Level |
Skill |
Description |
1 |
Backstab
| Assassins can do great
damage to an opponent. This skill can only be used to initiate
combat. |
2 |
Feign |
Assassins can disguise
his true condition to allow him to get closer to his unsuspecting
target. |
3 |
Estimate |
Assassins can estimate how much a monster
might be worth in experience points. |
5 |
Martial Arts |
Assassins can better defend themselves
bare-handed than most people. The damage still isn't as good as it
is with a decent weapon. Assassins are slightly better with this skill
than mercenaries. If the player is both mercenary and assassin, the
skill is even more effective. |
5 |
Throwing Weapons |
Assassins can throw
some melee-type weapons for ranged combat. For example, some knives
can be hurled at an enemy in an adjacent room. |
6 |
Sneak Look |
Assassins have mastered the art of getting
a quick look at a target without the target noticing he is being examined. |
7 |
Blend |
Assassins can blend into shadows. The
assassin must be completely still or else the illusion is broken.
Even communicating with other players will cause an assassin to be
seen. |
7 |
Slow |
Assassins can hit and daze their opponents
in such a way that their movement is slowed down. It has no effect
on combat however. |
9 |
PKs |
Assassins can see the number of player
killers on the same planet as they are. Navy members will be counted
in space (ships) only. |
9 |
Hunted |
Assassins can get a list of all the monsters
and players to whom they are aggressive. |
10 |
Melee Repair |
Assassins who are neither scientist nor
merchant are now able to repair
melee weapons if they are also carrying a full toolbox. |
11 |
Poisons |
Assassins can use poisons
if they have a syringe. Each colored fluid has a different effect
(some helpful). However, assassins who are not skilled at injecting
will likely break the syringe in the process of using it. |
11 |
Poison Resistance |
Due to the fact that assassins deal with
poisons a lot in their line of work, they gradually develop a resistance
to it. This means that whenever assassins are poisoned, they are not
as affected by it as much as non-assassins will be. |
13 |
Awareness |
Assassins are so good at covertly assessing
a situation that they can get information about beings who enter the
same room with them without having to look at them. This skill is
only usable every 10 minutes and will last approximately 3 minutes. |
16 |
Adrenaline Rush |
Assassins can get an adrenaline
rush after making a kill, increasing the assassin's healing rate
for some time thereafter. |
17 |
Slink |
Assassins can use the shadows to conceal
the direction they leave in. Once slinking, you will continue to slink
for a short while. This skill has a 3 minute delay. |
19 |
Pinpoint for Melee |
Assassins have learned to use melee weapons
so expertly that they can now cause much more accurate damage to a
target. This skill is automatic in combat and will rise each time
a melee (not blaster or saber) weapon is used. |
20 |
Advanced Backstab |
HM assassins will now also slow
targets with a successful backstab. |
20 |
Weapon Specialization |
HM assassins can choose to specialize
in a type of melee weapon, either knife, blade, blunt, or two-handed.
When using a weapon of his/her specialization, the HM Assassin will
use it with better ability than anyone else. |
21 |
Improve Melee Weapons |
With a full toolbox, HM assassins can
improve the power of melee weapons,
thus increasing the damage they are capable of. However, failing an
improve has been known to damage weapons, possibly beyond repair. |
21 |
Wimpy Act |
HM assassins can train themselves to
perform an action at the time of wimpying. For example: wimpyact enter
x-wing. Normal wimpy and
wimpydir will
also be executed, but after the action has been performed.
NOTE:
If you set your wimpy action to be a command that has a move delay
(stunning yourself, etc.), then your wimpy will be unable to work,
naturally. |
25 |
Accuracy |
HM assassins have improved their accuracy
and thus increased the damage they do with thrown
melee weapons. (Cannot be used with blasters or sabers.) |
25 |
Immobilize |
HM assassins can incapacitate an opponent
for a short time to escape the room he is currently in. Assassins
will be forced to leave the room they are currently in and must re-enter
the room to resume combat. Assassins who have a wimpydir
set will be moved toward that exit, otherwise a random exit is chosen. |
30 |
Avoid Detection |
HM assassins can conceal their presence
(on the pks list) for a time from those who might
inform on their whereabouts. |
30 |
Melee Parry |
HM assassins who are wielding a melee
weapon and fighting an opponent wielding a melee weapon (sabers are
not included) can parry their opponent's attacks. In such cases, the
opponent has a much harder time hitting the assassin. |
35 |
Maneuver |
HM assassins can maneuver
behind a comrade in order to flank the comrade's primary target and
deliver a vicious blow with a weapon. |
35 |
Silent Movement |
HM assassins are able to silently move
into position to strike at their unsuspecting targets. |
40 |
Manufacture Poisons |
HM assassins can manufacture
poisons from an appropriate sample
and an empty bottle. |
45 |
Mixing Poisons |
HM assassins can take two bottles of
poison in an HM lab and mix them together to produce a mixed potion
which will perform the actions of both poisons. Some poison combinations
are too volatile to be mixed, though. |
50 |
Poison Weapons |
Ultimate HM assassins can poison a melee
weapon if they are holding a poison bottle. The poison effect will
eventually wear off in combat. How long the poison will depends on the type of melee weapon, the poison, and whether or not it already has a special attack function. They can also wipe the weapon clean. |
In addition to needing the normal required experience points to advance
in levels, assassins also need assassin points. Assassin
points are not the same thing as Bounty
Hunter points. They are separate systems, meaning that an assassin
trying to turn in bounty kills will receive no benefits, unless the player
has both guilds.
Generally speaking, Assassins can find assassin jobs, in which they are
to kill somebody, for assassin points, much like how the Bounty Hunters'
bounty system works. The assassin must find mobs on the mud which list
these jobs.
Since Assassins must be Army player killers, this means that if you are
not already a member of the Army, the first time you advance in the Assassins'
guild hall, you will become a part of the Army. You will remain so as
long as you are a part of the guild. This means if you ever wish to drop
PK, you must drop the assassin guild first and then unsign the book. If
you are a primary assassin, the only way you can have a non-PK character
is to suicide and recreate a
new character.
In general, no player is allowed to become a player killer until they
reach level 4. Assassins and Bounty Hunters are the exceptions to this
rule, but even they cannot engage in
player killing until they are at least level 3.
If you wish to have Assassin as a secondary guild, here is what you should
do: Advance first in your primary guild until you reach level 3, then
go to the Assassin guild hall and advance. You will automatically join
the Army at that time.