Thief

  • Asura
  • Charr
  • Human
  • Norn
  • Sylvari
Asura
  • Elementalist
  • Engineer
  • Guardian
  • Mesmer
  • Necromancer
  • Ranger
  • Thief
  • Warrior

Weapon Sets, Skills & Effects

  • Fire Attunement12½
    Attunement. Attune to fire, gaining heavy damage and burning abilities.
  • Water Attunement12½
    Attunement. Attune to water, gaining superior support and healing abilities.
  • Air Attunement12½
    Attunement. Attune to air, gaining heavy damage and control abilities.
  • Earth Attunement12½
    Attunement. Attune to earth, gaining superior damage-over-time and defensive abilities.
  • Steal29¼
    Steal. Shadowstep to your foe and steal from them.
    Range: 900Vigor: 15 sDamage: 302
    • 0
  • 0
    Might: Vigor: 15 s
    • 0
  • 0
    Might: Vigor: 15 s
    • 0
  • 0
    Might: Vigor: 15 s
    • 0
  • Virtue of Justice25
    Virtue. Burn foes with every fifth attack.
    Activate: You and your allies inflict burning on the next attack.
    Burning: 1 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)
  • Virtue of Resolve50
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage75
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 s
  • Mind Wrack12½
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration25
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion37½
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion50
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200
  • Death Shroud10
    Death Shroud. Assume a spectral form and gain new skills, turning your life force into health.
  • 0
    Might: Vigor: 15 s
  • 0
    Might: Vigor: 15 s
  • 0
    Might: Vigor: 15 s
  • 0
    Might: Vigor: 15 s
  • Steal29¼
    Steal. Shadowstep to your foe and steal from them.
    Range: 900Vigor: 15 sDamage: 302
  • Steal29¼
    Steal. Shadowstep to your foe and steal from them.
    Range: 900Vigor: 15 sDamage: 302
  • Double Strike
    Strike your foe twice.
    Damage (2x): 188Range: 130
    • Wild Strike
      Strike your foe again. Gain endurance with a successful strike.
      Damage: 286Endurance gain: 10Range: 130
    • Lotus Strike¼
      Strike your foe and inflict poison.
      Damage: 286Poison: 4 s (336 damage)Range: 130
  • Heartseeker¾ 3
    Leap and strike your foe. The less health your target has, the more damage you cause.
    Above 50%: 420Below 50%: 504Below 25%: 672Combo Finisher: LeapRange: 450
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s
  • Death Blossom½ 4
    Dual wield. Do an evasive attack over your opponent, striking nearby enemies three times. Each hit causes bleeding.
    Damage (3x): 201x3Bleeding: 10 s (1275 damage)Combo Finisher: WhirlRange: 130
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s
  • Dancing Dagger¼ 3
    Throw a dagger that cripples nearby foes and returns to you.
    Damage: 168Maximum targets: 4Crippled: 5 sCombo Finisher: ProjectileRange: 900
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s
  • Cloak and Dagger½ 6
    Stab your foe and vanish in stealth, leaving them vulnerable.
    Damage: 504Stealth: 3 sx3Vulnerability: 5 sRange: 130
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s
  • Signet of Malice1 15
    Signet Passive: Heals when you attack.
    Signet Active: Gain health.
    Healing: 100 (passive)Healing: 3,298
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s
  • Caltrops 1 30
    Trick. Scatter caltrops that bleed and cripple foes.
    Duration: 10Bleeding: 3 s (128 damage)Crippled: 10 sRadius: 240
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s
  • Shadow Refuge ¼ 60
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Stealth: 3 sHealing: 1,420Combo Field: DarkRange: 600
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s
  • Shadowstep50
    Deception. Shadowstep to the target location. Becomes Shadow Return, which returns you to your starting area and cures three conditions.
    Breaks stunRange: 1,200
    • Shadow Return
      Return to your starting location and cure three conditions.
      Break stunRange: 1,200
    • 0
      Might: Vigor: 15 s
  • Dagger Storm 90
    Spin around, reflecting projectiles and throwing daggers that cripple and bleed nearby foes. You can move while spinning.
    Damage: 244Crippled: 2 sDuration: 8Bleeding: 5 s (213 damage)Stability: 8 sCombo Finisher: WhirlRange: 900
    • 0
      Might: Vigor: 15 s
    • 0
      Might: Vigor: 15 s

Boons & Effects

  • Aegis
    Block the next attack.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.

Conditions

  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Traits

0unspent trait points
Adept Master Grandmaster

Stats

Primary Stats

  • Health 13805 (+3000)
  • Vitality 1216 (+300)
  • Armor 3012 (+1032)
  • Toughness 1948 (+1032)
  • Attack 2097 (+200)
  • Power 1116 (+200)
  • Critical Hit 4% (+0%)
  • Precision 916 (+0)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 1122 (+1122)
  • Condition Duration 20% (+20%)
  • Damage 981 (+0%)
  • Defense 1064 (+0)
  • Healing Power 650 (+650)
  • Poison Duration 33% (+33%)
  • Steal Recharge Rate 20% (+20%)

Active Stat Bonuses

Food Nourishment

Duration:

Utility Nourishment

Duration:

Active Boons

(Click to activate a Boon or change the Intensity amount.)
  • Fury
    20% critical chance increase. Stacks in duration.
  • Might
    X damage per attack increase. Stacks intensity.
    0
  • Protection
    33% damage reduction. Stacks in duration.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

World vs World Bonuses

(Click to activate bonus and change the Intensity amount.)
  • Energetic
    Faster Endurance Gain
    0
  • Scavenger
    Bonus Gold Per Kill
    0
  • Robust
    Maximum Health Increase
    0
  • Wisdom
    Bonus Experience Per Kill
    0
  • Medic
    Healing Effectiveness Increase
    0

Runes, Sigils, Accessories & Jewels

Armor & Runes

0
    PvP Rune of the Undead
    1. Condition Damage: 25
    2. Toughness: 35
    3. Condition Damage: 50
    4. Toughness: 65
    5. Condition Damage: 100
    6. 7% of toughness is converted to condition damage.
    Infusion
      0
        PvP Rune of the Undead
        1. Condition Damage: 25
        2. Toughness: 35
        3. Condition Damage: 50
        4. Toughness: 65
        5. Condition Damage: 100
        6. 7% of toughness is converted to condition damage.
        Infusion
          0
            PvP Rune of the Undead
            1. Condition Damage: 25
            2. Toughness: 35
            3. Condition Damage: 50
            4. Toughness: 65
            5. Condition Damage: 100
            6. 7% of toughness is converted to condition damage.
            Infusion
              0
                PvP Rune of the Undead
                1. Condition Damage: 25
                2. Toughness: 35
                3. Condition Damage: 50
                4. Toughness: 65
                5. Condition Damage: 100
                6. 7% of toughness is converted to condition damage.
                Infusion
                  0
                    PvP Rune of the Undead
                    1. Condition Damage: 25
                    2. Toughness: 35
                    3. Condition Damage: 50
                    4. Toughness: 65
                    5. Condition Damage: 100
                    6. 7% of toughness is converted to condition damage.
                    Infusion
                      0
                        PvP Rune of the Undead
                        1. Condition Damage: 25
                        2. Toughness: 35
                        3. Condition Damage: 50
                        4. Toughness: 65
                        5. Condition Damage: 100
                        6. 7% of toughness is converted to condition damage.
                        Infusion

                          Rune Stat Totals

                          • Condition Damage 175
                          • Toughness 100

                          Rune Bonuses

                          PvP Rune of the Undead
                          1. Condition Damage: 25
                          2. Toughness: 35
                          3. Condition Damage: 50
                          4. Toughness: 65
                          5. Condition Damage: 100
                          6. 7% of toughness is converted to condition damage.

                          Accessories & Jewels

                          Settler's Amulet
                          • Toughness: 932
                          • Condition Damage: 650
                          • Healing Power: 650
                          (Infused)
                          Shaman's Jewel
                          • Toughness: 0
                          • Condition Damage: 0
                          • Healing Power: 0
                          0
                            (Infused)
                              (Infused)
                                (Infused)
                                0
                                  (Infused)
                                  0
                                    (Infused)

                                    Accessory Totals

                                    • Toughness:932
                                    • Condition Damage:650
                                    • Healing Power:650

                                    Weapon Set Sigils

                                    Sigil of Superior Energy
                                    You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
                                    Infusion
                                      Infusion
                                        Sigil of Minor Corruption
                                        You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
                                        Infusion

                                          Weapon Set I

                                          Sigil of Superior Energy

                                          You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

                                          Sigil of Minor Corruption

                                          You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

                                          Sigil of Superior Energy
                                          You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
                                          Infusion
                                            Infusion
                                              Infusion

                                                Weapon Set II

                                                Sigil of Superior Energy

                                                You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

                                                Sigil of Superior Blood
                                                50% chance to life steal on critical.
                                                Infusion
                                                  Infusion
                                                    Sigil of Superior Blood
                                                    50% chance to life steal on critical.
                                                    Infusion
                                                      Infusion
                                                        Sigil of Superior Blood
                                                        50% chance to life steal on critical.

                                                        Water Weapon I

                                                        Sigil of Superior Blood

                                                        50% chance to life steal on critical.

                                                        Water Weapon II

                                                        Sigil of Superior Blood

                                                        50% chance to life steal on critical.