Strengths
Constant high damage, leeching properties, great defensive options.
Weaknesses
High SP Cost, many cooldowns to juggle, less than average defenses for a short-ranged job.
Envoy of Niflheim
The Trickster is a high damage job, focused on short rotations to deal constant damage while leeching a portion of the damage back.
It also has plenty of buffs to protect itself under specific circumstances.
Gameplay Identity
The Trickster is a high risk/high reward job that can sustain itself through most lower damaging attacks by leeching it back, making this job:
An offensive powerhouse that can sustain longer battles and constant damage by keeping its protections and leeching up when under pressure.
As the trickster has many tools for different situations, it still has specific limitations such as being locked to few offensive elements. While it also has many tools for defense, most of them have a very limited use case, or are associated with high SP costs, or long cooldowns.
Regardless of all that, the fact the Trickster can fight enemies head on and heal itself at the same time makes it extremely efficient with correct balance of its skills SP cost, sometimes being recommended to use a skill at lower levels to save on SP while using higher levels for specific burst moments.
A good trickster who mastered its 70 job levels can become a Revenant and unlock more unique variations on its kit.
Skills
11 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 |
|---|---|---|
| Scythe MasteryLv 10 | Increase damage with scythes Also increases flee and critical rate |
Passive |
| Increase SP RecoveryLv 10 | Provides extra SP recovery on top of natural regeneration. Regens 0.1% + 2 max SP per level.No |
Passive |
| Scythe ReapLv 10 | Deals damage to the enemy and enables combo follow-up for 3 seconds Skill can be criticalLUK |
Melee |
| Sweeping SlashLv 5 | Strikes quickly as a follow-up or by itself with two individual hits When used as a combo follow-up deals extra job level based bonus and has bonus hit rate. Skill can be critical.LUK |
Melee |
| Dark MessageLv 5 | Deals light magic damage to an enemy and pushes it back Deals extra damage vs small enemies but primary use is control Enables Combo Ready Enables Cast ReadySTR |
Magic |
| Dark MessengerLv 10 | Deals heavy magic damage to an enemy, extra damage as a combo follow up Extra hits per level, same element as scytheSTR |
Magic |
| HellraiserLv 10 | Smashes the area around dealing fire damage with a halved critical chance Element of skill is locked to fire regardless of weapon. Skill can be criticalLUK |
Physical AoE around Self |
| True SightLv 10 | Increases all stats for a short duration Any hidden enemies immediately around are revealed when cast |
Self-Support |
| Mirror ImageLv 3 | Quickly reflects magic back to caster on a long cooldown Receives 4x physical damage over the short duration the skill is active |
Self-Support |
| Shadow ParryLv 10 | Adds a chance to block any physical attacks for the duration Chance is 10+2% per level, locks player in place for a short moment when activated |
Self-Support |
| Burning ScytheLv 10 | Endows weapon with fire element Attacks become full elemental, meaning it gets all bonuses and downsides of fireNone |} |
Self-Support |
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.