Deadly Arts

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Deadly Arts is a assassin secondary attribute.

No Inherent effect. Many Assassins skills, especially those related to harming enemies, become more effective with higher Deadly Arts.

–In-game description

[edit] Deadly Arts skills

Icon Name Description Energy Activation time Recharge time Campaign
Image: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. 0 5 Energy 0.75 ¾ Activation time 45 Recharge time Factions
Image:Augury of Death.jpg Augury of Death Hex Spell. For 5...29...35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5...17...20 seconds and Shadow Step to that foe. This Spell has half the normal range. 0 5 Energy 1 Activation time 20 Recharge time Nightfall
Image: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. 0 5 Energy 1 Activation time 5 Recharge time Factions
Image: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. 0 5 Energy 1 Activation time 5 Recharge time Quest reward Factions
Image:Dark Prison.jpg Dark Prison Hex Spell. Shadow Step to target foe. For 1...5...6 seconds, that foe moves 33% slower. 0 10 Energy 0.25 ¼ Activation time 30 Recharge time Factions
Image:Deadly Paradox.jpg Deadly Paradox Stance. All of your attack Skills are disabled for 10 seconds. For 5...13...15 seconds, your Assassin Skills activate and recharge 33% faster. 0 15 Energy 0 10 Recharge time Nightfall
Image:Disrupting Dagger.jpg Disrupting Dagger Spell. Send out a Disrupting Dagger at target foe that strikes for 10...30...35 earth damage. If that foe was activating a Skill, that Skill is interrupted. This Spell has half the normal range. 0 5 Energy 0.25 ¼ Activation time 10 Recharge time Nightfall
Image: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. 0 5 Energy 0.25 ¼ Activation time 10 Recharge time Factions
Image: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. 0 10 Energy 1 Activation time 20 Recharge time Factions
Image:Expose Defenses.jpg Expose Defenses Hex Spell. For 1...9...11 seconds, target foe cannot block your attacks. 0 10 Energy 1 Activation time 25 Recharge time Factions
Image: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. 0 10 Energy 0.75 ¾ Activation time 30 Recharge time Quest reward Factions
Image: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. 0 5 Energy 1 Activation time 15 Recharge time Factions
Image: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. 0 5 Energy 0.75 ¾ Activation time 20 Recharge time Factions
Image:Lift Enchantment.jpg Lift Enchantment Skill. If target touched foe is knocked down, that foe loses one Enchantment. 0 5 Energy 0.25 ¼ Activation time 10 Recharge time Nightfall
Image: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. 0 5 Energy 0.75 ¾ Activation time 15 Recharge time Factions
Image:Mark of Death.jpg Mark of Death Hex Spell. For 4...9...10 seconds, target foe gains 33% less benefit from healing. 0 10 Energy 0.25 ¼ Activation time 20 Recharge time Factions
Image:Mark of Insecurity.jpg Mark of Insecurity Elite Hex Spell. For 5...21...25 seconds, Enchantments and Stances on target foe expire 50% faster. 0 5 Energy 1 Activation time 10 Recharge time Nightfall
Image:Sadist's Signet.jpg Sadist's Signet Signet. You gain 10...34...40 Health for each Condition on target foe. 0 0 1 Activation time 8 Recharge time Eye of the North
Image: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 teleport to that foe and that foe is knocked down. This Spell has half the normal range. 0 5 Energy 1 Activation time 10 Recharge time Factions
Image:Shadow Fang.jpg Shadow Fang Hex Spell. Shadow Step to target foe. For 10 seconds, this Hex does nothing. When this Hex ends, you return to your original location and that foe suffers from a Deep Wound for 5...17...20 seconds. 0 10 Energy 0.25 ¼ Activation time 45 Recharge time Eye of the North
Image:Shadow Prison.jpg Shadow Prison Elite Hex Spell. Shadow Step to target foe. For 1...6...7 seconds, that foe moves 66% slower. 0 10 Energy 0.25 ¼ Activation time 25 Recharge time Nightfall
Image: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. 0 10 Energy 2 Activation time 10 Recharge time Factions
Image: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. 0 10 Energy 0.75 ¾ Activation time 30 Recharge time Factions
Image:Signet of Deadly Corruption.jpg Signet of Deadly Corruption Signet. Must follow a dual attack. This attack [sic] deals 5...29...35 damage for each Condition on target foe (maximum 130 damage). 0 0 1 Activation time 12 Recharge time Eye of the North
Image: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. 0 0 1 Activation time 30 Recharge time Factions
Image:Signet of Toxic Shock.jpg Signet of Toxic Shock Signet. If target foe is suffering from Poison, that foe takes 10...82...100 damage. 0 0 1 Activation time 15 Recharge time Nightfall
Image: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. 0 5 Energy 1 Activation time 30 Recharge time Factions
Image:Siphon Strength.jpg Siphon Strength Elite Hex Spell. For 5...17...20 seconds, target foe deals 5...41...50 less damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit. 0 10 Energy 1 Activation time 10 Recharge time Factions
Image:Vampiric Assault.jpg Vampiric Assault Dual Attack. Must follow an off-hand attack. If this attack hits, you steal 10...34...40 Health. 0 5 Energy 0 8 Recharge time Eye of the North
Image: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. 0 5 Energy 0.25 ¼ Activation time 10 Recharge time Factions
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