Strengths
Access to all elements at will, all kinds of damage and full scope of damage types. Excellent for solo and coverage.
Weaknesses
Skill point starved, doesn't shine in anything in particular, can be hard to extract the best all at once, some long cooldowns.
Jack of all trades
The Satsujin is skilled in all ways of combat. It can wield melee, ranged and magic skills, all at once if needed.
It's skills are fully modular according to the use case needed, as long as a proper skill path is planned.
Gameplay Identity
The Satsujin can handle any fight in any situation due to its high variety of skills, this makes them:
A reliable fighter that has the tools for any situation and any difficulty, being the most adaptable job among all.
With the high variety of skill types, building for a Satsujin under a single "style" is not recommended. A good Satsujin will know what they need to excel in any combat situation using their multitude of tools.
Wielding the Shinobi skills with a new concept, the change of elements, change of attack types and change of combat situations constantly put the Satsujin in a very privileged position against an enemy that might be impossible for someone else to fight.
The difference between a mediocre Satsujin and a great Satsujin is very easy to see during combat due to how they can make their skills synergize or not.
Core Gameplay Loop
Final jobs always have varied core loops. The Satsujin has one of the most skill point starved trees in the game along with the Kingslayer, making them an easy job to pick-up and handle any content in the game...but hard to use effectively in all cases.
Satsujin also has direct benefits from the Elemental Focus from its Thief skills, allowing it to push its spells in new ways.
A smart Satsujin will know how to rotate its skills based not only on its equipment but according to the combat situation, as the correct placement of a debuff or a talisman can change the tide of battle in an instant.
- Using Darkness Rises as a sudo-opener can create good combat opportunities.
- The Omamori talisman skills can prepare the area and be a great and reliable combat opener due to their %-HP based damage.
- A great satsujin when in a party will know what the party lacks the most and make sure to cover this base to the best of their ability.
- All builds should consider Seven Winds from Shinobi Specialization as a way to fully modulate and focus on enemy weaknesses.
- Final Skill: Million Stab. Deals 20 quick hits against all targets in a small area.
Skills
16 entries, as documented for the world the Refuge inherited. Exact numbers are deliberately not listed - they move with balance passes.
| Skill | What it does | Type |
|---|---|---|
| Adv. Blade MasteryLv 5 | Increases Attack and hit rate with swords and daggers. Added as a flat bonus in damage.No |
Passive |
| Lotus PactLv 5 | Clears your mind for 10 seconds to quickly regen HP and SP. Chance to randomly avoid damage taken when in this state.No |
Self-Support |
| Dragon OmamoriLv 10 | Applies a fire talisman to an enemy, dealing damage and allowing it to explode later. Can be detonated with Omamori Jutsu to deal extra damage.DEX |
Special Ranged |
| Binding OmamoriLv 5 | Applies a sticky trap on the ground that slows down enemies inside. Can be detonated with Omamori Jutsu to deal HP %-based damage.DEX |
Ground AoE Special |
| Omamori JutsuLv 1 | Detonates any Dragon or Binding Omamoris applied nearby. Requires 1 Talisman per use.No |
Special |
| Moonlight StanceLv 5 | Enables use of New Moon Blades and Full Moon Blades. Also Increases Max HP per level while active.No |
Self-Support |
| New Moon BladesLv 5 | Attacks surrounding enemies and vanishes for a few seconds. Can attack while invisible briefly.AGI |
AoE around Self Melee |
| Full Moon BladesLv 5 | Reappears after vanishing with New Moon Blades dealing AoE damage. Can only be used while invisible.AGI |
AoE around Self Melee |
| Darkness RisesLv 10 | Applies Satsujin's Curse to all enemies in an area and improve other skills. Higher chance with higher level, guaranteed at Lv10.No |
AoE around Enemy |
| Darkness FallsLv 10 | Deals strong Dark damage to all enemies in an area. Damage greatly increased vs Satsujin's Curse damage.LUK |
Ranged AoE around Enemy |
| Darkness FlowsLv 10 | Deals strong Ghost magic damage to all enemies in an area, chance to cause curse status. Damage greatly increased vs Satsujin's Curse damage.INT |
Magic AoE around Enemy |
| Burning StepsLv 10 | Create a trail of fire when walking around dealing magic damage. Duration and amount of steps increases with level, extra damage bonus with fire focus.INT |
Magic on move |
| Frozen WindLv 10 | Throws massive shards of ice in a small area to hit all enemies. Quick cast, long cooldown, extra damage bonus with water focus.INT |
Magic AoE |
| Frozen WindLv 10 | Throws massive shards of ice in a small area to hit all enemies Quick cast, long cooldown, extra damage bonus with water focusINT |
Magic AoE |
| Zephyr GustLv 10 | Throws blades of wind quickly to all enemies between caster and target High spam rate, quick cast and cooldown, extra damage bonus with wind focusINT |
Magic Line AoE |
| Million StabLv 10 | Quickly strikes all enemies in a small area with strong hits Extra damage vs Satsujin's Curse targets, very high base cooldownAGI and DEX |} |
Melee AoE |
Descriptions and the skill list are transcribed from the community wiki for the world the Refuge inherited. Where the Refuge changed something, it is called out above.