Difference between revisions of "Assassin"

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-These nerfs have been balanced by marked improvements in many skills based on selections within the above Assassin Paths. 3-12-21
 
-These nerfs have been balanced by marked improvements in many skills based on selections within the above Assassin Paths. 3-12-21
 +
 +
-Ninjas are now Assassins. 2-18-21
 +
 +
-Assassins, Thieves, and Bards are now all subclasses of Rogue. 2-18-21
 +
 +
-Achieve level 20 as a rogue and convert at the guildhall of your choice. 2-18-21

Revision as of 06:59, 8 October 2023

Unlike the directly confrontational combat style of warriors or berserkers, the Assassin focuses on defeating their enemies through stealth, surprise and debilitation. They specialize in use of poisons and dusts to blind and weaken their enemies, while using their skills to further hamper and disable them. The guild emphasizes stealth and agility, allowing their members to move unseen, and easily vanish from combat or danger in a puff of smoke or create deadly decoys of themselves.

Late in their career they are capable of specializing in one of three assassin paths, categorized as stealth, combat, or toxins. Close to the pinnacle of their guild they become capable of tracking and studying their victims every move, in order to remember their weaknesses and strike from shadows to assassinate with a single blow.

Note: You must roll as a Rogue and join the assassin's guild at your 20th rank by inquiring in Caelwyn, using the "guild" command.

Available Classes:

Recommended:

These are available upon creation.

Aquai, Avian, Demon, Drow, Half-Drow, Duergar, Dwarf, Elf, Half-Elf, Faerie (Ylsae), Faerie (Kaddar), Gnome, Goblin, Halfling, Human, Panthera, Slith, Undead

Not Recommended:

These are not available upon creation, but can be converted to at any guildmaster by using the Guild command.

Illithid,

Not Available:

These are not valid guilds, due to size restrictions.

Demi-Giant (Fire), Demi-Giant (Hill), Demi-Giant (Storm), Minotaur, Ogre

Level Skills Spells
1 dagger spear
sword whip
backstab dodge
hand to hand hide
peek butcher
forage prune
fishing
2 defuse
3 dirt kicking
4 sneak
5 second attack
6 parry
7 pick lock detect invis invisibility
8 fast healing
10 disarm detect hidden
11 haggle
14 meditation
15 enhanced damage trip
16 dual wield
17 throw edge craft
18 third attack disguise
19 envenom
20 fired weapons doublesheath
21 strangle caltraps
22 kick
23 grapple
24 endure
25 acupuncture
26 vanish
27 chii dual parry
28 blindness dust
30 assassin path
31 double kick
32 poison smoke
34 decoy
35 nerve push
36 assassin tech
40 assassinate
42 assassin tech
45 study

Changelog

-Arterial burst now requires 1 last stack to pop. 8-13-21

-Assassins have gained whip and push. 8-13-21

-Assassin nerve can land repeatedly, but applies the affect only once. Good for training. 8-13-21

-Assassins have been significantly reworked from the previous Ninja class.

-Assassins have gained new path selects as Combat, Toxin, and Stealth with various improvement selects under each path. 3-12-21

-Notable changes include: Losing stalk, Staff, Pugil, Tsuki Strike, Jutsu, Ikuzachi (Which has been replaced with Expunge). 3-12-21

-These nerfs have been balanced by marked improvements in many skills based on selections within the above Assassin Paths. 3-12-21

-Ninjas are now Assassins. 2-18-21

-Assassins, Thieves, and Bards are now all subclasses of Rogue. 2-18-21

-Achieve level 20 as a rogue and convert at the guildhall of your choice. 2-18-21