Skills are unlockable abilities that can be either passive (a permanent trait) or active (a move that you have to activate when you want to use it).
To unlock skills, you need to satisfy the requirements listed in the following table, and to have sufficient Sync Points (
) to purchase them. Sync Points are acquired by completing main story Memories and Co-op Missions, and by retrieving Sync Point collectibles during Co-op Missions. To purchase a skill, simply open the Character Customization menu and select the one you’re interested in.
At any given time, you can have one of four active skills assigned to
: Disguise, Assassin Cache, Communal Sense, or Group Healing. These skills are especially useful during co-op sessions as their benefits can be shared with the entire team, but you can also activate them while playing alone. To select one, follow this path through the menus:
Character Customization
Gear Loadout
Boosts and Co-op Skills
If you don’t know where to start, we suggest you prioritize the following skills for a balanced development path:
1. Ranged Weapon
2. Apprentice Locksmith
3. Staggering Strike
4. Thick Skin
5. Assassin Cache
6. Double Assassination
7. Double Air Assassination
8. Journeyman Locksmith
9. Thicker Skin
10. Ground Execution
11. Bombs: Poison Gas
12. Master Locksmith
13. Thickest Skin
14. Improved Phantom Blade
15. Iron Skin
Note: Values presented in these tables may be adjusted in post-release patches.
Skills: Overview
| Category | Icon | Skill | Description | Cost ( | Requirement(s) |
|---|---|---|---|---|---|
| Melee |
|
Staggering Strike |
■A shoulder charge that briefly incapacitates or knocks down targets. ■If you quickfire a ranged weapon during the short window when a target is incapacitated by a Staggering Strike, you perform a guaranteed instant kill, whatever the archetype you’re facing. |
2 |
Complete Sequence 02 |
| Melee |
|
Long Weapon Master |
■The ability to perform Strong Attacks with Long Weapons (hold ■This move will knock down any target, which can usually be followed up with a lethal Ground Execution once you have unlocked that skill. |
4 |
Complete Sequence 05 |
| Melee |
|
Heavy Weapon Master |
■The ability to perform Strong Attacks with Heavy Weapons (hold ■This move inflicts massive damage on the victim, and cannot be parried. |
4 |
Complete Sequence 05 |
| Melee |
|
One-Handed Weapon Master |
■The ability to perform Strong Attacks with One-Handed Weapons (hold ■This move cannot be parried by the target, which makes it very useful against the more advanced archetypes, who otherwise block your blows. It is possible to perform combos of two standard attacks followed by a Strong Attack and repeat this constantly, without ever allowing your victim the time to react. This technique is especially effective against Brutes. |
4 |
Complete Sequence 05 |
| Melee |
|
Ground Execution |
■A lethal strike performed on targets while they lie prone. ■This essential move enables you to eliminate most targets very quickly. You can perform it after a Perfect Parry followed up by a Staggering Strike, or after Strong Attacks executed with a heavy or long weapon. ■Seekers and Officers will generally roll sideways to dodge a Ground Execution. |
8 |
Complete Sequence 09 |
| Ranged |
|
Ranged Weapon |
■The ability to use firearms. ■Pistols are lethal against any target if you manage to land a headshot, but the noise they cause will usually alert all guards in the vicinity. From Sequence 04 onwards, the Phantom Blades are a much quieter alternative in stealth scenarios. ■During open conflict, if you quickfire a firearm during the short window when a target is incapacitated by a Staggering Strike, you perform a guaranteed instant kill, no matter the archetype you are facing. |
1 |
Complete Sequence 02 |
| Ranged |
|
Assassin Cache |
■The ability for you and your allies to replenish your stocks of multiple consumables: Ammunition, Phantom Blades, Smoke Bombs, Stun Bombs, Cherry Bombs, Money Pouches, and Lockpicks. ■Press |
10 |
Complete Sequence 02 |
| Ranged |
|
Bombs: Money Pouch |
■The ability to use the Money Pouch tool. ■Each Money Pouch that you throw near civilians enables you to create an improvised Blending opportunity. |
2 |
Complete Sequence 02 |
| Ranged |
|
Bombs: Stun Bombs |
■The ability to use the Stun Bomb tool. ■Stun Bombs incapacitate their targets for five seconds. |
2 |
Complete Sequence 02 |
| Ranged |
|
Improved Phantom Blade |
■The ability to fire two Phantom Blades in a row without reloading, enabling Arno to eliminate two targets stealthily from a distance in a very short timeframe. |
8 |
Complete Sequence 09 |
| Ranged |
|
Bombs: Poison Gas |
■The ability to use the Poison Gas tool. ■These bombs trigger a circular gas cloud that gradually depletes the health bars of all victims within its radius. However, they also have a deleterious effect on Arno’s wellbeing – be sure to vacate the area quickly if he is inside the cloud. |
8 |
Complete Sequence 09 |
| Stealth |
|
Communal Sense |
■The ability to share Eagle Vision with allied players. ■This skill is only useful when playing Co-op Missions and Heists. ■Press |
4 |
Complete Sequence 02 |
| Stealth |
|
Disguise |
■The ability to disguise yourself (and nearby allies when playing co-op) as a selected target for a short period of time. ■Press ■High Profile actions such as running and climbing, or moving too close to an enemy, will cause the subterfuge to fail immediately. |
6 |
Complete Sequence 02 |
| Stealth |
|
Apprentice Locksmith |
■The ability to pick the lock on doors and chests. ■You cannot pick any lock until you have purchased this skill, so make it a priority in the early Sequences. |
2 |
Complete Sequence 02 |
| Stealth |
|
Journeyman Locksmith |
■Increased proficiency at lockpicking. ■This slows the cursor’s speed and increases the size of the safe zone during lockpicking sequences. |
6 |
Apprentice Locksmith skill; Complete Sequence 05 |
| Stealth |
|
Master Locksmith |
■Further increased proficiency at lockpicking. ■This slows the cursor’s speed and increases the size of the safe zone even more. |
9 |
Journeyman Locksmith skill; Complete Sequence 09 |
| Stealth |
|
Roll Recovery |
■The ability to recover from falls faster and with reduced damage. ■Press |
2 |
Complete Sequence 02 |
| Stealth |
|
Double Air Assassination |
■The ability to assassinate two targets standing close to each other after jumping on them from above. ■Both targets must be highlighted with a red outline for this skill to work. ■This is an essential skill during stealth infiltrations, enabling you to eliminate two targets in close proximity. |
4 |
Complete Sequence 05 |
| Stealth |
|
Double Assassination |
■The ability to assassinate two nearby targets simultaneously while level with them. Approaching from behind is always better. ■Both targets must be highlighted with a red outline for this skill to work. ■Another essential skill during stealth infiltrations. |
4 |
Complete Sequence 05 |
| Stealth |
|
Environmental Blending |
■An extension of Arno’s natural ability to blend to avoid detection, this skill confers the ability to blend using objects such as benches. ■This is only possible if civilians occupy the position in question. |
1 |
Complete Sequence 05 |
| Health |
|
Group Healing |
■The ability to heal nearby players when playing Co-op Missions and Heists. ■Press |
10 |
Complete Sequence 02 |
| Health |
|
Thick Skin |
■The ability to withstand more damage in combat. |
2 |
Complete Sequence 02 |
| Health |
|
Thicker Skin |
■The ability to withstand more damage in combat than with the previous skill. |
5 |
Thick Skin; Complete Sequence 05 |
| Health |
|
Thickest Skin |
■The ability to withstand more damage in combat than with the previous skill. |
9 |
Thicker Skin; Complete Sequence 09 |
| Health |
|
Iron Skin |
■The ability to withstand more damage in combat than with the previous skill. |
12 |
Thickest Skin; Complete Sequence 09 |