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.
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| Assault Enchantments (Elite) - 5 ¼ 2 Elite Skill. Must follow a dual attack. Target foe loses all Enchantments.
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| 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.
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| 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.
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| 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.
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| 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.
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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.
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| 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."
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| 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.
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| 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.
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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.
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| 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.
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| 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.
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| Lift Enchantment - 5 ¼ 10 Skill. If target foe is knocked down, that foe loses one Enchantment.
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| 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.
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| 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.
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| Signet of Toxic Shock - 1 15 Signet. If target foe is suffering from Poison, that foe takes (Min: 10 - Max: 82) damage.
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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.
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| 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.
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| 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.
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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.
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| 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.
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| Signet of Twilight - 2 20 Signet. For each Hex on target foe, that foe loses one Enchantment.
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| Swap - 5 ¼ 8 Spell. You and target summoned creature Shadow Step to each other's location.
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| 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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