๐ก๏ธAssassin Job

On Classic Reimagined the Assassin gets a "Shadow" kit of katar skills: blink strikes, a 5-hit slash chain, a self-centered blade ring, a poison field and a damage-amplifying mark. A crit toggle, shadow clones and a return blink sit on top of that kit. You play it by jumping in with Sonic Blow, Fatal Mirage or Death Mark, chaining short-delay skills on the same target to trigger Shadow Pursuit, and using Shadow Recall to get back out.
โน๏ธClassic 99/50 server. Custom skills are learned from the normal skill tree with skill points, after their prerequisites: the basic ones unlock from a related class skill, the strongest ones need another custom skill (usually at Lv 3) or a signature class skill first. Values below are for the current patch (November 2026).
Custom Skills Overview
| Skill | Max Lv | Type | Prerequisite |
|---|---|---|---|
| Fatal Mirage | 5 | Offensive, Physical, blink + 5x5 area | Sonic Blow Lv 1 |
| Shadow Instinct | 3 | Supportive (self buff) | Katar Mastery Lv 3 |
| Death Mark | 2 | Offensive, Physical, blink + 5x5 area + debuff | Fatal Mirage Lv 3 |
| Blade Waltz | 3 | Offensive, Physical, self-centered 5x5 | Grimtooth Lv 1 |
| Shadow Requiem | 3 | Offensive, Physical, melee chain | Katar Mastery Lv 1 |
| Dark Ambush | 3 | Offensive, Physical, melee, ignores DEF | Cloaking Lv 3 |
| Venom Eclipse | 3 | Offensive, Physical, Poison ground field | Venom Dust Lv 1 |
| Venom Infusion | 5 | Supportive (self buff) | Enchant Poison Lv 1 |
| Death Whisper | 5 | Toggle (self buff) | Katar Mastery Lv 3 |
| Shadow Echo | 2 | Summon (shadow clones) | Shadow Instinct Lv 2 |
| Shadow Recall | 1 | Supportive (return movement) | Cloaking Lv 1 |
| Shadow Pursuit | โ | Automatic passive (no skill points) | Normal Assassin |
All custom skills are for the normal Assassin job only.
Class Signature: Shadow Pursuit
โญClass signature: a built-in bonus every player of this job has. It needs no skill points and works automatically: follow the pattern below to trigger its bonus.
| Who | Normal Assassin (no skill points, no activation) |
| Build | Hit your selected target with an eligible skill: the target is marked for 6 s |
| Ready | The mark (buff icon) on that target |
| Bonus | Next eligible skill on the same target: +10% damage (+5% vs players / PvP / GvG) |
| Recovery | 10 s |
Every normal Assassin has this passive. It costs no skill points and you don't activate it.
| Eligible skills | Sonic Blow (needs Katar Mastery Lv 4), Fatal Mirage, Death Mark, Shadow Requiem, Dark Ambush |
| Mark window | 6 s |
| Bonus | +10% damage vs monsters/MVPs; +5% vs players, player-owned units and on PvP/GvG maps |
| Recovery | 10 s |
Notes
- Do HP damage to your selected target with an eligible skill and that target is marked for 6 s.
- Your next eligible skill that hits the same target before the mark expires gets the bonus once. Repeating the same skill counts.
- Only the selected target gets the bonus. Splash victims don't.
- One cast can't both create and use a mark, and Sonic Blow counts as one cast.
- Hitting a different target doesn't move or refresh the mark.
- Missed or blocked hits neither mark nor consume.
- Normal attacks, Blade Waltz, Venom Eclipse, clones and autocasts don't count.
- After the bonus lands, no new marks can be made for 10 s. Buff icons show the Mark and Cooldown states.
- The Emperium can't be marked.
Fatal Mirage
Blink next to the target and slash every enemy in a 5x5 area around it three times.
| Max Level | 5 |
| Type | Offensive, Physical, melee (blink) |
| Element | Weapon |
| Target | Enemy |
| Range | 5 cells |
| Area | 5x5 around target |
| Cast Time | None |
| After-Cast Delay | 2.0 s |
| Cooldown | 0.3 s |
| SP Cost | 24 / 28 / 32 / 36 / 40 |
| Requirement | Sonic Blow Lv 1 |
| Weapon / Catalyst | Katar |
| Level | Damage (3 hits) | With Shadow Instinct or Cloaking | With both |
|---|---|---|---|
| 1 | 58% x3 = 174% ATK | 64% x3 = 192% | 70% x3 = 210% |
| 2 | 116% x3 = 348% ATK | 128% x3 = 384% | 140% x3 = 420% |
| 3 | 174% x3 = 522% ATK | 192% x3 = 576% | 210% x3 = 630% |
| 4 | 232% x3 = 696% ATK | 256% x3 = 768% | 280% x3 = 840% |
| 5 | 290% x3 = 870% ATK | 320% x3 = 960% | 350% x3 = 1050% |
Notes
- The Shadow Instinct and Cloaking bonuses are each +6% per Fatal Mirage level per hit and they stack. They never add hits.
- You can cast it while Cloaked. Cloaking ends when the skill fires.
- It can crit, but at half the normal skill crit chance.
- It counts as melee (short-range) damage even though you cast it from 5 cells, so Death Mark boosts it.
- A successful blink saves a Shadow Recall point and pulls your Shadow Echo clones along. On WoE/Battleground maps, or while rooted, you don't blink but the attack still lands.
- Counts for Shadow Pursuit.
Shadow Instinct
A self buff that raises the damage of Fatal Mirage and Shadow Requiem.
| Max Level | 3 |
| Type | Supportive (self buff) |
| Element | โ |
| Target | Self |
| Cast Time | 1.0 s (variable, reduced by DEX) |
| After-Cast Delay | 0.3 s |
| Cooldown | 40 s |
| SP Cost | 45 / 55 / 65 |
| Requirement | Katar Mastery Lv 3 |
| Weapon / Catalyst | โ (no Katar needed to cast) |
| Level | Effect |
|---|---|
| 1 | Lasts 20 s |
| 2 | Lasts 30 s |
| 3 | Lasts 40 s |
Notes
- Fatal Mirage: +6% ATK per hit per Fatal Mirage level (+30% per hit at Fatal Mirage Lv 5).
- Shadow Requiem: +3% ATK per slash per Shadow Requiem level (+9% per slash at Lv 3).
- The bonus size depends on the boosted skill's level. Shadow Instinct's level only changes the duration.
- Removed on map change or warp.
Death Mark
Blink beside the target, hit everything in a 5x5 area with one heavy strike, and mark the enemies hit so they take more melee damage.
| Max Level | 2 |
| Type | Offensive, Physical, melee (blink) + debuff |
| Element | Weapon |
| Target | Enemy |
| Range | 5 cells |
| Area | 5x5 around target |
| Cast Time | 0.5 s (variable, reduced by DEX) |
| After-Cast Delay | 0.5 s |
| Cooldown | 15 s |
| SP Cost | 55 / 70 |
| Requirement | Fatal Mirage Lv 3 |
| Weapon / Catalyst | Katar |
| Level | Damage (1 hit) | vs Demi-Human / Dragon |
|---|---|---|
| 1 | 690% ATK | 770% ATK |
| 2 | 1380% ATK | 1540% ATK |
Notes
- Death Mark debuff: the target takes +20% short-range (melee) physical damage for 5 s. Bosses take +10% instead. Magic and long-range damage get no bonus.
- The bonus applies to melee damage from anyone, so it also helps your party's melee attackers.
- The mark does not block reflect: Reflect Shield and reflect cards on the marked target still work.
- The mark is applied even if the damage misses.
- It counts as melee damage and can't crit.
- Blinks like Fatal Mirage (saves a Shadow Recall point, no blink on WoE/Battleground maps).
- Counts for Shadow Pursuit. The Pursuit bonus needs the hit to actually do HP damage.
Blade Waltz
Spin blades around yourself. The ring follows you and hits everything in a 5x5 area every 0.3 s.
| Max Level | 3 |
| Type | Offensive, Physical, melee area |
| Element | Weapon |
| Target | Self |
| Area | 5x5 around caster (moves with you) |
| Cast Time | 1.0 s (variable, reduced by DEX) |
| After-Cast Delay | 0.5 s |
| Cooldown | 5 s |
| SP Cost | 24 / 30 / 36 |
| Requirement | Grimtooth Lv 1 |
| Weapon / Catalyst | Katar |
| Level | Damage | Duration |
|---|---|---|
| 1 | 70% ATK x 3 pulses = 210% | 0.9 s |
| 2 | 130% ATK x 4 pulses = 520% | 1.2 s |
| 3 | 208% ATK x 5 pulses = 1040% | 1.5 s |
Notes
- The first pulse comes 0.3 s after you activate the skill. An enemy only takes the full total if it stays in the area for every pulse.
- The buff ends if you unequip the Katar.
- Blade Waltz pulses don't build or use Shadow Pursuit.
Shadow Requiem
A fast melee slash. Recast it within 2.5 s to grow the chain, up to 5 hits per cast.
| Max Level | 3 |
| Type | Offensive, Physical, melee |
| Element | Weapon |
| Target | Enemy |
| Range | 2 cells |
| Cast Time | None |
| After-Cast Delay | 1.0 s |
| Cooldown | 0.3 s |
| SP Cost | 18 / 24 / 30 |
| Requirement | Katar Mastery Lv 1 |
| Weapon / Catalyst | Katar |
| Level | Per slash | Full chain (5 slashes) | Full chain with Shadow Instinct |
|---|---|---|---|
| 1 | 33% ATK | 165% | 180% (36% per slash) |
| 2 | 66% ATK | 330% | 360% (72% per slash) |
| 3 | 100% ATK | 500% | 545% (109% per slash) |
Notes
- The 1st cast hits once, the 2nd hits twice, and so on up to 5 hits. The chain resets if you don't recast within 2.5 s.
- You can continue the chain on a different enemy.
- It can crit, but at half the normal skill crit chance.
- Counts for Shadow Pursuit. Chain stacks and Shadow Pursuit are tracked separately.
Dark Ambush
Three quick strikes on one enemy that ignore DEF. It hits harder if you start it from Cloaking.
| Max Level | 3 |
| Type | Offensive, Physical, melee |
| Element | Weapon |
| Target | Enemy |
| Range | 2 cells |
| Cast Time | None |
| After-Cast Delay | 2.0 s |
| Cooldown | 0.3 s |
| SP Cost | 30 / 38 / 46 |
| Requirement | Cloaking Lv 3 |
| Weapon / Catalyst | Katar |
| Level | Damage (3 hits) | From Cloaking |
|---|---|---|
| 1 | 96% x3 = 288% ATK | 106% x3 = 318% |
| 2 | 193% x3 = 579% ATK | 213% x3 = 639% |
| 3 | 290% x3 = 870% ATK | 320% x3 = 960% |
Notes
- Ignores the target's DEF.
- You can cast it while Cloaked, which adds +10% per level per hit. Cloaking ends when the skill fires.
- Single target only, with no blink.
- Counts for Shadow Pursuit.
Venom Eclipse
Create a short-lived Poison field on the ground that hits enemies inside it.
| Max Level | 3 |
| Type | Offensive, Physical (ATK-based), ground field |
| Element | Poison |
| Target | Ground |
| Range | 6 cells |
| Area | 5x5 |
| Accuracy | Never misses (ignores FLEE) |
| Status Chance | Poison 10 / 15 / 20% per pulse (5 s) |
| Cast Time | 1.0 s (variable, reduced by DEX) |
| After-Cast Delay | 1.0 s |
| Cooldown | 4.5 s |
| SP Cost | 28 / 36 / 44 |
| Requirement | Venom Dust Lv 1 |
| Weapon / Catalyst | Katar |
| Level | Per pulse | Max total (2 pulses) | Poison chance / pulse |
|---|---|---|---|
| 1 | 150% ATK | 300% | 10% |
| 2 | 300% ATK | 600% | 15% |
| 3 | 450% ATK | 900% | 20% |
Notes
- The field lasts 0.9 s and pulses every 0.6 s, so an enemy that stays inside takes at most 2 pulses.
- You can only have one field at a time. Recasting replaces the old one.
- New: the pulses never miss, they ignore the target's FLEE.
- New: every pulse has a 10 / 15 / 20% chance (by skill level) to Poison the target for 5 seconds.
- Venom Infusion raises its damage (Lv 5: +20%, so 1080% max at Venom Eclipse Lv 3).
- The field pulses don't build or use Shadow Pursuit.
Venom Infusion
A self buff that raises the damage of your poison skills.
| Max Level | 5 |
| Type | Supportive (self buff) |
| Element | โ |
| Target | Self |
| Cast Time | None |
| After-Cast Delay | 0.5 s |
| Cooldown | 3 s |
| SP Cost | 18 / 22 / 26 / 30 / 34 |
| Requirement | Enchant Poison Lv 1 |
| Weapon / Catalyst | โ |
| Level | Poison skill damage | Duration |
|---|---|---|
| 1 | +4% | 20 s |
| 2 | +8% | 30 s |
| 3 | +12% | 40 s |
| 4 | +16% | 50 s |
| 5 | +20% | 60 s |
Notes
- Boosts Poison React, Venom Splasher and Venom Eclipse only.
- Doesn't change your weapon element and doesn't need Enchant Deadly Poison or a Katar.
Death Whisper
A toggle stance that raises CRIT, critical damage and attack speed while it's on.
| Max Level | 5 |
| Type | Toggle (self buff) |
| Element | โ |
| Target | Self |
| Cast Time | None |
| After-Cast Delay | None |
| Cooldown | None |
| SP Cost | 20 (every toggle, including turning it off) |
| Requirement | Katar Mastery Lv 3 |
| Weapon / Catalyst | โ |
| Level | CRIT | Critical damage | ASPD |
|---|---|---|---|
| 1 | +3 | +3% | +2% |
| 2 | +6 | +6% | +4% |
| 3 | +9 | +9% | +6% |
| 4 | +12 | +12% | +8% |
| 5 | +15 | +15% | +10% |
Notes
- It stays on until you cast it again, change maps or warp. It doesn't drain SP over time.
- Katars double CRIT as usual, so Lv 5 gives +30 CRIT while you're using a Katar.
- The critical damage bonus only applies to actual critical hits.
- Shadow Echo clones copy the cast animation but don't get the buff.
Shadow Echo
Summon fragile shadow clones that follow you and copy your attacks.
| Max Level | 2 |
| Type | Summon |
| Element | โ |
| Target | Self |
| Cast Time | None |
| After-Cast Delay | None |
| Cooldown | 25 s |
| SP Cost | 30 / 40 |
| Requirement | Shadow Instinct Lv 2 |
| Weapon / Catalyst | โ |
| Level | Effect |
|---|---|
| 1 | 1 clone for 12 s |
| 2 | 2 clones for 16 s |
Notes
- Each clone has 1 HP and deals 35% of the damage you would deal.
- Clones stand on your cell, follow you as you walk, and move with your blinks (Sonic Blow, Fatal Mirage, Death Mark, Shadow Recall, Back Slide).
- They copy your normal attacks and most native skills you use. They don't repeat the custom Shadow skills on this page.
- Recasting replaces your current clones. They disappear when killed, when you warp, or when time runs out.
- Clones can't damage the Emperium or WoE guardians, and their attacks don't build or use Shadow Pursuit.
Shadow Recall
Snap back to the cell you blinked from.
| Max Level | 1 |
| Type | Supportive (movement) |
| Element | โ |
| Target | Self |
| Range | Return point must be within 6 cells |
| Cast Time | None |
| After-Cast Delay | 0.5 s |
| Cooldown | 3 s |
| SP Cost | 14 |
| Requirement | Cloaking Lv 1 |
| Weapon / Catalyst | โ |
| Level | Effect |
|---|---|
| 1 | Return to the origin of your last successful Sonic Blow, Fatal Mirage or Death Mark blink |
Notes
- You must be on the same map and within 6 cells of the saved point, and the saved cell must still be reachable. If you cast it from farther than 6 cells, the point is lost.
- Each blink grants one return. Your next blink attempt replaces the saved point.
- Shadow Recall has no walk delay afterwards, and your Shadow Echo clones come back with you.
Changed Native Skills
- Sonic Blow: range is 8 cells. You instantly blink to a free cell next to the target, on the side closest to you, before the hits land. The cast fails if all 8 adjacent cells are blocked. The blink saves a Shadow Recall point. Damage and the 2 s after-cast delay are unchanged from pre-renewal.
- Cloaking: Fatal Mirage and Dark Ambush can be cast while Cloaked and get bonus damage (see above).
- Poison React / Venom Splasher: damage is boosted by Venom Infusion.
โจ Dual-Dagger Critical Support
Critical Attacks for Dagger Builds
Dual-dagger normal attacks and Double Attack can critically hit in the current setup. Death Whisper supports this style through its CRIT, critical damage, and attack-speed bonuses.
โน๏ธNormal right-hand and left-hand damage rules still apply. The new offensive custom skill set continues to require a Katar; dagger critical support does not remove those weapon requirements.
Tips
- Open with Sonic Blow or Fatal Mirage from range to mark the target, then follow up on the same target with Dark Ambush or Shadow Requiem for the Shadow Pursuit bonus.
- Keep Shadow Instinct up before bursting with Fatal Mirage. Starting Fatal Mirage or Dark Ambush from Cloaking stacks with it.
- Use Death Mark first in party play. The +20% melee damage taken helps every melee damage dealer on the target for 5 s.
- Blink in, then use Shadow Recall to get out. Stay within 6 cells of the start point or the return is lost.
- Poem of Bragi reduces cast time and after-cast delay, which matters for Fatal Mirage and Dark Ambush (2 s delay). It does NOT reduce cooldowns such as Death Mark (15 s) or Shadow Echo (25 s).