At a glance
How it plays
Assassin
This job is the first on the "Power of Tradition" job tree. A tree focused on direct combat, it can dual wield multiple weapons.
The Assassin and Rogue guilds have united themselves in order to better allocate their resources and share training. With this, the Assassins had the opportunity to learn new ways of combat, while sticking to their traditions.
Weapons Available: Daggers, Swords, Axes, Katars
Skill Trees
The Assassin is a job class that can specialize in direct damage, critical damage or magic damage. It can wield multiple weapons as dual wield. Max Job Level for Assassin is 50. An Assassin can choose one of 4 Specializations or Unchain its limits once it hits Base Level 99.
The job change quest
- Start
- Assassin Guild Receptionist, Assassin Guild
assas_03 80,16 - Required
- Thief Job Level 50
- What you do
- Talk to the Guild Captain and take the test.
- Get through the guild's evaluations: the stealth course, the hidden passages, and the combat trials.
- Report to the guild master. He asks you to choose, and this is where Assassin and Rogue part: the blade, or subterfuge.
- What you get
- The Assassin job, or the Rogue job
The guild is underground. The way in is a hatch in the Sograt Desert, at moc_fild16 205,294.
Skills
All 22 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.
Active12
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Fire Ball
ActiveOne enemy
Lv 10
Skill can be autocast with Autospell
The numbers (opens the database, another site) -
Flying Knife
ActiveOne ally
Lv 5
Throws a Kunai that will strike it's target 2 times. Requires a Kunai or Flying Dagger ammo equipped, but it's not consumed on use. attack's element is affected by the ammo. of Kunai thrown.
Requires having 1 Kunai Equipped.
Right Hand Weapon ATK + Ammo ATK is used
The numbers (opens the database, another site) -
Shadow Slash
ActiveOne ally
Lv 10
Shadow Slash dashes to a target and attempts a critical hit 3 times.
Only Right Hand Weapon ATK is used
Requires a Dagger or Sword equipped
The numbers (opens the database, another site) -
Axe Tornado
ActiveSeveral enemies
Lv 10
Spins an Axe that will strike targets 3 times. Requires an Axe to be used.
Only Right Hand Weapon ATK is used
Learn firstAxe Mastery Lv 1
The numbers (opens the database, another site) -
Burst Petals
ActiveOne ally
Lv 10
Throws magic bladed petals that will damage it's target and any nearby enemies. Raising this skill's level increases it's number of strikes.
Only Right Hand Weapon ATK is used
Learn firstShadow Mastery Lv 1
The numbers (opens the database, another site) -
Fan of Knives
ActiveYourself
Lv 10
Throws Knives to all enemies within a radius around you. Doesn't consume ammo, but damage is increased by different ammo bonuses.
Damage is completely boosted by raw ATK
Only Right Hand Weapon ATK + Ammo is used
Damage increases by agi per learned level of Improve Dodge during Hallucination Walk
Ignores defense, flee and elements.
Learn firstBlade Mastery Lv 1
The numbers (opens the database, another site) -
Hallucination Walk
ActiveYourself
Lv 5
Increases caster's speed to the maximum, increases FLEE and certain chance to avoid magic attacks.
Requires a Shadow Orb to cast
Learn firstShadow Slash Lv 1
The numbers (opens the database, another site) -
Impact Tooth
ActiveSeveral enemies
Lv 10
Launch earth spikes against enemies to strikes targets 2 times.
Requires a Katar weapon.
Does not work under hiding.
Learn firstKatar Mastery Lv 1
The numbers (opens the database, another site) -
Boomeraxe
ActiveOne ally
Lv 10
Throws a spinning axe at a ranged target.
Damage is increased by user's VIT
Requires an Axe to be equipped.
Knockbacks target when it hits
Learn firstAxe Tornado Lv 1
The numbers (opens the database, another site) -
Sonic Blow
ActiveOne ally
Lv 10
Directs a flurry of rapid
Katar strikes that will have a chance of inflicting the Stun status.
Requires a Katar weapon.
Skill can be critical
Learn firstImpact Tooth Lv 1
The numbers (opens the database, another site) -
Fury
ActiveYourself
Lv 5
Increases caster's power to the maximum, increasing CRIT for the duration and slowing SP regeneration.
Enables Executioner Class Skills.
Bonus is doubled with Katars.
Requires a Shadow Orb to Cast
Learn firstSonic Blow Lv 1
The numbers (opens the database, another site) -
Venom Coat
ActiveYourself
Lv 5
Increases caster's defense to the maximum, countering attacks received.
Poison attacks get a massive counter damage.
All other elements are countered by Envenom.
Doubles Envenom scaling power while active
Requires a Shadow Orb to Cast
Learn firstBoomeraxe Lv 1
The numbers (opens the database, another site)
Supportive4
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Magic Pierce
SupportiveOne ally
Lv 5
Ignores part of the enemy's MDEF against spells
Can be used on others.
The numbers (opens the database, another site) -
Cloaking
SupportiveYourself
Lv 10
Enters Cloaking status, which hide the caster from enemies without disabling movement. At Level 1 to 4, Cloaking will only work when caster is adjacent to a wall. At higher levels, caster can move freely
Demons, Insects and Bosses are able to detect you.
Learn firstShadow Mastery Lv 1
The numbers (opens the database, another site) -
Silent Strike
SupportiveOne enemy
Lv 10
Quickly strikes a weak spot and Silences the target while dealing damage.
Silence chance increases with DEX
Only Right Hand Weapon ATK is used
Learn firstBurst Petals Lv 1
The numbers (opens the database, another site) -
Quickening
SupportiveYour party
Lv 5
Spirit State
Increases party speed to the maximum, increasing ASPD
Massively for the duration.
Having low agi has low effect.
Doesn't affect Ranged Weapons
Increases damage of Silent Strike and Burst Petals by 5% per level of Improve Wisdom while active
Requires a Shadow Orb to Cast
Learn firstSilent Strike Lv 1
The numbers (opens the database, another site)
Passive6
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Axe Mastery
Passive
Lv 10
Increases Axe class weapon
ATK and Increases HP per level.
HP bonus requires an equipped axe.
The numbers (opens the database, another site) -
Blade Mastery
Passive
Lv 10
Increases Sword and Dagger class weapon damage and attack speed.
Dual Wield only works if weapons are same type
Vagabonds cannot wield swords.
Dark Knights cannot wield daggers.
The numbers (opens the database, another site) -
Katar Mastery
Passive
Lv 10
Increases Katar class weapon
ATK and critical rate.
The numbers (opens the database, another site) -
Right Hand Mastery
Passive
Lv 5
Increases the damage of the weapon in the right hand when equipped with dual weapons. Without learning this skill, equipping two weapons at once reduces the Attack Power of the weapon in the right hand to only 50%.
The numbers (opens the database, another site) -
Shadow Mastery
Passive
Lv 10
Increases flee rate and boosts
Overall attack speed.
The numbers (opens the database, another site) -
Left Hand Mastery
Passive
Lv 5
Increases the damage of the weapon in the left hand when equipped with dual weapons. Without learning this skill, equipping two weapons at once reduces the Attack Power of the weapon in the left hand to only 50%.
Skill is required to dual wield.
% Cards on left hand have reduced effect.
Learn firstRight Hand Mastery Lv 1
The numbers (opens the database, another site)
What this job is and how it plays is transcribed from the original server's own wiki. Every skill, with the text the game itself shows, lives in the database. Where the Refuge changed something, it is called out above.