Home/Classes/Satsujin

Final job

Satsujin

Melee, magic and ranged trees at once. Jack of all trades.

Tier
Final job
Changes from
Shinobi
Weapons
Daggers

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.

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Satsujin skills
SkillWhat it doesType
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.