| Assassin 2
|
| File:Assassin 2.png
|
| Job Base: |
Thief
|
| Job Type: |
2-1
|
| Changes At: |
Sograt Desert 16
|
| Number of Skills: |
10
|
| Total Skill Points: |
85
|
| Total Quest Skills: |
2
|
| Job Bonuses
|
| STR |
AGI |
VIT |
INT |
DEX |
LUK
|
| +6 |
+10 |
+2 |
+4 |
+8 |
+0
|
Overview
Assassins (and their transcended Assassin Cross) are the only class able to equip a weapon in each hand and the exclusive users of Katar weapons. Assassins have a variety of damage dealing and poisoning skills. The Assassin are the only class who can walk slightly faster than any other class ingame as long as they leveled the proper skill (Thief's Improve Dodge). The Katar wielding Assassins also receive double the normal amount of critical hit rate. Therefore, whatever amount of critical rate Assassins have, it would always be doubled.
Jobchange Guide
See Assassin Job Change Guide for detailed information.
Changing into an Assassin from a Thief requires the player to complete a number of tasks:
- A Written Test
- An Assassination Test
- An Endurance Test
- A Maze test
After completing these tests, the player will be transformed into an Assassin. All this takes place inside the Assassin Guild in the Morroc Desert (moc_fild16 xx, yy).
Builds
The skills which most Assassins will get is very similar, because of the relative weakness of the poison skills, and the small number of available assassin skills:
This leaves 5-15 points to use for poison skills, depending on the level of Enchant Poison and Katar Mastery.
Equip Critical
This build is very similar to that of a Dual Dagger Assassin, the difference being that they use Katars with cards that add to the critical rate of attacks.
Examples of Useful Cards:
Natural Critical
Natural Critical Assassins are built almost the same as the Equipment Critical Assassins but with less DEX, more LUK (around 50-60), and sometimes less STR. They're equipped with damage cards (i.e. Hydra, Santa Poring, etc) instead of critical rate enhancement cards for the Equipment Critical Assassins.
Dual Dagger
This is the fastest build for leveling an Assassin. Note that the stats are similar to those of an equip crit build, and a dual dagger assassin could pick up the gear of an equip crit sin and have comparable performance. The weapons used vary based on what map the player is leveling on. A woe Dual Dagger Assassin would have less agi and more vit.
Common Dagger Set-up:
- Triple Size Carded Gladius or elemental Damascus on the right-hand, Quad Damage Carded Main Gauche on the left-hand. The ideal combination for a map with low-defense monsters is Triple Size Carded Gladius + Quad Race/Element Carded Main Gauche + correct endow.
- Ice Pick on the right-hand, Quad Damage/Double Damage Double Size Carded Main Gauche on the left-hand (for high DEF monsters, notably including the monsters in Ice Dungeon, and the Emperium during WoE).
Example of Useful Cards:
Equipment
Headgear
Top Headgears:
Middle Headgears:
- Angel Wing Ears / Evil Wing Ears: Ear accessory made from Angel / Evil Wing (+1 DEF, +1 STR)
- Masquerade: Great partner with Poo Poo Hat (+3% damage to Demi Human)
- Sunglasses [1]: For slotting cards into (+5% resistance to blind)
- Alarm Mask: (+2 DEF, +50% resistance to blind)
- Blinker: (grants immunity to blind)
- Dark Blinker: (grants immunity to blind, +2% resistance to stun)
- Oxygen Mask: Occupies middle & lower slots (+20% resistance to the ailment poison, not Poison property attacks)
Armor
- Thief Clothes [1]: Extremely light, but limited to the Thief class and rare. Think carefully before compounding a pair of these with a useful card. (+6 DEF, +1 AGI, 10 weight)
- Chain Mail [1]: Very heavy but gives more DEF than Thief Clothes and are quite common. (+8 DEF, 330 weight)
- Mantles/Formal Suits/Cotton Shirts/Coats: Useful for different elemental armor, so they are all on different hotkeys. Mink Coats can also be used but they are very heavy.
Weapon
- Ice Pick: Primary weapon for Dual Dagger Emperium-breaking and leveling on high DEF monsters.
- Jur [3]: Katar-type weapon with many slots. Normally compounded with +CRIT cards. (125 ATK)
- Specialty Jur [4]: Katar-type weapon with more slots than a normal Jur. (90 ATK)
- Infiltrator [1]: (140 ATK, +3 DEF, +5% FLEE, +2 Perfect Dodge, +50% damage to Demi Human)
- Main Gauche [4]: Left-hand Dagger due to the number of slots. Best used with damage-factor cards. (43 ATK)
- Knife [4]: Good for status weapons.
- Gladius [3]: (105 ATK)
- Damascus: Indestructible. Best dagger to be made elemental. (118 ATK)
Shield
- Buckler [1]
- Guard [1]
- Valkyrja's Shield [1]
Wearing shield's while leveling is not recommended unless it is for mobbing purposes and/or WoE/PvP.
Garment
- Hood [1]: Has the lowest defense value but is very inexpensive and readily available. Very useful for putting in inexpensive flee increasing cards (+5 flee tolerance cards / Condor Card) until better garments become available.
- Muffler [1]: Has a higher defense value than a slotted hood, but is more expensive. (+2 DEF)
- Manteau [1]: Best choice of garment in terms of availability and DEF, but is even more expensive. (+4 DEF)
Accessories
- Brooch [1]: +1 AGI
- Rosary [1]: +3 MDEF, +1 LUK
- Ring [1]: +1 STR
- Clip [1]: +10 SP
- Nile Rose [1]: +10 HP
- The Sign: +5% damage to all attacks
Class Data
Skills
See Thief Skills for first class skills.
Quest Skills
Soul Link
See Assassin Spirit
Job Bonus
| Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10
|
| STR
|
11 |
25 |
27 |
32 |
45 |
48 |
|
|
|
|
| AGI
|
1 |
2 |
3 |
15 |
16 |
17 |
18 |
19 |
20 |
21
|
| VIT
|
6 |
8 |
|
|
|
|
|
|
|
|
| INT
|
4 |
14 |
38 |
42 |
|
|
|
|
|
|
| DEX
|
9 |
24 |
30 |
31 |
40 |
41 |
46 |
50 |
|
|
| LUK
|
|
|
|
|
|
|
|
|
|
|
ASPD
External Links