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 The Assassin Ultimate Information.

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Sheriff
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Sheriff


Posts : 80
Join date : 2010-08-11
Age : 37
Location : FL

The Assassin Ultimate Information. Empty
PostSubject: The Assassin Ultimate Information.   The Assassin Ultimate Information. EmptyWed Aug 11, 2010 11:40 am

Assassin


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 rumour 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.


Contents


* 1 Assassin Properties
o 1.1 Claw-Class Weapons
* 2 Martial Arts
* 3 Shadow Disciplines
* 4 Traps
* 5 History
* 6 Traits and Abilities

Assassin Properties
Assassin Skills

* All Skills
o Martial Arts
o Shadow Disciplines
o Traps

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.

Starting Attributes Gain Per Level Each Point Grants

* Strength: 20
* Dexterity: 20
* Vitality: 20
* Energy: 25

* Hit Points: 50
* Stamina: 95
* Mana: 25



* Life: +2
* Stamina: +1.25
* Mana: +1.5



* 1 Vitality point gives 3 Life
* 1 Vitality point gives 1.25 Stamina
* 1 Energy point gives 1.75 Mana


Claw-Class Weapons

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, either single- or dual-wielding. They can only be worn by the Assassin, and are the only way that an Assassin can dual wield. Assassins are not very skilled with other weapon types, so it's rare to see one using anything but Claws.
Martial Arts

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.

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.

An example combination of Charge Up and Finishing Move:
Left Skill - Fists of Fire
Charge Up Right Skill - Dragon Claw
Finishing Move
Level One
Charge 1: Fire Damage: 6-10
Charge 2: Fire Damage Radius: 2 y
Charge 3: Burning Duration: 2.5 sec
Attack: +50%
Mana Cost: 2 Level One
Damage: +50%
Attack: +50%
Mana Cost: 2

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.

Three of the four finishing moves use the feet, Dragon Claw uses the claws and then only when they are dual wielded. No claw plus shield set ups can be used if you're wanting your Assassin to use Dragon Claw. Also, charge ups are released on the first claw to successfully strike a foe only, not twice, once on the first claw then again on the second claw. The character screen displays it as if the Assassin will release a charge up when the left and right claw strike and that is not the case.

Check the Martial Arts ID Sheet to quickly identify the Martial Art charge ups.

Check Assassin FAQ for weapons that can be used with Martial Arts.
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, with the exception being Venom which works with both Burst of Speed and Fade.

It is worth pointing out that there are situations where the more limited Shadow Warrior is sometimes preferable to the Shadow Master. You may wish to have your Shadow use the skills you have active at that moment. The Master will use any of her 26 skills {not including Claw Mastery, Weapon Block & the two Shadow skills}. You may want her to use a certain trap or a certain martial Arts combination. The Master, while pretty intelligent, isn't as clever as you {one would hope} and she has full reign over all skills {regardless if you have a point in it} so there's a chance she'll not use exactly what you'd like her to. Warrior on the other hand is limited to the two skills you have readied and therefore there's a greater chance she will use those. This level of control is offset by the higher life and consistent mana consumption {20} of the Master.

Neither Shadow can cast any Shadow skills and they do not level up should they stay alive long enough. You will not benefit from any aura type skills {Burst of Speed, Fade & Venom} your Shadow casts and vise versa.
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.

The best thing about traps is once set, she can concentrate on other attacks, melee or otherwise. While she's fighting hand to hand she can have five {never more} traps applying damage at the same time. Five Lightning Sentries firing a total of 10 streams of lightning each - 50 streams of lightning just as back up! Pop up a Shadow Warrior {Shadow Disciplines tree} so she's casting the same traps and you could potentially have 10 traps and 100 streams of lighting. That's quite unlikely though as the Shadow Warrior doesn't seem to go for maximum output with the old traps.

All sentries/grenades/blades can be thrown/set across rivers and over small walls, basically anywhere within the line of sight. Her Sentries are visible to other players, even hostile players. They disappear should she leave the level, whether voluntary or involuntary {death}. However they will not disappear if she stays put on the level after she dies, they will continue firing until they have used all their charges.


History

The Assassins are an ancient order originally founded by the Horadrim to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the Assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Assassins, but they are widely feared and respected by all who employ the magic arts.

In the third century, two brothers rose to dominance from within the ranks of the Vizjerei clan of mages; their names were Horazon and Bartuc. Both were equally powerful and ambitious, and both were fascinated by the power one could obtain through the practice of Demonic Magics; however, the two differed in their views regarding how best to study demons. While Horazon viewed demons as a great source of power, he felt that in order to use that power best, you must harness a demon and bend him to your will. His brother, on the other hand, grew to sympathize with the demonic powers and felt (with no small influence from the demons) that the demonic forces were best understood by allying with the Hellish authorities so their secrets could be shared freely, and that is exactly what he did. Their diametrically opposed philosophies caused a great schism that split the ranks and tore the Vizjerei clan apart.

When at last their fierce rivalry culminated in inevitable violence, the combatants learned too late that they had both been played as pawns by the demonic host. The ensuing battle was so great it set the very firmament aflame, and when it was complete and the stillness of remorse was all that remained, Bartuc lay dead, Horazon had vanished into self-imposed exile, and the Vizjerei had learned a costly lesson. The small surviving group of sorcerers, the remnants of the once-great Vizjerei clan, resolved forevermore to spurn Demonic Magics and set about renewing their studies in the Elemental Magics. To further ensure that a similar tragedy could never happen again, they formed a secret order whose sole purpose was to police the mage clans, destroying corruption wherever they found it. This was the birth of the Viz-Jaq'taar, the Order of the Mage Slayers-otherwise known as the Assassins.

Knowing that such an order might itself be corrupted if exposed to the power of magic, the Vizjerei deemed it of the utmost importance that these Assassins maintain the purest, most focused minds. They should live in meditation and draw their power from within, not from external forces that could easily mask demonic interference. To this end, the Order would not employ the magic arts directly; rather, they would use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they concentrated on honing the natural martial abilities of their bodies, both physical and mental.

Because the Order remains veiled in secrecy, few people, even among the mages, know more than rumors about this mysterious organization. Their reputation has been one shrouded in ambiguity. Legends of their stalwart vigilance, and the widespread fear of their retribution, have kept many mages away from the temptations of corruption, so actual sightings have been rare. However, with the reemergence of the Three, and the subsequent increase in demonic manifestations in the world, the Order has shown a greater public presence of late.
Traits and Abilities

Assassins do not employ the magic arts directly; rather, they use enchanted items that mimic elemental powers, which can function autonomously. To further avoid potential corruption, they also focus on the natural abilities of the mortal body-powers of the mind and unarmed combat. The Assassins have trained extensively in the use of an exotic group of weapons: sets of metal blades and claws that strap onto the wrists. They have expertly incorporated the use of these weapons into their martial arts, and when wielding one in each hand, an Assassin can deliver a devastating double attack. Even the most novice of Assassins is a past master of infiltration, and no lock has been made that they cannot circumvent. Hence, an Assassin needs no key to open locked chests.



Assassin Martial Arts


Intrinsic to the Assassin's arsenal of abilities is her incredible prowess in the mysterious Martial Arts style of the Viz-Jaq'taar. Martial Arts skills come in two forms, Charge-up Skills and Finishing Moves. A Charge-up Skill is an attack that adds a "charge" for each successive hit within a short time frame. While each Charge-up attack deals normal damage, the charges continue to accumulate until triggered or until the time limit runs out. To trigger the accumulated charges, strike a monster with either a normal attack or one of the Finishing Moves. A Finishing Move doesn't just trigger the release of the accumulated charges-it also adds a powerful effect of its own. Furthermore, by building up a succession of different Charge-up Skills, Assassins can generate a potent combination of effects. Assassins are specially trained in the use of exotic Claw-class weaponry, and some of their skills can be used only when armed with these weapons.


Contents


* 1 Tiger Strike
* 2 Dragon Talon
* 3 Dragon Claw
* 4 Fists of Fire
* 5 Cobra Strike
* 6 Dragon Tail
* 7 Claws of Thunder
* 8 Blades of Ice
* 9 Dragon Flight
* 10 Phoenix Strike

Tiger Strike

Required Level: 1
Prerequisites: None
Charge Up Skill: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks.
Synergies: None
Notes:

* Tiger Strike deals enormous physical damage when charged up at higher levels.

Mana Cost: 1
Skill Level Progression [e]
Slvl AR +X%

Lvl 1: Dmg +X%

Lvl 2: Dmg +X%

Lvl 3: Dmg +X%

Slvl AR +X%

Lvl 1: Dmg +X%

Lvl 2: Dmg +X%

Lvl 3: Dmg +X%

Slvl AR +X%

Lvl 1: Dmg +X%

Lvl 2: Dmg +X%

Lvl 3: Dmg +X%

Slvl AR +X%

Lvl 1: Dmg +X%

Lvl 2: Dmg +X%

Lvl 3: Dmg +X%

1 15% 100% 200% 300% 6 50% 200% 400% 600% 11 85% 300% 600% 900% 16 120% 400% 800% 1200%
2 22% 120% 240% 360% 7 57% 220% 440% 660% 12 92% 320% 640% 960% 17 127% 420% 840% 1260%
3 29% 140% 280% 420% 8 64% 240% 480% 720% 13 99% 340% 680% 1020% 18 134% 440% 880% 1320%
4 36% 160% 320% 480% 9 71% 260% 520% 780% 14 106% 360% 720% 1080% 19 141% 460% 920% 1380%
5 43% 180% 360% 540% 10 78% 280% 560% 840% 15 113% 380% 760% 1140% 20 148% 480% 960% 1440%




Dragon Talon

Required Level: 1
Prerequisites: None
Finishing Move: An Assassin is taught to utilize her entire body as a weapon-using this skill, she lets loose a powerful kick to send her opponents flying.
Synergies: None
Mana Cost: 6
Skill Level Progression [e]
Slvl Number of Kicks

Kick Damage +X%

AR +X%

Slvl Number of Kicks

Kick Damage +X%

AR +X%

Slvl Number of Kicks

Kick Damage +X%

AR +X%

Slvl Number of Kicks

Kick Damage +X%

AR +X%

1 1 5% 20% 6 2 40% 145% 11 2 75% 270% 16 3 110% 395%
2 1 12% 45% 7 2 47% 170% 12 3 82% 295% 17 3 117% 420%
3 1 19% 70% 8 2 54% 195% 13 3 89% 320% 18 4 124% 445%
4 1 26% 95% 9 2 61% 220% 14 3 96% 345% 19 4 131% 470%
5 1 33% 120% 10 2 68% 245% 15 3 103% 370% 20 4 138% 495%




Dragon Claw

Required Level: 6
Prerequisites: Dragon Talon
Requires: Dual claw-class weapons
Finishing Move: This skill allows the Assassin to try to finish her opponent off with a rending double claw attack.
Synergies: None
Mana Cost: 2
Skill Level Progression [e]
Slvl Damage +X%

AR +X%

Slvl Damage +X%

AR +X%

Slvl Damage +X%

AR +X%

Slvl Damage +X%

AR +X%

1 50% 40% 6 75% 165% 11 100% 290% 16 125% 415%
2 55% 65% 7 80% 190% 12 105% 315% 17 130% 440%
3 60% 90% 8 85% 215% 13 110% 340% 18 135% 465%
4 65% 115% 9 90% 240% 14 115% 365% 19 140% 490%
5 70% 140% 10 95% 265% 15 120% 390% 20 145% 515%




Fists of Fire

Required Level: 6
Prerequisites: None
Requires: Claw-class weapons
Charge-up Skill: Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.
Synergies:

* Phoenix Strike: Grants +12% Fire Damage Per Level

Mana Cost: 2
Charge 2: +2.6 Yard Radius
Skill Level Progression [e]
Slvl Attack +X%

Charge 1 Fire Damage

Charge 3 Fire DPS

Slvl Attack +X%

Charge 1 Fire Damage

Charge 3 Fire DPS

Slvl Attack +X%

Charge 1 Fire Damage

Charge 3 Fire DPS

Slvl Attack +X%

Charge 1 Fire Damage

Charge 3 Fire DPS

1 15% 6-10 9-15 6 50% 31-35 48-54 11 85% 71-78 110-117 16 120% 121-133 189-195
2 22% 11-15 17-23 7 57% 36-40 56-62 12 92% 81-89 126-132 17 127% 141-155 214-221
3 29% 16-20 25-31 8 64% 41-45 64-70 13 99% 91-100 142-148 18 134% 161-177 239-248
4 36% 21-25 32-39 9 71% 51-56 79-85 14 106% 101-111 157-164 19 141% 181-199 264-275
5 43% 26-30 40-46 10 78% 61-67 95-101 15 113% 111-122 173-179 20 148% 201-221 289-301




Cobra Strike

Required Level: 12
Prerequisites: Tiger Strike
Charge-Up Skill: A properly trained Assassin can focus her mind to draw upon the ambient energies surrounding her. Using this skill, she can drain her adversary of life and spiritual essence.
Synergies: None
Notes:

* Unless she becomes surrounded by too many monsters at once, an Assassin with this skill can maintain her health and mana indefinitely without the use of potions or item-based lifesteal/mana drain.
* Provided she can land at least two blows with Cobra Strike, the mana drain is more than sufficient to replenish the 2-6 mana cost to charge, allowing the use of this skill to perpetuate itself.

Mana Cost: 2
Skill Level Progression [e]
Slvl AR +X%

Lvl 1: Life Leech +X%

Lvl 2: Life/ Mana Leech +X%

Lvl 3: Life/ Mana Leech +X%

Slvl AR +X%

Lvl 1: Life Leech +X%

Lvl 2: Life/ Mana Leech +X%

Lvl 3: Life/ Mana Leech +X%

Slvl AR +X%

Lvl 1: Life Leech +X%

Lvl 2: Life/ Mana Leech +X%

Lvl 3: Life/ Mana Leech +X%

Slvl AR +X%

Lvl 1: Life Leech +X%

Lvl 2: Life/ Mana Leech +X%

Lvl 3: Life/ Mana Leech +X%

1 15% 40% 40% 80% 6 50% 65% 65% 130% 11 85% 90% 90% 180% 16 120% 115% 115% 230%
2 22% 45% 45% 90% 7 57% 70% 70% 140% 12 92% 95% 95% 190% 17 127% 120% 120% 240%
3 29% 50% 50% 100% 8 64% 75% 75% 150% 13 99% 100% 100% 200% 18 134% 125% 125% 250%
4 36% 55% 55% 110% 9 71% 80% 80% 160% 14 106% 105% 105% 210% 19 141% 130% 130% 260%
5 43% 60% 60% 120% 10 78% 85% 85% 170% 15 113% 110% 110% 220% 20 148% 135% 135% 270%




Dragon Tail

Required Level: 18
Prerequisites: Dragon Talon, Dragon Claw
Finishing Move: The experienced Assassin can deliver a kick so powerful it actually causes an explosion on impact, sending any nearby victims sprawling.
Synergies: None
Notes:

* Dragon Tail's fire damage calculation is based off the actual physical damage receieved by the target from the Assassin's kick. A level 2 Dragon Tail adds 60% of the physical damage delivered from the kick as fire damage. However, if the target resists physical damage by 50%, the target will receive 50% of the physical damage from the Assassin's kick, and based off that physical damage, 60% of that will be fire damage (30%).
* Therefore, if the target is physical immune, the Dragon Tail attack does not directly affect the target.

Mana Cost: 10
Radius: 4 Yards
Skill Level Progression [e]
Slvl Fire Damage +X%

AR +X%

Slvl Fire Damage +X%

AR +X%

Slvl Fire Damage +X%

AR +X%

Slvl Fire Damage +X%

AR +X%

1 50% 20% 6 100% 95% 11 150% 170% 16 200% 245%
2 60% 35% 7 110% 110% 12 160% 185% 17 210% 260%
3 70% 50% 8 120% 125% 13 170% 200% 18 220% 275%
4 80% 65% 9 130% 140% 14 180% 215% 19 230% 290%
5 90% 80% 10 140% 155% 15 190% 230% 20 240% 305%




Claws of Thunder

Required Level: 18
Prerequisites: Fists of Fire
Requires: Claw-class weapons
Charge Up Skill: Using her weapon's metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her.
Synergies:

* Phoenix Strike grants +8% Lightning Damage Per Level

Mana Cost: 4
Skill Level Progression [e]
Slvl AR +X%

Lvl 1: Light. Dmg.

Lvl 2: Nova Dmg.

Lvl 3: Bolt Dmg.

Slvl AR +X%

Lvl 1: Light. Dmg.

Lvl 2: Nova Dmg.

Lvl 3: Bolt Dmg.

Slvl AR +X%

Lvl 1: Light. Dmg.

Lvl 2: Nova Dmg.

Lvl 3: Bolt Dmg.

Slvl AR +X%

Lvl 1: Light. Dmg.

Lvl 2: Nova Dmg.

Lvl 3: Bolt Dmg.

1 15% 1-80 1-30 1-40 6 50% 1-180 1-105 1-140 11 85% 1-340 1-210 1-300 16 120% 1-540 1-335 1-500
2 22% 1-100 1-45 1-60 7 57% 1-200 1-120 1-160 12 92% 1-380 1-235 1-340 17 127% 1-600 1-370 1-560
3 29% 1-120 1-60 1-80 8 64% 1-220 1-135 1-180 13 99% 1-420 1-260 1-380 18 134% 1-660 1-405 1-620
4 36% 1-140 1-75 1-100 9 71% 1-260 1-160 1-220 14 106% 1-460 1-285 1-420 19 141% 1-720 1-440 1-680
5 43% 1-160 1-90 1-120 10 78% 1-300 1-185 1-260 15 113% 1-500 1-310 1-460 20 148% 1-780 1-475 1-740




Blades of Ice

Required Level: 24
Prerequisites: Fists of Fire, Claws of Thunder
Requires: Claw-class weapons
Charge-up Skill: Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors.
Synergies:

* Phoenix Strike grants +8% Cold Damage Per Level

Charge 2: Radius +4 Yards
Skill Level Progression [e]
Slvl AR +X%

Charge 1 Cold Damage

Charge 3 Freeze Duration (seconds)

Slvl AR +X%

Charge 1 Cold Damage

Charge 3 Freeze Duration (seconds)

Slvl AR +X%

Charge 1 Cold Damage

Charge 3 Freeze Duration (seconds)

Slvl AR +X%

Charge 1 Cold Damage

Charge 3 Freeze Duration (seconds)

1 15% 15-35 4 6 50% 55-75 6 11 85% 101-121 8 16 120% 151-171 10
2 22% 23-43 4.4 7 57% 63-83 6.4 12 92% 111-131 8.4 17 127% 171-193 10.4
3 29% 31-51 4.8 8 64% 71-91 6.8 13 99% 121-141 8.8 18 134% 191-215 10.8
4 36% 39-59 5.2 9 71% 81-101 7.2 14 106% 131-151 9.2 19 141% 211-237 11.2
5 43% 47-67 5.6 10 78% 91-111 7.6 15 113% 141-161 9.6 20 148% 231-259 11.6




Dragon Flight

Casting Delay: 1 Second
Required Level: 24
Prerequisites: Dragon Talon, Dragon Claw, Dragon Tail
Finishing Move: After years of disciplined physical conditioning, an Assassin can develop the ability to move faster than the eye can follow in one quick burst. Using this skill, she lunges at her target and delivers a devastating kick.
Synergies: None
Notes:

* Dragon Flight will teleport you and your minions to the monster you clicked. It requires a clear line of sight; in other words, trees, walls and other obstacles will omit a Dragon Flight beyond it. Use Dragon Flight to quickly bypass rivers or to teleport you out of danger when surrounded.

Mana Cost: 15
Skill Level Progression [e]
Slvl Attack Rating +%

Kick Damage +X%

Slvl Attack Rating +%

Kick Damage +X%

Slvl Attack Rating +%

Kick Damage +X%

Slvl Attack Rating +%

Kick Damage +X%

1 100 100% 6 200 225% 11 300 350% 16 400 475%
2 120 125% 7 220 250% 12 320 375% 17 420 500%
3 140 150% 8 240 275% 13 340 400% 18 440 525%
4 160 175% 9 260 300% 14 360 425% 19 460 550%
5 180 200% 10 280 325% 15 380 450% 20 480 575%




Phoenix Strike

Required Level: 30
Prerequisites: Tiger Strike, Fists of Fire, Cobra Strike, Claws of Thunder, Blades of Ice
Charge-up Skill: This mighty skill allows the Assassin trained in its arts to prepare an attack that gives off powerful elemental energies.
Synergies:

* Fists of Fire: +10% Fire Damage Per Level
* Fists of Fire: +6% Average Fire Damage Per Second Per Level
* Claws of Thunder: +13% Lightning Damage Per Level
* Blades of Ice: +10% Cold Damage Per Level

Notes:

* Phoenix Strike launches the active charge, not all three charges at once. So if you have it built up to Charge 2, Chain Lightning will be released.
* Phoenix strike is a handy skill if you're fighting around monsters with different Resistances, because you don't need to change between skills.

Mana Cost: 4
Skill Level Progression [e]
Slvl AR +X%

Lvl 1: Fire Dmg.

Lvl 2: Light Dmg.

Lvl 3: Cold Dmg.

Slvl AR +X%

Lvl 1: Fire Dmg.

Lvl 2: Light Dmg.

Lvl 3: Cold Dmg.

Slvl AR +X%

Lvl 1: Fire Dmg.

Lvl 2: Light Dmg.

Lvl 3: Cold Dmg.

Slvl AR +X%

Lvl 1: Fire Dmg.

Lvl 2: Light Dmg.

Lvl 3: Cold Dmg.

1 15% 22-44 1-45 17-35 6 50% 77-99 1-158 39-57 11 85% 161-190 1-339 74-92 16 120% 266-305 1-565 118-136
2 22% 33-55 1-67 22-39 7 57% 88-110 1-180 44-61 12 92% 182-213 1-384 83-101 17 127% 298-342 1-632 132-150
3 29% 44-66 1-90 26-44 8 64% 99-121 1-203 48-66 13 99% 203-236 1-429 92-110 18 134% 310-330 1-700 145-165
4 36% 55-77 1-113 30-48 9 71% 119-144 1-248 57-74 14 106% 224-259 1-474 101-118 19 141% 330-378 1-768 158-179
5 43% 66-88 1-135 35-52 10 78% 140-157 1-293 66-83 15 113% 245-282 1-519 110-127 20 148% 361-414 1-836 171-193



Assassin Shadow Disciplines


To remain protected from exposure to the potential corruption of magic, Assassins must defeat their sorcerous opponents without actually using spells themselves. To this end, they have mastered the clandestine talents, as well as the arts of obfuscation, and honed their latent psychic abilities to develop the Shadow Disciplines. These skills represent the end result of generations of strict mental conditioning and intensive stealth training.

* Burst of Speed and Fade can not be used at the same time.
* Shadow Warrior and Shadow Master can not be used at the same time.


Contents


* 1 Claw Mastery
* 2 Psychic Hammer
* 3 Burst of Speed
* 4 Cloak of Shadows
* 5 Weapon Block
* 6 Fade
* 7 Shadow Warrior
* 8 Mind Blast
* 9 Venom
* 10 Shadow Master
o 10.1 Shadow Master Equipment

Claw Mastery

Required Level: 1
Prerequisites: None
Requires: Claw-class weapons
Passive Effect: Well-disciplined training in this skill improves the artistry with which an Assassin wields her unique claw-class weapons.
Synergies: None
Skill Level Progression [e]
Slvl AR +X%

Damage +X%

Critical Strike Chance +X%

Slvl AR +X%

Damage +X%

Critical Strike Chance +X%

Slvl AR +X%

Damage +X%

Critical Strike Chance +X%

Slvl AR +X%

Damage +X%

Critical Strike Chance +X%

1 30% 35% 3% 6 80% 55% 13% 11 130% 75% 17% 16 180% 95% 20%
2 40% 39% 6% 7 90% 59% 14% 12 140% 79% 18% 17 190% 99% 20%
3 50% 43% 9% 8 100% 63% 15% 13 150% 83% 18% 18 200% 103% 20%
4 60% 47% 11% 9 110% 67% 16% 14 160% 87% 19% 19 210% 107% 20%
5 70% 51% 12% 10 120% 71% 17% 15 170% 91% 19% 20 220% 111% 21%




Psychic Hammer

Required Level: 1
Prerequisites: None
Effect: By utilizing her intense mental prowess, an Assassin creates a powerful force of mental energies and directs it towards a hostile creature, blasting it backwards. Psychic Hammer is effective early in the game. You don't have to aim it so it's easy to use, and it pushes enemies back.
Synergies: None
Skill Level Progression [e]
Slvl Mana Cost

Damage

Magic Damage

Slvl Mana Cost

Damage

Magic Damage

Slvl Mana Cost

Damage

Magic Damage

Slvl Mana Cost

Damage

Magic Damage

1 4 2-5 2-5 6 5.2 7-10 7-10 11 6.5 13-16 13-16 16 7.7 21-24 21-24
2 4.2 3-6 3-6 7 5.5 8-11 8-11 12 6.7 15-18 15-18 17 8 23-26 23-26
3 4.5 4-7 4-7 8 5.7 9-12 9-12 13 7 16-19 16-19 18 8.2 25-28 25-28
4 4.7 5-8 5-8 9 6 10-13 10-13 14 7.2 18-21 18-21 19 8.5 27-30 27-30
5 5 6-9 6-9 10 6.2 12-15 12-15 15 7.5 19-22 19-22 20 8.7 29-32 29-32




Burst of Speed

Required Level: 6
Prerequisites: Claw Mastery
Effect: Increases Attack And Movement Speed For A Period Of Time
Synergies: None
Notes:

* Burst of speed will also benefit some assassin trap skills as they are affected by Increased Attack Speed.
* Burst of Speed and Fade may not be used at the same time.

Mana Cost: 10
Skill Level Progression [e]
Slvl Attack Speed +X%

Walk Run Speed +X%

Duration (seconds)

Slvl Attack Speed +X%

Walk Run Speed +X%

Duration (seconds)

Slvl Attack Speed +X%

Walk Run Speed +X%

Duration (seconds)

Slvl Attack Speed +X%

Walk Run Speed +X%

Duration (seconds)

1 21% 23% 120 6 41% 45% 180 11 46% 54% 240 16 51% 59% 300
2 27% 29% 132 7 42% 47% 192 12 47% 55% 252 17 51% 59% 312
3 31% 34% 144 8 44% 49% 204 13 49% 56% 264 18 52% 60% 324
4 34% 39% 156 9 44% 51% 216 14 50% 57% 276 19 52% 60% 336
5 37% 42% 168 10 45% 52% 228 15 51% 57% 288 20 52% 61% 348




Cloak of Shadows

Required Level: 12
Prerequisites: Psychic Hammer
Effects: This spell blocks some monster effects; sand maggots cannot lay eggs, unravelers cannot use their poison breath, venom lords cannot use their Inferno attack etc. Most monsters stop moving when you cast Cloak of Shadows until you get close to them. Once you attack them, they can use their skills again.
Synergies: None
Notes:

* The Assassin receives a defense bonus while this spell is in effect.
* Enemies receive a defense penalty while this spell is in effect.
* You can´t recast this spell until it wears off.

Mana Cost: 13
Radius 20 Yards
Skill Level Progression [e]
Slvl Def. +X%

Enemy Def. -X%

Duration (secs)

Slvl Def. +X%

Enemy Def. -X%

Duration (secs)

Slvl Def. +X%

Enemy Def. -X%

Duration (secs)

Slvl Def. +X%

Enemy Def. -X%

Duration (secs)

1 10% 15% 8 6 25% 30% 13 11 40% 45% 18 16 55% 60% 23
2 13% 18% 9 7 28% 33% 14 12 43% 48% 19 17 58% 63% 24
3 16% 21% 10 8 31% 36% 15 13 46% 51% 20 18 61% 66% 25
4 19% 24% 11 9 34% 39% 16 14 49% 54% 21 19 64% 69% 26
5 22% 27% 12 10 37% 42% 17 15 52% 57% 22 20 67% 72% 27




Weapon Block

Required Level: 12
Prerequisites: Claw Mastery
Requires: Dual claw-class weapons
Passive Effect: After developing this skill, an Assassin wielding two claw-class weapons can use her blades to deflect incoming attacks, thus giving herself a defensive edge without using a shield.
Synergies: None
Notes:

* Assassins that use dual claw-class weapons will want to invest heavily in this skill. Even a 1% Increase in Blocking will provide a great amount of protection.
* Weapon Block does not benefit from Dexterity or increased chance of blocking.
* You will only block while standing still or attacking. Weapon Block does not work while walking or running.
* Whirlwind is an attack and Weapon Block will still function during the attack.

Skill Level Progression [e]
Slvl Block +X%

Slvl Block +X%

Slvl Block +X%

Slvl Block +X%

1 26% 6 44% 11 51% 16 56%
2 32% 7 46% 12 52% 17 56%
3 36% 8 47% 13 53% 18 56%
4 39% 9 49% 14 54% 19 57%
5 42% 10 50% 15 55% 20 57%




Fade

Required Level: 18
Prerequisites: Claw Mastery, Burst of Speed
Effect: Raises all resistances and resists curses for a period of time.
Synergies: None
Notes:

* Fade has a hidden bonus to Physical Resistance. Being hidden, it doesn't display on your character or on the skill. It is capped at 50%.
* Fade reduces Shrine duration by the same percentage as it reduces curse duration. To avoid lessening Shrine duration, cast Burst of Speed before touching the shrine; once you touch the Shrine, cast Fade again.
* Burst of Speed and Fade will not work at the same time.

Mana Cost: 10
Skill Level Progression [e]
Slvl Curse Time -X%

Resist All +X%

Length (secs.)

Phys. Resist +X%

Slvl Curse Time -X%

Resist All +X%

Length (secs.)

Phys. Resist +X%

Slvl Curse Time -X%

Resist All +X%

Length (secs.)

Phys. Resist +X%

Slvl Curse Time -X%

Resist All +X%

Length (secs.)

Phys. Resist +X%

1 47% 19% 120 1% 6 67% 45% 180 6% 11 75% 56% 240 11% 16 80% 62% 300 16%
2 53% 27% 132 2% 7 69% 47% 192 7% 12 76% 57% 252 12% 17 80% 62% 312 17%
3 58% 33% 144 3% 8 71% 50% 204 8% 13 77% 58% 264 13% 18 81% 63% 324 18%
4 62% 38% 156 4% 9 73% 52% 216 9% 14 78% 60% 276 14% 19 81% 63% 336 19%
5 65% 42% 168 5% 10 74% 54% 228 10% 15 79% 60% 288 15% 20 82% 64% 348 20%




Shadow Warrior

Casting Delay: 6 Seconds
Required Level: 18
Prerequisites: Claw Mastery, Psychic Hammer, Weapon Block, Cloak of Shadows
Effect: The Assassin trained in this discipline has the ability to project a "shadow" of herself. The Shadow Warrior makes use of normal attack and the two skills the Assassin has readied for herself. Shadow Warrior uses the skills you have selected. This allows you to control what kind of spells she will use.
Synergies: None
Notes:

* The Shadow Master, the next minion, can cast spells that you do not have so consider this before spending many points in Shadow Warrior.
* Shadow Warriors have a base strength and dexterity equal to their level * 10. Also, the Shadow Warrior gains +4 resistance to all per level, to a max of level 75.
* You can either have a Shadow Master or a Shadow Warrior

Skill Level Progression [e]
Slvl Mana Cost

Life

AR +X%

Def. +X%

Slvl Mana Cost

Life

AR +X%

Def. +X%

Slvl Mana Cost

Life

AR +X%

Def. +X%

Slvl Mana Cost

Life

AR +X%

Def. +X%

1 27 376 40% 12% 6 29 658 240% 72% 11 32 940 440% 132% 16 34 1222 640% 192%
2 27 432 80% 24% 7 30 714 280% 84% 12 32 996 480% 144% 17 35 1278 680% 204%
3 28 488 120% 36% 8 30 770 320% 96% 13 33 1052 520% 156% 18 35 1334 720% 216%
4 28 545 160% 48% 9 31 827 360% 108% 14 33 1109 560% 168% 19 36 1391 760% 228%
5 29 601 200% 60% 10 31 883 400% 120% 15 34 1165 600% 180% 20 36 1447 800% —




Mind Blast

Required Level: 24
Prerequisites: Psychic Hammer, Cloak of Shadows.
Effect: Focusing her anima, an Assassin using this potent ability can crush the will of a group of enemies. Mind Blast stuns and confuses the feeble minded into attacking their comrades.
Synergies: None
Mana Cost: 15
Duration: 6-10 Seconds
Skill Level Progression [e]
Slvl Dmg.

% Chance To Confuse

Stun Length (secs)

Slvl Dmg.

% Chance To Confuse

Stun Length (secs)

Slvl Dmg.

% Chance To Confuse

Stun Length (secs)

Slvl Dmg.

% Chance To Confuse

Stun Length (secs)

1 10-20 18 2 6 20-30 28 3 11 39-49 32 4 16 64-74 35 5
2 12-22 21 2.2 7 22-32 29 3.2 12 44-54 33 4.2 17 72-82 35 5.2
3 14-24 24 2.4 8 24-34 30 3.4 13 49-59 33 4.4 18 80-90 35 5.4
4 16-26 26 2.6 9 29-39 31 3.6 14 54-64 34 4.6 19 88-98 35 5.6
5 18-28 27 2.8 10 34-44 32 3.8 15 59-69 34 4.8 20 96-106 36 5.8





Venom

Required Level: 30
Prerequisites: Claw Mastery, Burst of Speed, Fade.
Effect: Poison use is another technique an Assassin has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats her weapons with vile toxins.
Synergies: None
Notes:

* Venom caps the poisoning duration at 0.4 seconds, thus preventing long term poisoning. Consequently, all other items will only inflict poison damage for 0.4 seconds. Example: Though 700 damage over 10 seconds might seem impressive only 28 damage will be inflicted due to the 0.4 seconds cap.

Mana Cost: 12
Poison Duration: 0.4 Seconds
Skill Level Progression [e]
Slvl Poison Damage

Duration (seconds)

Slvl Poison Damage

Duration (seconds)

Slvl Poison Damage

Duration (seconds)

Slvl Poison Damage

Duration (seconds)

1 60-80 120 6 135-155 140 11 225-245 160 16 325-345 180
2 75-95 124 7 150-170 144 12 245-265 164 17 350-370 184
3 90-110 128 8 165-185 148 13 265-285 168 18 375-395 188
4 105-125 132 9 185-205 152 14 285-305 172 19 400-420 192
5 120-140 136 10 205-225 156 15 305-325 176 20 425-445 196




Shadow Master

Casting Delay: 6 Seconds
Required Level: 30
Prerequisites: Claw Mastery, Psychic Hammer, Weapon Block, Cloak of Shadows, Shadow Warrior.
Effect: This discipline allows an Assassin to project an even more powerful shadow avatar. The Shadow Master has access to all of the Assassin skills, also skills you don't have yet.
Synergies: None
Notes:

* The Shadow Master has Resistances when compared to the Shadow Warrior. Most players choose the Shadow Master for play past level 30 although the Shadow Warrior offers more control over which skills and spells she casts.
* Shadow Masters have a base strength and dexterity equal to their level * 10. The skills a Shadow Master casts have the skill-level equal to half her skill-level +1.
* You can either have a Shadow Master or a Shadow Warrior
* Resistances of the Shadow Master do not suffer from the penalties in Nightmare and Hell difficulty. Furthermore, they are not capped at 75%. Hence, it's possible to get the Shadow Master immune against elemental attacks.
* Shadow Masters use the following skills: Cloak of Shadows (rarely), Mind Blast, Fade, Burst of Speed, Death Sentry, and a few other Martial Arts and Traps skills.

Skill Level Progression [e]
Slvl Mana Cost

Life

AR +X

Resist All +X%

Slvl Mana Cost

Life

AR +X

Resist All +X%

Slvl Mana Cost

Life

AR +X

Resist All +X%

Slvl Mana Cost

Life

AR +X

Resist All +X%

1 35 376 40 5% 6 37 658 240 42% 11 40 940 440 56% 16 42 1222 640 63%
2 35 432 80 16% 7 38 714 280 46% 12 40 996 480 58% 17 43 1278 680 65%
3 36 488 120 25% 8 38 770 320 49% 13 41 1052 520 59% 18 43 1334 720 65%
4 36 545 160 32% 9 39 827 360 51% 14 41 1109 560 61% 19 44 1391 760 66%
5 37 601 200 38% 10 39 883 400 54% 15 42 1165 600 62% 20 44 1447 800 67%


Shadow Master Equipment

Shadowmasters are created wearing some of the following items:

* Lvl 17 Rare Amulet.
* Lvl 13 Rare Ring left.
* Lvl 11 Rare Suwayyah, War Fist or Scissors Suwayyah in right hand.
* Lvl 11 Rare Battle Cestus, Runic Talons or Scissor Suwayyah in left hand.
* Lvl 11 Rare Vambraces or Ogre Gauntlets.
* Lvl 11 Rare Ring right.
* Lvl 11 Rare Armor; same item type as Assassin has equipped.
* Lvl 11 Rare Helm; same type as Assassin has equipped.
* Lvl 9 Magic Ring right.
* Lvl 6 Magic Suwayyah, War Fist or Scissors Suwayyah in right hand.
* Lvl 6 Magic Battle Cestus, Runic Talons or Scissors Suwayyah in left hand.
* Lvl 6 Magic Bramble Mitts or Vambraces.
* Lvl 6 Magic Armor; same type as Assassin has equipped.
* Lvl 6 Magic Helm; same type as Assassin has equipped.
* Lvl 5 Superior Bramble Mitts, Vambraces or Ogre Gauntlets.
* Lvl 1 Superior Suwayyah, War Fist or Scissors Suwayyah in right hand.
* Lvl 1 Superior Battle Cestus, Runic Talons or Scissors Suwayyah in left hand.
* Lvl 1 Superior Armor; same type as Assassin has equipped.
* Lvl 1 Superior Helm; same type as Assassin has equipped


Assassin Traps


To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taari sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.

There is a limit of 5 Traps.

Traps are very effective in Normal and later on into Nightmare. Traps become less effective in Hell. due to Monster resistances and Life. Traps can be used at higher difficulty levels for additional help and the Death Sentry's Corpse Explosion ability remains powerful on any level since it scales up with the monster's hit points.

Certain items will allow a player to lower an enemy's resistances and/or heighten elemental damage. These items will not function with most traps as some traps are minions of the character and the damage is not generated directly from the character in question.


Contents


* 1 Fire Blast
* 2 Shock Web
* 3 Blade Sentinel
* 4 Charged Bolt Sentry
* 5 Wake Of Fire
* 6 Blade Fury
* 7 Lightning Sentry
* 8 Wake Of Inferno
* 9 Death Sentry
* 10 Blade Shield

Fire Blast

Required Level: 1
Prerequisites: None
Effect: This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe within its small blast radius.
Synergies:

* Receives Bonuses From:
o Shock Web: +9% Fire Damage Per Level
o Charged Bolt Sentry: +9% Fire Damage Per Level
o Wake of Fire: +9% Fire Damage Per Level
o Lightning Sentry: +9% Fire Damage Per Level
o Wake of Inferno: +9% Fire Damage Per Level
o Death Sentry: +9% Fire Damage Per Level
* Provides Bonuses To: Shock Web, Charged Bolt Sentry, Wake of Fire, Wake of Inferno, Death Sentry

Skill Level Progression [e]
Slvl Mana Cost

Fire Damage

Slvl Mana Cost

Fire Damage

Slvl Mana Cost

Fire Damage

Slvl Mana Cost

Fire Damage

1 3 3-4 6 3.6 10-16 11 4.2 25-38 16 4.8 45-65
2 3.1 4-6 7 3.7 12-19 12 4.3 29-43 17 5 55-77
3 3.2 6-9 8 3.8 13-21 13 4.5 33-49 18 5.1 65-89
4 3.3 7-11 9 4 17-27 14 4.6 37-54 19 5.2 75-101
5 3.5 9-14 10 4.1 21-32 15 4.7 41-60 20 5.3 85-113




Shock Web

Required Level: 6
Prerequisites: Fire Blast
Effect: These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them. Synergies:

* Receives Bonuses From:
o Fire Blast: +1 Missile Per 3 Levels
o Charged Bolt Sentry: +11% Lightning Damage Per Level
o Lightning Sentry: +11% Lightning Damage Per Level
o Death Sentry: +11% Lightning Damage Per Level
* Provides Bonuses To: Fire Blast, Charged Bolt Sentry, Lightning Sentry

Mana Cost: 6
Duration: 3.6 Seconds
Skill Level Progression [e]
Slvl Spikes

Lightning damage

Slvl Spikes

Lightning damage

Slvl Spikes

Lightning damage

Slvl Spikes

Lightning damage

1 6 1-10 6 7 1-25 11 8 1-49 16 10 1-79
2 6 1-13 7 7 1-28 12 9 1-55 17 10 1-89
3 6 1-16 8 8 1-31 13 9 1-61 18 10 1-99
4 7 1-19 9 8 1-37 14 9 1-67 19 10 1-109
5 7 1-22 10 8 1-43 15 9 1-73 20 11 1-119




Blade Sentinel

Casting Delay: 2 Seconds
Required Level: 6
Prerequisites: None
Effect: This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path.
Synergies: None
Mana Cost: 7
Skill Level Progression [e]
Slvl Duration (seconds)

Damage

Slvl Duration (seconds)

Damage

Slvl Duration (seconds)

Damage

Slvl Duration (seconds)

Damage

1 4 6-10 6 6.4 21-25 11 8.8 39-43 16 11.2 59-63
2 4.4 9-13 7 6.8 24-28 12 9.2 43-47 17 11.6 64-68
3 4.9 12-16 8 7.3 27-31 13 9.7 47-51 18 12.1 69-73
4 5.4 15-19 9 7.8 31-35 14 10.2 51-55 19 12.6 74-78
5 5.9 18-22 10 8.3 35-39 15 10.7 55-59 20 13.1 79-83




Charged Bolt Sentry

Required Level: 12
Prerequisites: Fire Blast, Shock Web
Effect: This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close.
Synergies:

* Receives Bonuses From:
o Shock Web: +1 Bolt Per 3 Levels
o Lightning Sentry: +1 Shot Per 4 Levels
o Fire Blast: +6% Lightning Damage Per Level
o Lightning Sentry: +6% Lightning Damage Per Level
o Death Sentry: +6% Lightning Damage Per Level
* Provides Bonuses To: Shock Web, Lightning Sentry, Fire Blast, Lightning Sentry

Mana Cost: 13
Number of Bolts 5
Shoots 5 Times
Skill Level Progression [e]
Slvl Damage

Slvl Damage

Slvl Damage

Slvl Damage

1 1-7 6 1-23 11 1-42 16 1-63
2 1-10 7 1-26 12 1-46 17 1-69
3 1-13 8 1-29 13 1-50 18 1-76
4 1-16 9 1-33 14 1-55 19 1-82
5 1-20 10 1-38 15 1-59 20 1-89




Wake Of Fire

Required Level: 12
Prerequisites: Fire Blast
Effect: Once erected, this trap releases waves of flame that incinerate any opponents within its path.
Synergies:

* Fire Blast: +8% Fire Damage Per Level
* Wake of Inferno: +8% Fire Damage Per Level

Mana Cost: 13
Shoots: 5 Times
Skill Level Progression [e]
Slvl Fire Damage

Slvl Fire Damage

Slvl Fire Damage

Slvl Fire Damage

1 5-10 6 16-21 11 30-35 16 46-51
2 7-12 7 18-23 12 33-38 17 51-58
3 9-15 8 20-25 13 36-42 18 57-64
4 11-17 9 23-29 14 39-45 19 62-71
5 14-19 10 27-32 15 43-48 20 68-77




Blade Fury

Required Level: 18
Prerequisites: Fire Blast, Blade Sentinel, Wake of Fire
Effect: Using this skill, the Assassin throws several small blades, shredding her enemies with a barrage of metal.
Synergies: None
Notes:

* Blade Fury doesn't use up durability of weapons, and can be used with an ethereal weapon.
* Blade Fury will attack constantly with 6 frames per second. It does not work with Burst of Speed or any other increased (or decreased) attack speed.
* Blade Fury accuracy is based on the Assassin's attack rating. Your chances of hitting a monster with a normal attack determine your chance with Blade Fury.
* Blade Fury does not work with Pierce or exploding arrow effects.
* Blade Fury works with effects on striking, but not on attack. Therefore, Curses and other effects can be triggered very fast.
* Additional skill points only yield negligible damage increase which is not further modified. The 3/4 of your weapon, however, benefit from all damage enhancers, e.g. the Claw Mastery (if the weapon is a claw).

Mana Cost: 3
Damage: +3/4 Weapon Damage
Skill Level Progression [e]
Slvl Mana Cost Per Blade

Damage Per Blade

Slvl Mana Cost Per Blade

Damage Per Blade

Slvl Mana Cost Per Blade

Damage Per Blade

Slvl Mana Cost Per Blade

Damage Per Blade

1 1 8-10 6 1.6 23-25 11 2.2 44-46 16 2.8 69-71
2 1.1 11-13 7 1.7 26-28 12 2.3 49-51 17 3 77-79
3 1.2 14-16 8 1.8 29-31 13 2.5 54-56 18 3.1 85-87
4 1.3 17-19 9 2 34-36 14 2.6 59-61 19 3.2 93-95
5 1.5 20-22 10 2.1 39-41 15 2.7 64-66 20 3.3 101-103




Lightning Sentry

Required Level: 24
Prerequisites: Fire Blast, Shock Web, Charged Bolt Sentry
Effect: This device discharges great bolts of electricity, frying assailants when they come near.
Synergies:

* Shock Web: +12% Lightning Damage Per Level
* Charged Bolt Sentry: +12% Lightning Damage Per Level
* Death Sentry: +12% Lightning Damage Per Level

Mana Cost: 20
Shoots: 10 Times
Skill Level Progression [e]
Slvl Lightning Damage

Slvl Lightning Damage

Slvl Lightning Damage

Slvl Lightning Damage

1 1-24 6 1-86 11 1-171 16 1-270
2 1-37 7 1-99 12 1-190 17 1-300
3 1-49 8 1-111 13 1-210 18 1-329
4 1-62 9 1-131 14 1-230 19 1-359
5 1-74 10 1-151 15 1-250 20 1-389




Wake Of Inferno

Required Level: 24
Prerequisites: Fire Blast, Wake Of Fire
Effect: Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range.
Synergies:

* Receives Bonuses From:
o Wake of Fire: +0.5 Yards Per Level
o Fire Blast: +10% Fire Damage Per Level
o Wake of Fire: +7% Fire Damage Per Level
o Death Sentry: +10% Fire Damage Per Level
* Provides Bonuses To: Wake of Fire, Fire Blast, Wake of Fire

Mana Cost: 20
Shoots: 10 Times
Skill Level Progression [e]
Slvl Fire DPS

Slvl Fire DPS

Slvl Fire DPS

Slvl Fire DPS

1 12-30 6 63-88 11 123-153 16 187-223
2 22-42 7 74-99 12 135-167 17 202-240
3 32-53 8 84-111 13 148-181 18 218-257
4 43-65 9 97-125 14 161-195 19 234-274
5 53-76 10 110-139 15 174-209 20 250-291



Death Sentry

Required Level: 30
Prerequisites: Fire Blast, Shock Web, Charged Bolt Sentry, Lightning Sentry
Effect: This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies.
Synergies:

* Fire Blast: +1 Shot Per 3 Levels
* Lightning Sentry: +12% Lightning Damage Per Level

Mana Cost 20
Damage: 40-80% Of Corpse Life
Shoots: 5 Times
Skill Level Progression [e]
Slvl Lightning Damage

Corpse Explosion Radius (yards)

Slvl Lightning Damage

Corpse Explosion Radius (yards)

Slvl Lightning Damage

Corpse Explosion Radius (yards)

Slvl Lightning Damage

Corpse Explosion Radius (yards)

1 1-56 3.3 6 1-100 5 11 1-165 6.6 16 1-244 8.3
2 1-64 3.6 7 1-109 5.3 12 1-181 7 17 1-268 8.6
3 1-73 4 8 1-118 5.6 13 1-197 7.3 18 1-293 9
4 1-82 4.3 9 1-134 6 14 1-212 7.6 19 1-318 9.3
5 1-91 4.6 10 1-150 6.3 15 1-228 8 20 1-342 9.6




Blade Shield

Required Level: 30
Prerequisites: Fire Blast, Blade Sentinel, Wake of Fire, Blade Fury
Effect This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely.
Synergies: None
Notes:

* Using Blade Shield will reduce the durability of your weapon.
* This will not trigger "On Striking" spells. It will however, trigger On Attack spells.

Damage: +1/4 Weapon Damage
Skill Level Progression [e]
Slvl Mana Cost

Duration (seconds)

Damage

Slvl Mana Cost

Duration (seconds)

Damage

Slvl Mana Cost

Duration (seconds)

Damage

Slvl Mana Cost

Duration (seconds)

Damage

1 27 20 1-30 6 37 45 26-55 11 47 70 54-83 16 57 95 84-113
2 29 25 6-35 7 39 50 31-60 12 49 75 60-89 17 59 100 91-120
3 31 30 11-40 8 41 55 36-65 13 51 80 66-95 18 61 105 98-127
4 33 35 16-45 9 43 60 42-71 14 53 85 72-101 19 63 110 105-134
5 35 40 21-50 10 45 65 48-77 15 55 90 78-107 20 65 115 112-141


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