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{{Assassin Skills}}The Order of Mage Slayers was formed after the Vizjerei survived the tragedy brought on by Bartuc and Horazon. Their purpose was to watch for rogue magi that may become corrupted by the forces of Evil. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption. Living as rumor and myth to the general population, even other magi knew very little about this mysterious order. Their reputation was shrouded in mystery and the simple fear of their retribution almost ensured steadfast vigilance against corruption amongst those who knew they were real. | |||
The Order of Mage Slayers was formed after the Vizjerei survived the tragedy brought on by Bartuc and Horazon. Their purpose was to watch for rogue magi that may become corrupted by the forces of Evil. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption. Living as rumor and myth to the general population, even other magi knew very little about this mysterious order. Their reputation was shrouded in mystery and the simple fear of their retribution almost ensured steadfast vigilance against corruption amongst those who knew they were real. | |||
Assassins do not employ the magical arts directly; rather, they use enchanted items that mimic elemental powers and can be used autonomously. To further avoid potential corruption, they focus on the natural abilities of the mortal body - powers of the mind and unarmed combat. | Assassins do not employ the magical arts directly; rather, they use enchanted items that mimic elemental powers and can be used autonomously. To further avoid potential corruption, they focus on the natural abilities of the mortal body - powers of the mind and unarmed combat. | ||
= | =Assassin Properties= | ||
All fractional values are calculated exactly, but are rounded down in the character window, so displayed values may vary slightly. | |||
* As a special character bonus, assassins '''do not require keys''' to open locked chests. | |||
{| | |||
Strength: 20 | ! Starting Attributes | ||
Dexterity: 20 | ! Gain Per Level | ||
Vitality: 20 | ! Each Point Grants | ||
Energy | |- | ||
* Strength: 20 | |||
* Dexterity: 20 | |||
* Vitality: 20 | |||
* Energy: 25 | |||
* Hit Points: 50 | |||
Life: +2<br> | * Stamina: 95 | ||
Stamina: +1.25<br> | * Mana: 25 | ||
Mana: +1.5 | | | ||
* Life: +2<br> | |||
* Stamina: +1.25<br> | |||
1 Vitality point gives 3 Life | * Mana: +1.5 | ||
1 Vitality point gives 1.25 Stamina | | | ||
1 Energy point gives 1.75 Mana | * 1 Vitality point gives 3 Life | ||
* 1 Vitality point gives 1.25 Stamina | |||
* 1 Energy point gives 1.75 Mana | |||
|} | |||
==Claw Weapons== | |||
Assassins | The Diablo II Expansion introduced a new class of weapons that is expressly for the Assassin. These are claw-like weapons that she wears on her hands, and can dual wield. They can only be worn by the Assassin, and can be dual wielded. Assassins are not very skilled with other weapon types, so it's rare to see one using anything but Claws. | ||
=Martial Arts= | =Martial Arts= | ||
View the | View the [[Assassin Martial Arts]] skill tree. As you'd expect from the title of this tree, these will allow her to perform various styles of combat kicks, as well as power-ups to augment her finishing moves. | ||
This tree is divided into 2 areas. There are six Charge Up skills and four Finishing Moves, although you can use your regular plain attack. | This tree is divided into 2 areas. There are six Charge Up skills and four Finishing Moves, although you can use your regular plain attack. | ||
A Charge Up skill can be charged up to three times. Each charge will either increase the bonus damage delivered when/if the charge up is delivered. You must hit your target to register a charge. Charges are displayed visually by small, orbiting lights of appropriate colors. Charges persist for several seconds, and can be refreshed indefinitely. They will expire after | A '''Charge Up''' skill can be charged up to three times. Each charge will either increase the bonus damage delivered when/if the charge up is delivered. You must hit your target to register a charge. Charges are displayed visually by small, orbiting lights of appropriate colors. Charges persist for several seconds, and can be refreshed indefinitely. They will expire after | ||
Once charged its bonuses can be released by using a Finishing Move {or Attack}. The Finishing Move will also apply a bonus of its own. | Once charged its bonuses can be released by using a '''Finishing Move''' {or Attack}. The Finishing Move will also apply a bonus of its own. | ||
An example combination of Charge Up and Finishing Move | An example combination of Charge Up and Finishing Move: | ||
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Taking the example above...attack with the left mouse button {Fist of Fire} once and your finishing move will apply 6-10 fire damage, charge it a second time and your finishing move will apply 6-10 fire damage over a 2 yard radius, charge it a third and final time and your finishing move will apply 6-10 fire damage, over a 2 yard radius and will burn for 2.5 seconds. | Taking the example above... attack with the left mouse button {Fist of Fire} once and your finishing move will apply 6-10 fire damage, charge it a second time and your finishing move will apply 6-10 fire damage over a 2 yard radius, charge it a third and final time and your finishing move will apply 6-10 fire damage, over a 2 yard radius and will burn for 2.5 seconds. | ||
Finishing moves can be used on their own but of course they're not going to be as powerful without the Charge Ups. | Finishing moves can be used on their own but of course they're not going to be as powerful without the Charge Ups. | ||
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=Shadow Disciplines= | =Shadow Disciplines= | ||
[[Assassin Shadow Disciplines|This skill tree]] is similar to the Amazon's Passive and Magic Tree, though there are many more combat type skills here, things that actually do damage, rather than just boosting your other attributes. | |||
The left branch of the tree {Burst of Speed, Fade and Venom} should be treated as the Paladin's auras in as much as only one can be active at a time, casting another will cancel out the first. | The left branch of the tree {Burst of Speed, Fade and Venom} should be treated as the Paladin's auras in as much as only one can be active at a time, casting another will cancel out the first. | ||
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=Traps= | =Traps= | ||
[[Assassin Traps|This skill tree]] lets the Assassin deal with packs before they get the chance to deal with her. A combination of projectile and remote devices to ensnare her foe. Three branches, lighting, fire and blades. All can attack multiple enemies at once, even the early grenade types such as Fire Blast and Shock Web have an area effect, albeit relatively small. Level 12 it gets more inventive, and in some ways easier, as she can set remote sentries to attack whilst she's also attacking with a martial arts skill for example. These sentries will attack up to 5 or 10 times, depending on the sentry, before disappearing. | |||
She has a number of Telekinesis sort of skills {Shadow Disciplines} where she can push foe back {Psychic Hammer} into a trapped area or confuse {Cloak of Shadows} them so they do not move from the area she has placed traps. Up to five Sentries {mixed or of the same type} can be active at one time, casting a sixth will destroy the first one cast. This number does not include Sentries set by her Shadows, they too can place up to five although you have no control over how many they cast, that decision is down to the wonders of AI. | She has a number of Telekinesis sort of skills {Shadow Disciplines} where she can push foe back {Psychic Hammer} into a trapped area or confuse {Cloak of Shadows} them so they do not move from the area she has placed traps. Up to five Sentries {mixed or of the same type} can be active at one time, casting a sixth will destroy the first one cast. This number does not include Sentries set by her Shadows, they too can place up to five although you have no control over how many they cast, that decision is down to the wonders of AI. | ||
