|Number of Skills:||10|
|Total Skill Points:||85|
|Total Quest Skills:||2|
Assassins (and their transcended Assassin Cross) are 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.
Job Change 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 (xx, yy).
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:
- Righthand Mastery Lv. 5
- Lefthand Mastery Lv. 5
- Katar Mastery Lv. 10 (for katar builds - though many DD sins max this as well to increase damage from Sonic Blow and Grim Tooth)
- Sonic Blow Lv. 10
- Grimtooth Lv. 5
- Enchant Poison
This leaves 5~15 points to use for poison skills, depending on the level of Enchant Poison and Cloaking.
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 CRIT rate of attacks. Even if your HIT is not high enough to hit the monster with your auto attacks, a CRIT will still land. A small amount of DEX is still necessary for skill usage, as many skills require DEX to land the hit on the monster.
Examples of Useful Cards:
- CRIT +9) : (
- +7 CRIT vs. Race, +10% crit damage cards (commonly referred to as "Racial Crit" cards, such as )
- STR +1 and CRIT +4 each) : (
- AGI +1 and CRIT +3 each) : (
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 Equip Critical Assassins. Natural Critical builds are not very effective and are generally not worth the tradeoffs.
Double Attack Katar
There are two ways to accomplish this: a high ATK Katar (like a Jamadhar) carded with one or with a . It is important to note that multi slotted low ATK weapons is not effective in Renewal anymore, and it is usually best to go with the highest ATK weapon available (level 3 or 4 weapon preferred).
This is the quick build for leveling an Assassin. Note that the stats are similar to those of an Equip Critical build, and a Dual Dagger Assassin could pick up the gear of an Equip Critical build and have comparable performance. The main difference is the weapons used.
Note: the following information may be outdated. It may be better to use high ATK weapons instead of multiple carded weapons now. It is safer to just go with a Katar build.
Common Dagger Setup:
- Triple Size Damage carded or elemental on the right-hand, Quad Race or Element Damage carded on the left-hand.
- The ideal combination for a map with low-defense monsters is a Single Race, Single Element, Single Size carded + Double Race or Element), Single Element or Race, Single Size carded + the correct endow.
- Without size cards, the ideal setup is Double Race or Element, Single Element or Race carded + Double Race, Double Element carded + the correct endow.
- Race or Element Damage / Double Element and Double Race carded on the left-hand (for high DEF monsters). on the right-hand, Quad
For a sorted list check out Card Reference.
Example of Useful Cards:
- Damage by race
- Demi Human) : (+20% damage to
- Damage by size
- Damage by element
- Fire Element) : (+20% Damage to
- Added damage
Many players find that leveling AGI classes can become expensive due to the need for healing on high HIT mobs (and in renewal, many mobs have had their HIT increased drastically). There is a simple solution that wont bankrupt new players starting out with little money to spend with: . This cheap, yet viable option is a great substitute for the ever expensive Potions sold by Tool Vendors (and their weight is only 2 each). They can be bought from the .
Eden Group Equipments Quests
- Main article: Eden Group Equipments Quests
Eden Group Equipment is free and a great place to start for gear to use. The Katar is a good weapon and generally a good choice for an Assassin and their future classes' use.
General Equipment Recommendations
- Main article: Equipment
The Equipment article lists some general all purpose equipment that is useful through the PVM phase and also for endgame use as well.
Third Class Compatible Equipment
- Main article: Guillotine Cross Equipment
It is recommended to look at the Equipment recommendations for the Third Class job to see what equipment to strive for, rather than to spend a lot of money on a piece of equipment that will not be used in the future as a third class. However, some equipment may have a high level requirement, or are transcendent only.
After considering what requirement skills have (some skills can only be used with certain weapon types), the Weapon Search tool within the iRO Wiki DB site is very helpful. Generally, for physical classes (both melee and ranged), something with high ATK is best. For magic classes, something with high MATK is best.
Link to the iRO Wiki DB Weapon Search: http://db.irowiki.org/db/weapon-search/
||Primary Dagger-type weapon for leveling on high DEF monsters.|
||Katar-type weapon with many slots. Normally compounded with +CRIT or Race cards. As of Renewal, this is no longer an optimal weapon due to increased importance of weapon attack. (ATK 125)|
||Katar-type weapon with a higher level and attack power than a Jur, but one less slot. (ATK 148, DEX +1)|
||Katar-type weapon that has a random Element when dropped, and an ATK bonus that scales with upgrade level and user base level. (ATK 130)|
||Katar-type weapon that is very effective against Demi Human monsters. (ATK 140, DEF +3, FLEE +5, Perfect Dodge +2, +50% damage to Demi Human)|
||Left-hand Dagger due to the number of slots. Best used with damage cards. (ATK 43)|
||Good for Status cards.|
||A good alternative to the Main Gauche. (ATK 105)|
||Indestructible. Best dagger to be made elemental. (ATK 118)|
||Dagger-type weapon that has a random Element when dropped. Has an ATK bonus that scales with upgrade level and user base level, and a MATK bonus that scales with upgrade level. (ATK 55)|
||Great PvP weapons obtainable from Battlegrounds.|
||Elemental Katars have good damage in PvM, and can have theirs slotted versions obtained through Socket Enchant.|
Wearing shields while leveling is not necessary, unless it is for mobbing purposes.
- DEF 13, weight 60, -15% Damage from Neutral element) : Although non-slotted, a decent substitute for . (
- DEF 5, MDEF 1, weight 15) : Cheap, can do a good combo with Pantie and can be slotted. (
- Battlegrounds) (obtained from
A lot of Critical oriented Assassins choose to use the Morrigane's Equipment Set:
See Thief Skills for first class skills.
|Allows the character to disappear instantaneously and still move. Movement Speed is dependant on skill level.||10||Active|
|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.||10||Active|
|An attack using a katar that hits a 3x3 area from up to 7 cells away while Hidden.||5||Offensive|
|Increases the damage done with Katar weapons by up to 30.||10||Passive|
|Recovers up to 100% of the dual wielding damage penalty for the right hand.||5||Passive|
|Recovers up to 80% of the dual wielding damage penalty for the left hand.||5||Passive|
|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.||10||Offensive|
|Deal up to 1,200% physical damage with a katar weapon with up to a 30% chance to Stun the target.||10||Offensive|
|Use ato create a 2x2 Poison cloud for up to 50 seconds.||10||Active|
|Turn a target into a "Poison Bomb" to deal up to 1,400% damage after a delay. Not affected by Enchant Deadly Poison.||10||Offensive|
|Sonic Blow deals +10% damage and has +50% chance of landing a hit.||1||Passive||40||Sonic Acceleration Quest|
|Throws a venom knife at a target and inflict the poison status ailment.||1||Offensive||None||Venom Knife Quest|
See Assassin Spirit
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.