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Assassin Skills - Nightfall Print E-mail

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)



Assassin's Remedy - 5 1 20
Enchantment Spell. For 30 seconds, the next (Min: 1 - Max: 8) attack skills you use remove 1 Condition.



Assault Enchantments (Elite) - 5 ¼ 2
Elite Skill. Must follow a dual attack. Target foe loses all Enchantments.



Deadly Haste - 10 1 20
Enchantment Spell. For (Min: 10 - Max: 30) seconds, half-ranged spells cast (Min: 5% - Max: 41%) faster and recharge (Min: 5% - Max: 41%) faster.



Fox's Promise (Elite) - 10 1 20
Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, your attacks cannot be "blocked." This Enchantment ends the next time you fail to hit.



Malicious Strike - 5 6
Melee Attack. If this attack hits a foe suffering from a Condition, you deal +(Min: 10 - Max: 26) damage and this attack results in a critical hit.



Way of the Assassin (Elite) - 5 12 20
Elite Stance. For 20 seconds, if you are under the effects of an Enchantment, your attacks have a +(Min: 5% - Max: 29%) chance to critical.




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 Spider Strike - 5 12
Off-Hand Attack. Must strike a Hexed foe. If it hits, this attack strikes for +(Min: 5 - Max: 27) damage and target foe is Poisoned for (Min: 5 - Max: 17) seconds.



Golden Fox Strike - 5 8
Lead Attack. If this attack hits, target foe takes +(Min: 10 - Max: 26) damage. If you are under the effects of an Enchantment, this attack cannot be "blocked."



Golden Skull Strike (Elite) - 10 15
Elite Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe is dazed (Min: 4 - Max: 9) seconds.



Shattering Assault (Elite) - 10 4
Elite Dual Attack. Must follow an off-hand attack. If it hits, you deal (Min: 5 - Max: 41) damage and target foe loses one Enchantment. This attack cannot be blocked.




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.



Augury of Death - 5 1 12
Hex Spell. For (Min: 5 - Max: 29) seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for (Min: 5 - Max: 17) seconds and Shadow Step to that foe. This Spell has half the normal range.



Deadly Paradox - 5 10
Stance. All of your attack Skills are disabled for 10 seconds. For (Min: 5 - Max: 13) seconds, your Assassin Skills activate and recharge 50% faster.



Disrupting Dagger - 5 ¼ 10
Spell. Send out a Disrupting Dagger at target foe that strikes for (Min: 10 - Max: 30) earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range.



Lift Enchantment - 5 ¼ 10
Skill. If target foe is knocked down, that foe loses one Enchantment.



Mark of Insecurity (Elite) - 5 1 10
Elite Hex Spell. For (Min: 5 - Max: 21) seconds, Enchantments and Stances on target foe expire 50% faster.



Shadow Prison (Elite) - 10 ¼ 20
Elite Hex Spell. Shadow Step to target foe. For (Min: 4 - Max: 9) seconds, that foe moves 66% slower.



Signet of Toxic Shock - 1 15
Signet. If target foe is suffering from Poison, that foe takes (Min: 10 - Max: 82) damage.




Shadow Arts

Points spent in this attribute improve skills that boost the Assassin's defences and allow instantaneous shadow movement.



Death's Retreat - 5 ¼ 20
Spell. Shadow Step to target ally. If you have less Health than that ally, you gain (Min: 40 - Max: 112) Health.



Feigned Neutrality - 5 ¼ 25
Enchantment Spell. For (Min: 4 - Max: 9) seconds, you have +7 Health regeneration and +80 armor. This Enchantment ends if you successfully hit with an attack or use a Skill.



Hidden Caltrops (Elite) - 5 1 8
Elite Hex Spell. For 20 seconds, the next time target foe takes damage while moving, that foe takes (Min: 15 - Max: 63) damage and is Crippled for (Min: 5 - Max: 17) seconds.




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.



Shadow Meld (Elite) - -1 10 ¼ 20
Elite Enchantment Spell. Shadow Step to target other ally. When you stop Maintaining this Enchantment, you return to your original location.



Shadow Walk - 5 30
Stance. Shadow Step to target foe. For 30 seconds, you cannot cast Enchantments. When this Stance ends, you return to your original location.



Signet of Twilight - 2 20
Signet. For each Hex on target foe, that foe loses one Enchantment.



Swap - 5 ¼ 8
Spell. You and target summoned creature Shadow Step to each other's location.



Wastrel's Collapse (Elite) - 5 ¼ 8
Elite Hex Spell. After 5 seconds, target foe is knocked down. This Hex ends prematurely if that foe uses a Skill.









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