend! How may I be of service? This article is in desperate need of a revamp. Please improve it in any way necessary in order for it to achieve a higher standard of quality in accordance with our Manual of Style. |
Alongside perks, Animi Abilities were added skills that Abstergo recruits in the Animi Training Program could use in customizable allocations named profile sets. Once abilities were used by an Animi Avatar, they would need to "cool down", with a period of time being required to pass before they were ready to utilize once more.
To obtain and use abilities, they must be acquired successively as the recruit progressed through the training program by leveling up.
First stage
In the first stage, the cooldown time for half of the abilities was sixty seconds, with the exceptions being the Hidden Gun, Mute, Charge, and Poison, which each took ninety seconds, and Firecrackers and Decoy requiring 45 seconds to cool down. In all, there were twelve abilities in the Animi Training Program's first stage.
Disguise

Obtained by: Reaching level 2.

Disguise was an ability that allowed an Abstergo recruit to temporarily change the appearance of their Animi Avatar to that of another, though they could not transform into the image of an Animi Avatar that another recruit had chosen. This ability was best used when a recruit was being chased, or for when their target was not aware of who they were.
The effect lasted for only 15 seconds, and as such, Disguise was merely a distraction to avert a pursuer's attention and grant a quick escape, or to sneak up on a target, if used offensively.
When a Disguise was about to be broken, the Animi Avatar's skin began to pulsate with white lines, similar to the animation while blending. Other recruits could not see the effect of the pulsating white lines when the Disguise was about to be broken, but they could see the final pulse in which the Animi Avatar changed back to the recruit's original Avatar.
Cooldown: 60 seconds. Duration: 15 seconds.
Long Lasting Disguise
Obtained by: Reaching level 32.
Effects: See above. Cooldown: 60 seconds. Duration: 20 seconds.
Strong Disguise
Obtained by: Completing the "Cloak and Dagger" challenge, by stunning pursuers while using Disguise.
While Strong Disguise lasted as long as a regular Disguise, it reduced the visual effect when disguising and changing back. When recruits used this variant of Disguise, it would initiate a black shadow around their Animi Avatar that would quickly change their appearance, replacing the bright glow that the other alternatives of Disguise performed when the recruits utilized the ability, and possibly caused less attention towards the recruit.
Accompanying this, it would earn a recruit the Hidden bonus when they performed a kill while it was in effect, and if they were moving in low profile.
Cooldown: 60 seconds. Duration: 15 seconds.
Rapid Reload Disguise
Obtained by: Completing the "Clairvoyant" challenge, by killing a Morphed or Disguised target 75 times.
Rapid Reload Disguise did not take as long to recharge as the normal ability, allowing for more potential uses per session. After a brief delay, the variant would also bestow a recruit with the Hidden bonus on a kill, though they needed to be in low profile.
Cooldown: 50 seconds. Duration: 15 seconds.
Sprint Boost

Obtained by: Reaching level 3.

Sprint Boost allowed a recruit to run faster, giving them a better chance of quickly catching their target, or escaping from a pursuer, with the added benefit of speeding up their Animi Avatar's climbing.
While in use, white translucent lines appeared behind the Animi Avatar and a loud noise was audible, resulting in it being easily identifiable. If a recruit used Sprint Boost once they had been hit with a Throwing Knife, it would negate the ability's effects and allow the recruit to move at full speed again.
Duration: 5 seconds.
Long Lasting Sprint Boost
Obtained by: Reaching level 34.
Lasting longer than the standard Sprint Boost, this variant was useful when a target or pursuer also had the original ability. The recruit's boost would have been in effect for longer, allowing them to either catch up to their target or widen the gap between them and their pursuer.
Duration: 6.5 seconds.
Strong Sprint Boost
Obtained by: Completing the "Run For Your Life" challenge, by using Sprint Boost to kill targets.
Rapid Reload Sprint Boost
Obtained by: Completing the "Power Through" challenge, by using Sprint Boost while injured by Throwing Knives to cancel their effect.
This decreases the cooldown from to 50 seconds.
Smoke Bomb

Obtained by: Reaching level 6.

Smoke Bombs are used to trap players (as well as NPCs) and give the player a chance of escaping their pursuer. It is very useful, but still needs to reload for 60 seconds after it has been used. The smoke will only stop the victim for three seconds (four seconds if using Long Lasting Smoke Bombs) and does not affect allies. The ability is very noticeable from a distance due to the large smoke cloud and it does not have a large effect radius. It does stops a player using Charge or Sprint Boost, but only if it is thrown and activates before that player gets into assassination range.
It is common for players to wait until a pursuer is close and then use smoke bomb to trap them, making them easy to stun (+200). The smoke bomb can also counter a pursuer's assassination, having you dodge out of the way, giving you an opportunity to stun them as they choke on the smoke after you dodge. Countering an assassination is tricky, because if you use the ability too soon you might not catch your pursuer in the smoke's radius, or using it too late allows your pursuer to kill you in the brief span between deploying a smoke bomb and the smoke cloud appearing.
Good Counters for this tactic are using aerial kills as Smoke Bombs do not protect targets from air assassinations, or using Mute or your own Smoke Bomb ('counter-smoking') to disable them. Using the Hidden Gun from outside of the radius is effective as well. Though, with countering your target, you will still need to know which one the target is if they are hiding in crowds.
Strong Smoke Bomb
Obtained by: Reaching level 36.
This increases the size of the smoke cloud from 3.2 meters to 4 meters, and is useful if you wish to block an entire street and trap several players in the smoke.
Long-Lasting Smoke Bomb
Obtained by: Completing the "Smoke Screen" challenge, by using a Smoke Bomb to block your pursuers.
This extends the duration of the "explosion". This is useful when a player has multiple pursuers as they can stop a pursuer's advance and stun them, giving them more time to escape. If a player is lucky, they can trap two people in a Long Lasting Smoke Bomb and stun both of them if they get to them quick enough.
Rapid Reload Smoke Bomb
Obtained by: Complete the challenge "Cut Through The Fog" by using Smoke Bomb to block and stun pursuers.
This decreases the cooldown time from 60 to 50 seconds.
Firecrackers

Obtained by: Reaching level 11.
The ability Firecrackers reveals your hunter or target if he/she is in the general area. Civilians will

cower and kneel, covering their heads in fear. Other players, however, will not. However, this ability also brings attention to yourself as a target. And non-allied players screens will turn white similar to a flashbang which can allow you to easily walk up and assassinate your target while any hunters in the area will also be blinded. 45 second cool down starts after the ability wears away. The disadvantage with this ability is that it neither slows down nor stuns players caught in it enabling them to still be able to run away or assassinate you. After use, the firecrackers symbol will start to blink, faster and faster until the effect wears off.
Strong Firecrackers
Obtained by: Reaching level 39.
The Strong Firecrackers increase the range of the standard firecrackers from 6 meters to 7.5 meters, thus enabling you to affect more targets.
Long Lasting Firecrackers
Obtained by: Completing the "Pyrotechnician" challenge by using Firecrackers to blind and kill your targets.
Rapid Reload Firecrackers
Obtained by: Completing the "Out of Sight" challenge by killing targets while blinded by Firecrackers.
Morph

Obtained by: Reaching level 14.

The Morph ability allows the player to transform 4 members of the crowd (6 with Power Morph) around them into their duplicates. This makes the player harder to find, as their pursuer cannot be sure of which member of the crowd is the target, so they may kill a civilian (Lure +100) that you have morphed or get close enough for you to stun them (+200). The best way to use this ability is to Morph a moving crowd and blend into it, making it harder for a pursuer to spot you without using abilities.
Morph can be countered by the abilities Charge, Decoy (As you cannot turn a player into a decoy), Firecrackers, another player's Morph, the use of Templar Vision, and using the gun.
If the player is utilizes his line of sight and waits for his target's non-stationary morphed group to take a turn at any corner, they can wait until one of the morphed personas make the compass to light up, signalling to the player that the persona to trigger the compass is the target they are after. For stationary crowds, the player can 'screen' the group by using a wall or a pillar to identify the target, though the target can pick up on being 'screened' and stun you if you are not subtle enough.
The cooldown duration for Morph is 60 seconds.
Power Morph
Obtained by: Reaching level 41.
Power Morph increases the number of morphed civilians from 4 to 6. The overall radius of the morph remains at 3.2 meters.
Strong Morph
Obtained by: Complete the "Seeing Double" challenge by stunning your pursuers while in a morphed group.
Extends the range from 3.2 to 4 meters. Useful if you wish to morph your target out of their group from a safer distance.
Rapid Reload Morph
Obtained by: Complete the challenge "Expose" by using firecrackers against morphed groups to reveal your target.
Rapid Reload shortens the cooldown duration of Morph to 50 seconds.
Throwing Knives

Obtained by: Reaching level 16.
Like the Hidden Gun, the Throwing Knives are a bonus, long-range weapon with unlimited ammo.

They are very useful and can be used in chase sequences (unlike the Hidden Gun) to slow, distinguish, or make the target fall while climbing. (ability challenge Timber) After the user uses this ability, they must catch the target and assassinate them, for they will not kill the target. They can also be used on pursuers and thrown to slow them down, distinguish, or knock down any pursuers and will allow you to escape. It shoots faster than the hidden gun ability, but does not reveal targets hit by it as NPCs will also be slowed down and start to stagger if used on them.
Long Lasting Knives
Obtained by: Reaching level 43.
Long Lasting Knives increase the duration of the effect on a target to 5 seconds.
Sharp Knives
Obtained by: Complete the "Timber" challenge by using Throwing Knives to cause your targets to fall while climbing.
Sharp Knives increase the slow down effect of the target from 10% to 20%.
Rapid Reload Knives
Obtained by: Complete the challenge "Take Down" by using Throwing Knives on targets using Sprint Boost or Charge.
Hidden Gun

Obtained by: Reaching level 17.

Bonuses: Mid-Air +100 (No other bonuses can be applied to the Hidden Gun, aside from Varieties, Poacher/Savior/Revenge, Offensive Co-op, Killstreaks and First Blood)
The Hidden Gun is an additional weapon that can only be gained by selecting it as an ability. Since it is a long-range weapon, it allows the player to avoid approaching their target, and assassinate them quickly. The Hidden Gun can be used on moving targets as long as they are in your sight.
The disadvantages to using the Hidden Gun is that it takes 90 seconds for the cooldown after using the ability, in addition to the one and a half seconds necessary to aim it. During the time you are aiming, you are an easily noticed target for pursuers who would see you holding your arm out to take the shot. You will not get any bonus points when using the Hidden Gun instead of a normal kill, though you can get a Mid-Air bonus on the kill, provided your target is in the air when you fire.
Deadly Hidden Gun
Obtained by: Reaching level 37.
This ability increases your likelihood of hitting your target by 30%, provided you haven't fully aimed the gun. This is best used when a target is about to escape as there is a increased chance that you will hit your target, rather than the regular 10% chance. This ability is useful when attempting the Lucky Shot challenge, as it increases the chance that a gunshot with an aiming time of less than a second will kill a target.
Quick Firing Gun
Obtained by: Completing the "On The Fly" challenge by killing targets with the Hidden Gun while they are in mid-air.
This upgrade decreases the amount of time needed to fully aim the hidden gun. It's useful for killing targets who are running away as it is harder for them to break line of sight before they are shot. It also decreases the amount of time one is vulnerable while aiming.
Rapid Reload Gun
Obtained by: Completing the "Lucky Shot" challenge by killing targets with the Hidden Gun with less than a second spent aiming.
This ability decreases the cooldown from the normal 90 seconds to 80 seconds
Templar Vision

Obtained by: Reaching level 19.

Templar Vision is very similar to Eagle Vision. Any targets in the area will be highlighted blue, while pursuers will be highlighted red, and hide spots will glow white. This is most useful when your target is in a morphed group, wherein you can easily tell the difference between the NPCs and the player-controlled persona. This ability has a 60 second cool down.
When using Templar Vision, the user's whole body glows brightly, making it very easy for both targets and pursuers to become aware of the user. To avoid being caught and most likely stunned when using this ability, hide in either a hay bale or a corner. Another method of using Templar Vision effectively is to use it from a rooftop.
Long Lasting Templar Vision
Obtained by: Completing the "In Plain Sight" challenge by spending 10 seconds hidden while your pursuers are nearby.
The duration of Templar Vision is extended from 3.5 seconds to 5 seconds.
Strong Templar Vision
Obtained by: Reaching level 44.
Strong Templar Vision increases the range from 30 to 40 meters.
Rapid Reload Templar Vision
Obtained by: Completing the "Stunning" challenge by stunning two pursuers in less than 30 seconds.
Charge

Obtained by: Reaching level 21.
The Charge ability is extremely similar to Sprint Boost. However, this is used to charge straight forward, knocking the crowd away automatically. It can be used to quickly assassinate targets or stun any pursuers you hit. While charging you can steer slightly but players can avoid it by moving a few feet to the side. Another disadvantage is that you can be stopped if a player uses a throwing knife against you. An advantage of Charge is that if used to charge into a group of characters, morphed or otherwise, it will enable the user to achieve an auto-kill or stun if contact is made with an enemy player without even needing to know which player is their target or pursuer. Also, like the Sprint Boost, when damaged with a Throwing Knife you can use Charge to negate the effects of the Throwing Knife. The Charge ability is very useful, but if activated too late (When your pursuer is in front of you about 2 to 3 meters away) your charge will be of no use and you'll be killed. You cannot be killed, nor can you be stunned, while charge is active, but only if you are not using it on someone and only using it as an escape.
Note: If two people charge at each other at the same time, the one being pursued will stun the hunter.
Strong Charge
Obtained by: Reach level 46.
Extends the area of effect
Range: 2.7 meters
Long Lasting Charge
Obtained by: Complete the challenge "Headbutt" by using Charge to stun your pursuers.
The duration of the ability is extended allowing you to travel a farther distance
Duration: 4 seconds
Rapid Reload Charge
Obtained by: Complete the challenge "Ready or Not..." by using Charge on targets that are in morphed groups.
Cooldown: 80 seconds
Decoy

Obtained by: Reaching level 24.
The Decoy ability turns one NPC into a copy of your character, and sends them off running. This is

most useful when there are pursuers closing in on your group. The NPC you use Decoy on will "transform" into your character type, similar to how one would look if Disguise wore off and then they would take off running. It's advised to use it on an NPC who already looks like you so they wont transform at all (though the change has no animation and therefore is less noticeable than other abilities that change NPCs or characters), they will just take off running, distracting pursuers and allowing the player to possibly gain a Lure (+100) or escape. It can also be used to possibly spook your target out of hiding if used on a character close to them.
If the pursuer gets close enough while chasing, its possible to get a stun (+200) bonus.
Long Lasting Decoy
Obtained by: Reaching level 47.
Long Lasting Decoy extends the ability duration from 10 to 15 seconds.
Disguised Decoy
Obtained by: Completing the "Made You Look" challenge by using Decoy from hiding places.
This has the same effect as the regular decoy, only shortly after the decoy runs away, he will use the disguise ability, making it more realistic.
Rapid Reload Decoy
Obtained by: Completing the "Unstoppable" challenge by executing a streak of 4 kills.
Rapid Reload decreases the amount of time it takes Decoy to recharge, allowing more uses.
Mute

Obtained by: Reaching level 26.
Mute "silences" all characters around you, stopping them from killing, stunning or using their

abilities on you. This is best used if you think a pursuer is in disguise near you and is about to attack. It has a larger radius of effect than that of the smoke bomb ability but does not stun anyone enabling players to run away. Mute however does not reveal players in disguise and any players entering the area after the ability is used can still use their abilities.
The ability lasts for 1.5 second, and has a cooldown duration of 90 seconds.
Strong Mute
Obtained by: Reach level 48.
It increases the radius of effect.
Long Lasting Mute
Obtained by: Complete the challenge "Powerless" by using Mute on pursuers then stunning them.
Long Lasting Mute increases the duration to 2 seconds.
Rapid Reload Mute
Obtained by: Complete the challenge "Hit And Run" by stunning pursuers during a chase.
Poison

Obtained by: Reaching level 29.

The Poison ability acts very much like the Poison blade from Assassin's Creed II. This ability allows the player to "touch" their target in a subtle motion, and the poison will kill the infected player 5 seconds later.
Advantages to this ability are that the animation is very subtle (it's almost the same as a gentle push) and that the death takes place several seconds after being "infected." However, from other player's perspective (including the target being poisoned), there is no animation displayed. This makes it harder for pursuers to catch players who use poison for a kill. The ability also grants a +200 bonus to the kill, (+300 via slow-acting and +150 via fast-acting) and retains the status of when the player "infected" the target. For example, if the player stays Incognito to poison their target, and then runs away (making them go silent or discreet), gets stunned (which causes the stunned player to lose their contract), or killed, they player will still get full points for the Incognito kill after the target dies. Additionally, poisoning a target in a team mode allows the player to immediately kill another player afterwards, essentially taking out two players before any risk of being stunned during a kill animation is present.
Disadvantages to this ability are that the player must get closer to their target than they would have to if they simply killed the target, giving them a more likely chance of getting stunned. Other players can "intercept" by killing the target before the poison does, and the interceptor will receive a +50 bonus and also will the player who used Poison, although no points are awarded as for an actual kill. Poison cannot be used from within haystacks, but can be used on benches or in groups. It can also be used on grounded opponents.
Cooldown duration is 90 seconds.
Fast-Acting Poison
Obtained by: Reaching level 49.
Fast-Acting Poison decreases the time it takes for the ability to take effect from 5 seconds to 3.5 seconds, making it less likely for other pursuers to kill your target, however the points received are reduced from +200 to +150 instead.
Slow-Acting Poison
Obtained by: Completing the "Pharmacist" challenge by killing targets with Poison.
The time between Infection and Death is extended to 6.5 seconds and the Poison bonus is increased to +300. This is better for targets with fewer pursuers (so it's less likely people will steal your kill). The extra 100 points pays off if you are skilled with the ability.
Rapid Reload Poison
Obtained by: Completing the "Unhealthy Lifestyle" challenge by poisoning targets in high profile while you are in low profile.
The cooldown is reduced from 90 seconds to 80 seconds. Bonus points and effect delay remain the same.
Assassin's Creed: Revelations Multiplayer
Revelations has a total of 15 different Abilities, many brought over from Brotherhood as the developers created a new and improved multiplayer experience for players. These abilities will become unlocked as you level up, but then they must be purchased for use. At level 30, each ability becomes available to be crafted. Abilities can be crafted to change attributes such as cooldown speed, range, or other specific traits. Below are their base and upgraded attributes
Disguise

Obtained by: Unlocked at level 5, then purchased for 35 Abstergo Credits.Temporarily changes your appearance to another Persona for a short period (except the Persona of your current target)
The effect lasts for only 15 seconds and as such is merely a distraction to avert the pursuer's attention and grant a quick escape or to sneak up on a target, so if used offensively, a player should be quick. When a Disguise is about to be broken, the character's skin begins to pulsate with white lines, similar to the blending animation. Players cannot see the effect of the pulsating white lines when the player's disguise is about to be broken (When the ability icon flashes rapidly), but they can see the final pulse in which you change back to your own character's skin.
Crafting Guide
Default
Duration: 15 seconds
Cooldown: 60 seconds
Visibility: Strong
+1 Point
Duration: 18 seconds
Cooldown: 55 seconds
Visibility: Medium
+2 Point
Duration: 20 seconds
Cooldown: 45 seconds
Visibility: Light
Decoy

Obtained by: Unlocked at level 5, then purchased for 35 Abstergo Credits. Decoy turns a nearby NPC into a copy of you that runs around in the hopes of luring a pursuer into killing it or buying you enough time to escape. It's main offensive and defensive purpose is confusion. Lock onto an incoming pursuer and use the ability and a nearby NPC will charge or walk at them, which may either earn you a +100 Lure bonus or give you enough time to make a silent escape as they chase after your copy. Crafting Guide
Default
Duration: 15 seconds
Cooldown: 50 seconds
Behavior: Normal
+1 Point
Duration: 10 seconds
Cooldown: 45 seconds
Behavior: Discreet
+2 Point
Duration: 15 seconds
Cooldown: 40 seconds
Behavior: Disguised
Tripwire Bomb
Obtained by: Unlocked at level 9, then purchased for 40 Abstergo Credits. Drop or Toss a trip wired explosive that will explode when a Target or Pursuer steps near it, stunning them temporarily. Carefully though, as it will take a few seconds to arm.
- Duration: 5 seconds
- Cooldown: 90 seconds (begins when the bomb is placed)
- Range: 2 meters
Closure
Obtained by: Unlocked at level 9, then purchased for 40 Abstergo Credits. Trigger all Chase Breakers around you. They will reopen upon your approach.
- Duration: 5 seconds
- Cooldown: 50 seconds
- Range: 20 meters
Templar Vision
Obtained by: Unlocked at level 11, then purchased for 40 Abstergo Credits. Enter the Templars version of Eagle Vision and reveal the intent of all in your sight. Pursuers will glow red, targets will glow blue, and neutral targets will glow white. You will also glow white to all those who can see you while you use this ability.
- Duration: 3 seconds
- Cooldown: 75 seconds
- Distance: 25 meters
Firecrackers
Obtained by: Unlocked at level 11, then purchased for 40 Abstergo Credits. Throw or toss these firecrackers to frighten NPCs, revealing Templars and temporarily blinding them. The closer they are to you the more blinded they will be.
- Duration: 4 seconds
- Cooldown: 60 seconds
- Range: 5 meters
Body Guard
Obtained by: Unlocked at level 15, then purchased for 50 Abstergo Credits. Change a NPC to your Persona that will stroll towards near pursuers and attempt to stun them.
- Cooldown: 50 seconds
- Range: 8 meters
Morph
Obtained by: Unlocked at level 15, then purchased for 50 Abstergo Credits. Change a group of NPCs to your Persona. They will take no additional actions.
- Cooldown: 60 seconds
- Range: 3.2 meters
- Duplicates: 4
Throwing Knives
Obtained by: Unlocked at level 17, then purchased for 50 Abstergo Credits. Throwing Knives will slow down a hit Target or Pursuer and prevent them from doing most things including climbing.
Crafting
- Duration: 2.8 seconds
- Cooldown: 50 seconds
- Target Speed: 80%
- + 1 Point
- Duration: 3.2 seconds
- Cooldown: 45 seconds
- Target Speed: 75%
- + 2 Point
- Duration: 3.5 seconds
- Cooldown: 40 seconds
- Target Speed: 70%
- Like the Hidden Gun, the Throwing Knives are a bonus, long-range weapon with unlimited ammo. They are very useful and can be used in chase sequences or in general slowing your target down for catching up or just for taunts (unlike the Hidden Gun) to slow, distinguish, or make the target fall while climbing. After the user uses this ability, they must catch the target and assassinate them, for they will not kill the target. They can also be used on pursuers and thrown to slow them down, distinguish, or knock down any pursuers and will allow you to escape. It activates faster than the hidden gun ability, but does not reveal targets hit by it as NPCs will also be slowed down and start to stagger if used on them.
Hidden Gun

Obtained by: Unlocked at level 17, then purchased for 50 Abstergo Credits. Target an opponent and hold the trigger to focus this insta-kill bullet .Returning from Brotherhood comes the The Hidden Gun, an additional weapon that can only be gained by selecting it as an ability. Since it is a long-range weapon, it allows the player to avoid approaching their target, and assassinate them quickly. The Hidden Gun can be used on moving targets as long as they are in your sight.
The disadvantages to using the Hidden Gun is that it takes 90 seconds for the cooldown after using the ability, in addition to the two seconds necessary to aim it. During the time you are aiming, you are an easily noticed target for pursuers who would see you holding your arm out to take the shot. You will not get any bonus points when using the Hidden Gun instead of a normal kill, though you can get a Mid-Air bonus on the kill, provided your target is in the air when you fire or the Execution bonus when the target is running, both are worth +100 points
Crafting Guide
- Cooldown: 90 seconds
- Focus Time: 2 seconds
- Min. Hit Chance: 30%
Smoke Bomb
Obtained by: Unlocked at level 20, then purchased for 55 Abstergo Credits. Throw or toss a smoke bomb to release a disorienting cloud that will stun NPC and enemy Templars for a short while.
- Duration: 3 seconds
- Cooldown: 60 seconds
- Range: 3.2 meters
Mute
Obtained by: Unlocked at level 20, then purchased for 55 Abstergo Credits. Hack the Animi system and cause all Templars caught in this ability to be unable to stun, kill, or use abilities.
- Duration: 1.5 seconds
- Cooldown: 90 seconds
- Range: 6 meters
Charge
Obtained by: Unlocked at level 20, then purchased for 55 Abstergo Credits. Charge forward in a rush, knocking past NPCs and automatically kill any Targets, or stun any pursuers in your path.
- Duration:
- Cooldown:
- Range:
Teleport

Obtained by: Unlocked at level 22, then purchased for 60 Abstergo Credits. Teleport allows players to hurtle across the map up after a brief charge up.
- Cooldown: 90 seconds
- Range: 36 meters
- Activation: 2.5 seconds
Poison
Obtained by: Unlocked at level 22, then purchased for 60 Abstergo Credits. An innocent seeming bump injects a stealthy dose of poison that will kill your target slowly and give you a bonus to your kill score. Careful, if someone else kills your target before the poison takes effect, you will only get 50 pts.
- Cooldown: 90 seconds
- Delay: 6.5 seconds
- Score Bonus: 200
Assassin's Creed III
Assassin's Creed III will bring back a significant amount of abilities from Revelations, though will change the duration and cooldown of these to improve multiplayer. To balance the game, Ubisoft has added multiple new abilities that counteract existing ones. They have confirmed that the way of obtaining abilities has changed.
Poison Dart
Obtained by: Unknown. An unsuspecting player gets injected a dose of poison from a short range, causing them to slowly die. Like the poison ability from Revelations, if someone else kills your target before the poison can take effect, you will only get 50 pts.
- Cooldown: Unknown
- Delay: Unknown
- Score Bonus: 250
Glimmer
Obtained by: Unknown. Whenever used, the player becomes invisible allowing for players stun pursuers, win chases or assassinate targets. The ability will fade as your movement accelerates, but will come back as you slow down. Once the ability is about to be broken, the character's skin will slowly start to reappear, giving your pursuers a chance to see.
- Cooldown: Unknown
- Delay: Unknown
- Duration: Unknown
Shield
Obtained by: Unknown. Like mute from Revelation, shield will deactivate any abilities that players around you have used, but will still allow them to stun or kill. When this ability is activated while your target has used the smoke bomb, you will not be affected by your target's smoke bomb.
- Cooldown: Unknown
- Delay: Unknown
- Duration: Unknown
