Home/Classes/Trickster

First job

Trickster

Scythes, innate leech, and a three-step combo you never stop pressing.

Tier
First job
Changes from
Orphan
Leads to
Revenant
Weapons
Scythes

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.

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Trickster skills
SkillWhat it doesType
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.