Home/Classes/Unchained Thief

Alternate path

Unchained Thief

The Super Novice of this world. Core skills from both second jobs.

Tier
Alternate path
Changes from
Thief
Leads to
Phantom Thief

Unchained Thief

The Unchained Thief is a master of mixed fighting. A separate path from Unchained Rogue and Unchained Assassin, it boasts a limited selection of skills from both the Assassin and the Rogue branches.

The Max Job Level of the Unchained Thief is 50. Once an Unchained Thief reaches Base Level 100, they can evolve into a Phantom Thief.

Requirement to change job: Thieves must deliver a MVP Prize Box to the corresponding Master in the room.

Unchained Thief Skills

Skills have no required order/tree progression to be learned.

Assassin Skills

Rogue Skills

Skills

19 entries, as documented for the world the Refuge inherited. Exact numbers are deliberately not listed - they move with balance passes.

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Unchained Thief skills
SkillWhat it doesType
Blade MasteryLv 10 Increases attack with swords and daggers by 3 per level.
Also increases ASPD by 1% per level.No
Passive
Shadow SlashLv 10 Teleports to an enemy and attemps a critical attack 3 times.
Requires a Dagger or Sword.LUK
Offensive
Fan of KnivesLv 5 Quickly spins throwing daggers around hitting nearby enemies.
Damage is improved by any kunai or flying dagger equipped.No
Offensive AoE
Hallucination WalkLv 5 Increases flee by 12 and Magic Dodge by 10% per level for duration.
Requires a Shadow Orb. Duration is 50s, Cooldown is 100sNo
Self-Support
CloakingLv 10 Become invisible. Does not require a wall to be used at any level.
High cooldown and low SP cost, Increases critical rate.No
Self-Support
Flying KnifeLv 5 Throws an equipped Flying Dagger or Kunai at an enemy.
Element is based on item thrown, item is not spent on use.No
Offensive Ranged
Venom CoatLv 5 Counters poison attacks with a massive hit. All other elements are countered with Envenom.
Requires a Shadow Orb. Duration is 25+5s per level, Cooldown is 70sNo
Self-Support
FuryLv 5 Enters fury state boosting critical rate by 1 per level. Enables certain Executioner skills.
Requires a Shadow Orb. Duration increases per level, allows constant use at Lv5No
Self-Support
Shadow MasteryLv 10 Increases flee by 3 per level.
Also increases ASPD by 1% per level.No |}
Passive
Tunnel DriveLv 5 Allows walking while under Hiding. Movement speed increases with higher level.
No Changes from original.No
Passive
Chase WalkLv 5 Hides after a short cast and allows walking undetected and can't be revealed.
Leaves footprints when moving. SP Cost is applied every few seconds.No
Self-Support
Sneak AttackLv 5 Can only be used in hiding status. Appears and deals damage and reduces defenses.
Affects a small area around user. Good Opener.DEX
Self-Support
Face-OffLv 5 Smashes into an enemy with great strength, pushing them back.
Deals double damage if enemy is knocked into a wall.STR
Offensive Melee
Wind SlashLv 10 Throws a wave of wind from a sword or dagger.
Damage is affected by ranged modifiers.STR
Offensive Ranged
Gadget MasteryLv 10 Increases Trap set range and bomb damage power. Also boosts INT and SP.
Trap and bomb skills deal physical or special damage, but have INT scaling.No
Passive
DecoyLv 5 Creates a clone and becomes invisible, the clone explodes dealing damage.
Dashes back after being used.INT and LUK
Offensive AoE
Bow MasteryLv 10 Increases DEX per level.
DEX influences most ranged modifiers in the game.No
Passive
Arrow VulcanLv 10 Throws a long string of arrows at a single enemy.
Deals 50% bonus damage vs enemies under half HP.DEX and STR
Offensive
Coin FlipLv 5 Spends 1 zeny to flip a coin. If it lands on heads, 1 coin is added.
Coins add +1 ATK, skills require coins, higher level increases success rate.None |}
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.