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.
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
As a note of clarification, most Assassin stat builds are very similar to one another. For example, the terms 'equip critical', and 'DD' describe equipment preferences, but the actual stats of these two builds are similar.
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 is a standard katar build among assassins. As an assassin you wont be needing much INT, not until you become an assassin cross with an SD or SB build. The 1 Vit is optional, with this build you barely get hit in the first place and if you run into a big group of mobs its easy to either cloak, back slide, or even fly wing. Also equipping a sidewinder card adds a good amount of a damage increase.
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.
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.
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).
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). Since assassins usually get high STR, thus having large weight limit, this is the most common choice of armor.
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)
Wearing shield's while leveling is not necessary, 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)
Vali's Manteau: although non-slotted, a decent substitute for Raydric Card. (+4 DEF -15% Damage from Neutral)
Skin of Ventus [1]: good Flee stacking garment, especially if carded. (+2 DEF +2 MDEF +10 Flee +200 HP)
Imbues the characters weapon with the Poison element causing each attack to be Poison element damage and to have a chance to inflict the Poison status.
Counters a Poison element attack with a one time physical attack for up to 400% damage. Also has a chance to counter non-Poison element attacks with level 5 Envenom up to 5 times.
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Dual Wielding Interface
In the equipment window (ALT+Q) the righthand weapon is in the left column, next to the sprite's right hand, and the lefthand weapon is in the right column, next to the sprite's left hand. If the character has no weapons or shields equipped, then the first single-handed weapon equipped goes into the right hand. If any weapon is in the right hand (including a katar) then the next single-handed weapon equipped goes onto the left hand. This means that if you have a katar equipped, the first single-handed weapon you equip goes onto the left hand (also un-equipping the katar) and the second one goes onto the right hand, while if you start out empty handed the first equipped goes onto the right hand and the second onto the left hand.