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Assassin skills quick reference (Factions)

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Quest-medium.png This skill may be earned from a quest. See skill information for details.
Energy.png Energy requirement LeadAttack required.png Lead Attack required
Activation.png Activation time OffHand required.png Off-Hand Attack required
Recharge.png Recharge time DualAttack required.png Dual Attack required
Upkeep.png Maintenance cost

Critical Strikes

Black Lotus Strike.jpg Black Lotus Strike Lead Attack. If it hits, Black Lotus Strike strikes for +10...27...31 damage. If target foe is suffering from a hex, you gain 5...11...13 Energy.
    10 Energy.png   6 Recharge.png
Factions    
Critical Defenses.jpg Critical Defenses Enchantment Spell. For 4...9...10 seconds, you have a 75% chance to block. Critical Defenses refreshes every time you land a critical hit.
    10 Energy.png 1 Activation.png 30 Recharge.png
Factions    
Critical Eye.jpg Critical Eye Skill. For 10...30...35 seconds, you have an additional 3...13...15% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
    5 Energy.png   30 Recharge.png
Factions   Can be obtained through a quest
Critical Strike.jpg Critical Strike Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26...30 damage, results in a critical hit, and you gain 1...3...3 Energy.
OffHand required.png   5 Energy.png   6 Recharge.png
Factions    
Dark Apostasy.jpg Dark Apostasy Elite Enchantment Spell. For 3...14...17 seconds, every time you successfully land a critical hit, you remove one enchantment from your target. If you remove an enchantment in this way, you lose 10...5...4 Energy or Dark Apostasy ends.
    10 Energy.png ¼ Activation.png 15 Recharge.png
Factions    
Locust's Fury.jpg Locust's Fury Elite Enchantment Spell. For 10...30...35 seconds, you have an additional 50% chance to double strike while using daggers.
    10 Energy.png 1 Activation.png 10 Recharge.png
Factions    
Palm Strike.jpg Palm Strike Elite Skill. Target touched foe takes 10...54...65 damage and is Crippled for 1...4...5 seconds. This skill counts as an off-hand attack.
    5 Energy.png ¾ Activation.png 7 Recharge.png
Factions    
Seeping Wound.jpg Seeping Wound Elite Hex Spell. For 1...6...7 seconds, target foe moves 33% slower. That foe takes 5...21...25 damage each second while suffering from a condition. This spell has half the normal range.
    15 Energy.png ¼ Activation.png 12 Recharge.png
Factions    
Sharpen Daggers.jpg Sharpen Daggers Enchantment Spell. For 5...25...30 seconds, your dagger attacks cause Bleeding for 5...13...15 seconds.
    5 Energy.png 1 Activation.png 20 Recharge.png
Factions    
Twisting Fangs.jpg Twisting Fangs Dual Attack. Must follow an off-hand attack. If it hits, Twisting Fangs strikes for +10...18...20 damage and struck foe suffers from Bleeding and Deep Wound for 5...17...20 seconds.
OffHand required.png   10 Energy.png   15 Recharge.png
Factions   Can be obtained through a quest
Unsuspecting Strike.jpg Unsuspecting Strike Lead Attack. If this attack hits, you strike for +19...29...31 damage. If your target was above 90% Health you deal an additional 15...63...75 damage.
    10 Energy.png   2 Recharge.png
Factions   Can be obtained through a quest

Dagger Mastery

Black Mantis Thrust.jpg Black Mantis Thrust Lead Attack. If this attack hits, you strike for +8...18...20 damage. If target foe is suffering from a hex, that foe is Crippled for 3...13...15 seconds.
    5 Energy.png 1 Activation.png 6 Recharge.png
Factions    
Blades of Steel.jpg Blades of Steel Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +5...14...16 damage (maximum bonus 60) for each recharging dagger attack.
OffHand required.png   5 Energy.png   8 Recharge.png
Factions    
Death Blossom.jpg Death Blossom Dual Attack. Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +20...40...45 damage and all adjacent foes take 20...40...45 damage.
OffHand required.png   5 Energy.png   2 Recharge.png
Factions    
Desperate Strike.jpg Desperate Strike Lead Attack. If you have less than 50...74...80% Health, you deal +15...51...60 damage.
    5 Energy.png   6 Recharge.png
Factions    
Disrupting Stab.jpg Disrupting Stab Lead Attack. If this attack hits, it interrupts target foe's action. If that action was a spell, it is disabled for 3...9...10 seconds.
    5 Energy.png   10 Recharge.png
Factions    
Exhausting Assault.jpg Exhausting Assault Dual Attack. Must follow a lead attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers 10 Overcast.
LeadAttack required.png   5 Energy.png ½ Activation.png 8 Recharge.png
Factions    
Falling Spider.jpg Falling Spider Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...31...35 damage and target foe is Poisoned for 5...17...20 seconds.
    5 Energy.png   8 Recharge.png
Factions    
Flashing Blades.jpg Flashing Blades Elite Stance. For 5...25...30 seconds, you have a 75% chance to block incoming attacks while attacking. If you block an attack in this way, your attacker takes 5...17...20 damage.
    10 Energy.png   30 Recharge.png
Factions    
Fox Fangs.jpg Fox Fangs Off-Hand Attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +10...30...35 damage if it hits.
LeadAttack required.png   5 Energy.png ½ Activation.png 3 Recharge.png
Factions   Can be obtained through a quest
Golden Lotus Strike.jpg Golden Lotus Strike Lead Attack. If it hits, this attack strikes for +5...17...20 damage. If you are under the effects of an enchantment, you gain 5...7...8 Energy.
    5 Energy.png   5 Recharge.png
Factions    
Golden Phoenix Strike.jpg Golden Phoenix Strike Off-Hand Attack. If you are not under the effects of an enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...26...30 damage and all adjacent foes take 10...26...30 damage.
Enchantment.png   5 Energy.png   8 Recharge.png
Factions    
Horns of the Ox.jpg Horns of the Ox Dual Attack. Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +1...9...11 damage. If struck foe is not adjacent to any allies, that foe is knocked down.
OffHand required.png   5 Energy.png   12 Recharge.png
Factions    
Jagged Strike.jpg Jagged Strike Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 5...17...20 seconds.
    5 Energy.png ½ Activation.png 1 Recharge.png
Factions    
Jungle Strike.jpg Jungle Strike Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...22...25 damage. If it hits a foe that was Crippled, that foe and all adjacent foes take +1...25...31 damage.
LeadAttack required.png   5 Energy.png ½ Activation.png 10 Recharge.png
Factions    
Leaping Mantis Sting.jpg Leaping Mantis Sting Lead Attack. If Mantis Sting hits, target foe takes +5...13...15 damage. If this attack strikes a moving foe, that foe is Crippled for 3...13...15 seconds.
    5 Energy.png ½ Activation.png 8 Recharge.png
Factions    
Moebius Strike.jpg Moebius Strike Elite Off-Hand Attack. Must follow a Dual Attack. If it hits, Moebius Strike strikes for +10...30...35 damage. If you strike a foe whose Health is below 50%, all your other attack skills are recharged.
DualAttack required.png   5 Energy.png   2 Recharge.png
Factions    
Nine Tail Strike.jpg Nine Tail Strike Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be blocked and strikes for +15...35...40 damage if it hits.
OffHand required.png   5 Energy.png   8 Recharge.png
Factions    
Repeating Strike.jpg Repeating Strike Off-Hand Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26...30 damage. If it misses, it takes an additional 15 seconds to recharge.
OffHand required.png   5 Energy.png    
Factions    
Temple Strike.jpg Temple Strike Elite Off-Hand Attack. Must follow a lead attack. If this attack hits, target foe is Dazed and Blinded for 1...8...10 seconds, and if target foe is casting a spell, that foe is interrupted.
LeadAttack required.png   15 Energy.png   20 Recharge.png
Factions    
Wild Strike.jpg Wild Strike Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...30...35 damage and any stance being used by target foe ends. This attack cannot be blocked.
LeadAttack required.png   5 Energy.png   4 Recharge.png
Factions    

Deadly Arts

Assassin's Promise.jpg Assassin's Promise Elite Hex Spell. For 5...13...15 seconds, if target foe dies, you gain 5...17...20 Energy and all your skills are recharged.
    5 Energy.png ¾ Activation.png 45 Recharge.png
Factions    
Crippling Dagger.jpg Crippling Dagger Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 15...51...60 earth damage if it hits, and Cripples moving foes for 3...13...15 seconds. This spell has half the normal range.
    5 Energy.png 1 Activation.png 5 Recharge.png
Factions    
Dancing Daggers.jpg Dancing Daggers Spell. Send out three Dancing Daggers at target foe, each striking for 5...29...35 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack.
    5 Energy.png 1 Activation.png 5 Recharge.png
Factions   Can be obtained through a quest
Dark Prison.jpg Dark Prison Hex Spell. Shadow Step to target foe. For 1...5...6 seconds, that foe moves 33% slower.
    10 Energy.png ¼ Activation.png 30 Recharge.png
Factions    
Enduring Toxin.jpg Enduring Toxin Hex Spell. For 5 seconds, target foe suffers -1...4...5 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds.
    5 Energy.png ¼ Activation.png 10 Recharge.png
Factions    
Entangling Asp.jpg Entangling Asp Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17...20 seconds.
LeadAttack required.png   10 Energy.png 1 Activation.png 20 Recharge.png
Factions    
Expose Defenses.jpg Expose Defenses Hex Spell. For 1...9...11 seconds, target foe cannot block your attacks.
    10 Energy.png 1 Activation.png 25 Recharge.png
Factions    
Expunge Enchantments.jpg Expunge Enchantments Skill. Target foe loses 1 enchantment. All of your other non-attack skills are disabled for 10...6...5 seconds. For each skill disabled in this way, target touched foe loses 1 additional enchantment.
    10 Energy.png ¾ Activation.png 30 Recharge.png
Factions   Can be obtained through a quest
Impale.jpg Impale Skill. Must follow a dual attack. Target foe is struck for 25...85...100 earth damage and suffers from a Deep Wound for 5...17...20 seconds.
DualAttack required.png   5 Energy.png 1 Activation.png 15 Recharge.png
Factions    
Iron Palm.jpg Iron Palm Skill. Target touched foe suffers 5...41...50 damage, and if that foe is suffering from a hex or condition that foe is knocked down. Iron Palm counts as a lead attack.
    5 Energy.png ¾ Activation.png 20 Recharge.png
Factions    
Mantis Touch.jpg Mantis Touch Spell. Must follow a lead attack. Target foe becomes Crippled for 5...17...20 seconds. This skill counts as an off-hand attack.
LeadAttack required.png   5 Energy.png ¾ Activation.png 15 Recharge.png
Factions    
Mark of Death.jpg Mark of Death Hex Spell. For 4...9...10 seconds, target foe gains 33% less benefit from healing.
    10 Energy.png ¼ Activation.png 20 Recharge.png
Factions    
Scorpion Wire.jpg Scorpion Wire Hex Spell. For 8...18...20 seconds, the next time you and target foe are more than 100' apart, you Shadow Step to that foe and that foe is knocked down. This spell has half the normal range.
    5 Energy.png 1 Activation.png 10 Recharge.png
Factions    
Shameful Fear.jpg Shameful Fear Hex Spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5...17...20 damage.
    10 Energy.png 2 Activation.png 10 Recharge.png
Factions    
Shroud of Silence.jpg Shroud of Silence Elite Hex Spell. All of your spells are disabled for 15 seconds. For 1...3...3 seconds, target touched foe cannot cast spells.
    10 Energy.png ¾ Activation.png 30 Recharge.png
Factions    
Signet of Shadows.jpg Signet of Shadows Signet. Target foe takes 5...29...35 damage. If your target was Blinded, that foe suffers an additional 15...51...60 damage.
        1 Activation.png 30 Recharge.png
Factions    
Siphon Speed.jpg Siphon Speed Hex Spell. For 5...13...15 seconds, target foe moves 33% slower and you move 33% faster. This spell has half the normal range. This spell recharges 50% faster if cast on a moving foe.
    5 Energy.png 1 Activation.png 30 Recharge.png
Factions    
Siphon Strength.jpg Siphon Strength Elite Hex Spell. For 5...17...20 seconds, target foe deals -5...41...50 damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit.
    10 Energy.png 1 Activation.png 10 Recharge.png
Factions    
Way of the Empty Palm.jpg Way of the Empty Palm Elite Enchantment Spell. For 5...17...20 seconds, off-hand and dual attacks cost no Energy.
    5 Energy.png ¼ Activation.png 10 Recharge.png
Factions    

Shadow Arts

Beguiling Haze.jpg Beguiling Haze Elite Spell. Shadow Step to target foe. That foe becomes Dazed for 3...8...9 seconds.
    15 Energy.png ¼ Activation.png 20 Recharge.png
Factions    
Blinding Powder.jpg Blinding Powder Spell. Must follow an off-hand attack. Target foe and all adjacent foes become Blinded for 3...13...15 seconds.
OffHand required.png   5 Energy.png ¼ Activation.png 20 Recharge.png
Factions   Can be obtained through a quest
Caltrops.jpg Caltrops Spell. Target foe and all foes adjacent to your target are Crippled for 5...13...15 seconds. Caltrops has half the normal range.
    10 Energy.png ¼ Activation.png 10 Recharge.png
Factions   Can be obtained through a quest
Dark Escape.jpg Dark Escape Stance. For 5...13...15 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
    5 Energy.png   30 Recharge.png
Factions    
Death's Charge.jpg Death's Charge Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 65...173...200.
    5 Energy.png ¼ Activation.png 30 Recharge.png
Factions   Can be obtained through a quest
Heart of Shadow.jpg Heart of Shadow Spell. You are healed for 30...126...150. Shadow Step to a nearby location directly away from your target.
    5 Energy.png ¼ Activation.png 15 Recharge.png
Factions    
Mirrored Stance.jpg Mirrored Stance Hex Spell. For 10...30...35 seconds, whenever target foe enters a stance, you enter the same stance.
    5 Energy.png ¼ Activation.png 15 Recharge.png
Factions    
Return.jpg Return Spell. All adjacent foes are Crippled for 3...7...8 seconds. Shadow Step to target other ally's location.
    5 Energy.png ¼ Activation.png 15 Recharge.png
Factions    
Shadow Form.jpg Shadow Form Elite Enchantment Spell. For 5...18...21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21...25 damage with a single skill or attack.
    5 Energy.png 1 Activation.png 30 Recharge.png
Factions    
Shadow Refuge.jpg Shadow Refuge Enchantment Spell. For 6 seconds, you gain 5...9...10 Health regeneration. When Shadow Refuge ends, you gain 40...88...100 Health if you are attacking.
    5 Energy.png 1 Activation.png 8 Recharge.png
Factions   Can be obtained through a quest
Shadow Shroud.jpg Shadow Shroud Elite Hex Spell. For 3...8...9 seconds, target foe cannot be the target of enchantments.
    10 Energy.png 1 Activation.png 20 Recharge.png
Factions    
Shadow of Haste.jpg Shadow of Haste Stance. For 10...34...40 seconds you move 15% faster than normal. When Shadow of Haste ends, you Shadow Step to your original location.
    5 Energy.png   45 Recharge.png
Factions    
Shadowy Burden.jpg Shadowy Burden Hex Spell. For 3...13...15 seconds, target foe moves 25% slower and while target foe has no other hexes, that foe has 20 less armor against your attacks.
    10 Energy.png ¼ Activation.png 15 Recharge.png
Factions    
Shroud of Distress.jpg Shroud of Distress Enchantment Spell. For 30...54...60 seconds, if you are below 50% Health, you have +3...7...8 Health regeneration and a 75% chance to block attacks.
    10 Energy.png 1 Activation.png 45 Recharge.png
Factions   Can be obtained through a quest
Unseen Fury.jpg Unseen Fury Stance. All adjacent foes are Blinded for 3...9...10 seconds. For 10...26...30 seconds, you cannot be blocked by Blinded foes.
    5 Energy.png   20 Recharge.png
Factions    
Viper's Defense.jpg Viper's Defense Spell. All adjacent foes are Poisoned for 5...17...20 seconds. Shadow Step to a nearby location directly away from your target.
    5 Energy.png ¼ Activation.png 10 Recharge.png
Factions    
Way of Perfection.jpg Way of Perfection Enchantment Spell. For 60 seconds, whenever you successfully land a critical hit, you gain 10...34...40 Health.
    5 Energy.png ¼ Activation.png 30 Recharge.png
Factions   Can be obtained through a quest
Way of the Fox.jpg Way of the Fox Enchantment Spell. For 10...30...35 seconds, your next 1...5...6 attacks cannot be blocked.
    5 Energy.png ¼ Activation.png 45 Recharge.png
Factions    
Way of the Lotus.jpg Way of the Lotus Enchantment Spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5...17...20 Energy.
    5 Energy.png ¼ Activation.png 20 Recharge.png
Factions    

No Attribute

Aura of Displacement.jpg Aura of Displacement 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.
-1 Upkeep.png 10 Energy.png ¼ Activation.png 20 Recharge.png
Factions    
Dash.jpg Dash Stance. For 3 seconds, you run 50% faster.
    5 Energy.png   8 Recharge.png
Factions    
Mark of Instability.jpg Mark of Instability Hex Spell. For 20 seconds, the next time you hit target foe with a dual attack skill that foe is knocked down.
    10 Energy.png ¼ Activation.png 20 Recharge.png
Factions    
Recall.jpg Recall Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill, and all of your skills are disabled for 10 seconds.
-1 Upkeep.png 15 Energy.png 1 Activation.png 10 Recharge.png
Factions    
Signet of Malice.jpg Signet of Malice Signet. For each condition suffered by target foe, you lose one condition.
        ¼ Activation.png 5 Recharge.png
Factions    
Spirit Walk.jpg Spirit Walk Spell. Shadow Step to target spirit.
    5 Energy.png ¼ Activation.png 8 Recharge.png
Factions