All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.
It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.
| Please Note: This is a Factions only character. You must own Guild Wars Factions in order to use this profession. |  - Adrenaline  - Casting Time  - Energy  - Energy Upkeep  - Recharge Time
Critical Strikes For each point spent on this attribute, the Assassin gains an additional 1% chance to score a critical hit. Assasins can also gain Energy whenever they score a critical hit in this way. (Primary Attribute) 
| Black Lotus Strike - 10 12 Off-Hand Attack. Must strike a Hexed foe. If it hits, Black lotus strike strikes for +(Min: 10 - Max: 27) damage and you gain +(Min: 5 - Max: 17) Energy.
| 
| Critical Defenses - 10 1 30 Enchantment Spell. For (Min: 4 - Max: 9) seconds you have 75% chance to "block." Critical Defenses refreshes every time you land a critical hit.
| 
| Critical Eye - 5 30 Skill. For (Min: 10 - Max: 30) seconds, you have an additional (Min: 3% - Max: 13%) chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
| 
| Critical Strike - 5 5 Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 10 - Max: 26) damage, results in a critical hit, and you gain (Min: 1 - Max: 3) Energy.
| 
| Dark Apostasy (Elite) - 10 2 15 Elite Enchantment Spell. For (Min: 3 - Max: 14) seconds, every time you successfully make a critical hit, you remove one Enchantment from your target. If you remove an Enchantment in this way, you lose (Min: 10 - Max: 5) Energy or Dark Apostasy ends.
| 
| Locusts' Fury (Elite) - 10 1 30 Elite Enchantment Spell. For (Min: 10 - 30) seconds, you have an additional 50% chance to double strike while using daggers.
| 
| Palm Strike (Elite) - 10 ¾ 10 Elite Skill. Target touched foe takes (Min: 10 - Max: 70) damage. This skill counts as an off-hand attack.
| 
| Seeping Wound (Elite) - 5 1 10 Elite Hex Spell. For (Min: 5 - Max: 17) seconds, if target foe is suffering from Bleeding or Poison, that foe suffers -(Min: 1 - Max: 3) Health degeneration.
| 
| Sharpen Daggers - 5 2 20 Enchantment Spell. For 30 seconds, the next (Min: 1 - Max: 8) attack skills cause Bleeding for (Min: 5 - Max: 13) seconds.
| 
| Twisting Fangs - 10 15 Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +(Min: 10 - Max: 18) damage and struck foe suffers from Bleeding and Deep Wound for (Min: 5 - Max: 17) seconds.
| 
| Unsuspecting Strike - 10 4 Lead Attack. If this attack hits, you strike for +(Min: 19 - Max: 29) damage. If your target was above 90% Health you deal an additional (Min: 15 - Max: 63) damage.
|
Dagger Mastery Boost the Dagger Mastery attribute to boost the damage the Assassin inflicts with daggers and the chance to land a critical hit with a dagger. Many skills, especially dagger attack skills, become more effective with increased Dagger Mastery. This attribute also improves your chance of performing a Double Attack and striking with both daggers at once. 
| Black Mantis Thrust - 5 4 Lead Attack. If this attack hits, you strike for +(Min: 8 - Max: 18) damage. If target foe is suffering from a Hex, that foe is Crippled for (Min: 3 - Max: 13) seconds.
| 
| Blades of Steel - 5 8 Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 5 - Max: 14) damage (maximum bonus 60) for each recharging dagger attack.
| 
| Death Blossom - 5 2 Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +(Min: 20 - Max: 40) damage and all adjacent foes take (Min: 20 - Max: 40) damage.
| 
| Desperate Strike - 5 6 Lead Attack. If you have less than (Min: 50% - Max: 74%) Health, you deal +(Min: 15 - Max: 51) damage.
| 
| Disrupting Stab - 5 10 Lead Attack. If this attack hits, it interupts target foe's action. If that action was a Spell, it is disabled for (Min: 3 - Max: 9) seconds.
| 
| Exhausting Assault - 5 ½ 8 Dual Attack. Must follow a Lead Attack. Target foe's action is interrupted. If that action was casting a Spell, target foe suffers from Exhaustion.
| 
| Falling Spider - 5 8 Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +(Min: 15 - Max: 31) damage and target foe is Poisoned for (Min: 5 - Max: 17) seconds.
| 
| Flashing Blades (Elite) - 10 30 Elite Stance. For (Min: 5 - Max: 25) seconds, you have a 75% chance to block incoming attacks while attacking.
| 
| Fox Fangs - 5 8 Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be "blocked" and strikes for +(Min: 5 - Max: 25) damage if it hits.
| 
| Golden Lotus Strike - 5 10 Lead Attack. If it hits, this attack strikes for +(Min: 5 - Max: 17) damage. If it hits a target that has no Enchantments, you gain (Min: 5 - Max: 11) Energy.
| 
| Golden Phoenix Strike - 10 8 Off-Hand Attack. If you are not enchanted, this skill misses. If it hits, Golden Phoenix Strike deals +(Min: 10 - Max: 26) damage.
| 
| Horns of the Ox - 5 12 Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +(Min: 15 - Max: 27) damage. If struck foe is not adjacent to any allies, that foe is knocked down.
| 
| Jagged Strike - 5 4 Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for (Min: 1 - Max: 12) seconds.
| 
| Jungle Strike - 5 10 Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +(Min: 10 - 22) damage. If it hits a goes that was Crippled, it does +(Min: 1 - Max: 25) damage.
| 
| Leaping Mantis Sting - 5 8 Lead Attack. If Mantis Sting hits, target foe takes +(Min: 14 - Max: 19) damage. If this attack strikes a moving foe, that foe is crippled for +(Min: 3 - Max: 13) seconds.
| 
| Moebius Strike (Elite) - 5 2 Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +(Min: 10 - Max: 30) damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
| 
| Nine Tail Strike - 5 8 Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" and strikes for +(Min: 15 - Max: 35) damage if it hits.
| 
| Repeating Strike - 5 Off-Hand Attack. Must follow an off-hand attack. If it hits, this attack strikes for +(Min: 10 - Max: 26) damage. If it misses, it takes an additional 15 seconds to recharge.
| 
| Temple Strike (Elite) - 15 20 Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for (Min: 1 - Max: 8) seconds, and if target foe is casting a Spell, that foe is interrupted.
| 
| Wild Strike - 5 4 Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +(Min: 10 - Max: 30) damage and any stance being used by target foe ends.
|
Deadly Arts Increase the Deadly Arts attribute to improve the duration and effectiveness of Hexes and other skills that make a single enemy vulnerable to the Assasin's strikes. 
| Assassin's Promise (Elite) - 5 ¾ 45 Elite Hex Spell. For (Min: 5 - Max: 13) seconds, if target foe dies, you gain (Min: 5 - Max: 17) Energy, and all your skills are recharged.
| 
| Crippling Dagger - 5 1 5 Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for (Min: 15 - Max: 51) earth damage if it hits, and cripples moving foes for (Min: 3 - Max: 13) seconds. This spell has half the normal range.
| 
| Dancing Daggers - 5 1 5 Spell. Send out three Dancing Daggers at target foe. Each striking for (Min: 5 - Max: 29) earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
| 
| Dark Prison - 10 ¼ 45 Hex Spell. Shadow Step to target foe. For (Min: 1 - Max: 6) seconds, that foe moves 33% slower.
| 
| Enduring Toxin - 5 ¼ 10 Hex Spell. For 5 seconds,target foe suffers -(Min: 1 - Max: 4) Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds.
| 
| Entangling Asp - 10 1 20 Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for (Min: 5 - Max: 17) seconds.
| 
| Entangling Asp - 10 1 10 Hex Spell. For (Min: 5 - Max: 17) seconds, taget foe cannot "block" your attacks.
| 
| Expunge Enchantments - 10 ¾ 30 Skill. All of your other non-attack skills are disabled for (Min: 10 - Max: 6) seconds. For each skill disabled in this way, target touched foe loses one Enchantment.
| 
| Impale - 5 ¼ 15 Hex Spell. Must follow a Dual Attack. Target foe is struck for (Min: 25 - Max: 85) earth damage and suffers from a Deep Wound for (Min: 5 - Max: 17) seconds.
| 
| Iron Palm - 10 ¾ 20 Skill. Target touched foe suffers (Min: 5 - Max: 41) damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm counts as a lead attack.
| 
| Mantis Touch - 5 ¾ 15 Spell. Must follow a lead attack. Target foe becomes Crippled for (Min: 5 - Max: 17) seconds. Mantis Touch counts as an off-hand attack.
| 
| Mark of Death - 10 ¼ 20 Hex Spell. For (Min: 4 - Max: 9) seconds, target foes gains 33% less benefit from healing.
| 
| Scorpion Wire - 5 1 30 Hex Spell. For (Min: 8 - Max: 18) seconds, the next time you and target foe are more than 100' apart, you teleport to that foe and that foe is knocked down. This Spell has half the normal range.
| 
| Shameful Fear - 10 2 10 Hex Spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes (Min: 5 - Max: 17) damage.
| 
| Shroud of Silence (Elite) - 10 ¾ 30 Elite Hex Spell. All of your Spells are disabled for 15 seconds. For (Min: 3 - Max: 9) seconds, target touched foe cannot cast Spells.
| 
| Signet of Shadows - 1 30 Signet. Target foe takes (Min: 5 - MaX: 29) damage. If your target was Blinded, that foe suffers an additional (Min: 15 - Max: 51) damage.
| 
| Siphon Speed - 5 1 5 Hex Spell. For (Min: 5 - Max: 17) seconds,target foe moves 33% slower and you move 33% faster. This spell has half the normal range.
| 
| Siphon Strength (Elite) - 15 1 10 Elite Hex Spell. For (Min: 5 - Max: 17) seconds, target foe deals -(Min: 5 - Max: 41) damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.
| 
| Way of the Empty Palm (Elite) - 5 ¼ 25 Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, off-hand and dual attacks cost no Energy.
|
Shadow Arts Points spent in this attribute improve skills that boost the Assassin's defences and allow instantaneous shadow movement. 
| Beguiling Haze (Elite) - 15 ¼ 20 Elite Spell. Shadow Step to target foe. That foe is interrupted and becomes Dazed for (Min: 1 - Max: 6) seconds.
| 
| Blinding Powder - 5 ¼ 20 Spell. Must follow an off-hand attack. Target foe and all adjacent foes become Blinded for (Min: 3 - Max: 13) seconds.
| 
| Caltrops - 10 ¼ 20 Spell. Target foe and all foes adjacent to your target are Crippled for (Min: 5 - Max: 13) seconds. Caltrops has half the normal range.
| 
| Dark Escape - 5 30 Stance. For (Min: 5 - Max: 13) seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
| 
| Death's Charge - 5 ¼ 45 Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for (Min: 40 - Max: 112).
| 
| Heart of Shadow - 5 ¼ 15 Enchantment Spell. Shadow Step to a random nearby location. For 60 seconds, the next time you take damage you are healed for (Min: 30 - Max: 126) Health.
| 
| Mirrored Stance - 5 ¼ 15 Hex Spell. For (Min: 10 - Max: 30) seconds, whenever target foe enters a Stance, you enter the same Stance.
| 
| Return - 5 ¼ 15 Spell. All adjacent foes are Crippled for (Min: 3 - Max: 7) seconds. Teleport to target other ally's location.
| 
| Shadow Form (Elite) - 10 1 60 Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but (Min: 5 - Max: 41) Health.
| 
| Shadow Refuge - 5 1 8 Enchantment Spell. For 4 seconds, you have gain (Min: 5 - Max: 9) Health regeneration. When Shadow Refuge ends, you gain (Min: 20 - Max: 68) Health if you are attacking.
| 
| Shadow Shroud (Elite) - 10 1 20 Elite Hex Spell. For (Min: 3 - Max: 8) seconds, target foe cannot be the target of Enchantments.
| 
| Shadow of Haste - 5 45 Stance. For (Min: 10 - Max: 34) seconds you move 15% faster than normal. When Shadow of Haste ends, you return to the location where you activated this skill.
| 
| Shadowy Burden - 10 ¼ 15 Hex Spell. For (Min: 3 - Max: 13) seconds, target foe moves 25% slower and while target foe has no other Hexes, that foe has 20 less armor against your attacks.
| 
| Shroud of Distress - 10 1 45 Enchantment Spell. For (Min: 30 - Max: 54) seconds, if you are below 50% Health, you have a 75% chance to block attacks.
| 
| Unseen Fury - 5 45 Stance. For (Min: 15 - Max: 51) seconds, you cannot be "blocked" by Blinded foes.
| 
| Viper's Defense - 5 10 Stance. For 30 seconds, the next time you are struck you are teleported to a nearby random location. The foe who struck you is Poisoned for (Min: 5 - Max: 17) seconds.
| 
| Way of Perfection - 5 1 30 Enchantment Spell. For (Min: 10 - Max: 30) seconds, when ever you successfully make a critical hit you gain (Min: 10 - Max: 34) Health.
| 
| Way of the Fox - 5 ¼ 45 Enchantment Spell. For (Min: 10 - Max: 30) seconds, your next (Min: 1 - Max: 5) attacks cannot be "blocked."
| 
| Way of the Lotus - 5 ¼ 20 Hex Spell. For 20 seconds, the next time you hit target foe with a dual attack skill, you gain (Min: 5 - Max: 17) Energy.
|
No Attribute Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties. 
| Aura of Displacement (Elite) - -1 10 ¼ 20 Elite Enchantment Spell. When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement you return to your original location.
| 
| Dash - 5 8 Stance. For 3 seconds, you run 50% faster.
| 
| Mark of Instability - 10 ¼ 20 Hex Spell. For 20 seconds, the next time you hit target foe with a dual attack skill that foe is knocked down.
| 
| Recall - -1 15 1 10 Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill.
| 
| Signet of Malice - ¼ 5 Signet. For each Condition suffered by target foe, you lose one Condition.
| 
| Spirit Walk - 5 ¼ 8 Spell. Shadow Step to target spirit.
|
|