Class Overview | Class Passives & Secondary Skill | Specializations | Title System | Common Builds | Additional Lore | Notable Characters | Example Character |
Assassin Trimmed.jpgWhile anyone can kill for money, that does not make them an Assassin. In fact, few would be so bold as to self proclaim that name upon themselves, for in the Realm of Strife Assassins are a truly exceptional class of individuals who tightly guard their secrets. Operating in secrecy, Assassins are highly skilled at striking their prey from hiding, leaving them debilitated or dead, without even knowing whom or what has brought about their demise. That is unless they are being paid to send a clear message, in which case their victims will die knowing all too well whom they have wronged. Regardless of task at hand, a true assassin does not become personally involved with their marks, generally taking a cold and detached approach to the business of death.

In plying their trade, Assassins will use any and all tools at their disposal to ensure the job is completed in a professional and timely manner. Further setting them apart from your average street enforcer is their ability to supplement their impressive array of skills with magic. Viewing the Spiritual powers as an effective tool for completing a contract, their approach is a utilitarian one. Assassins most often use Spirit powers to mask their presence, assist in infiltration, or to disable those that stand between them and their mark. Only rarely will an Assassin resort to using flashy Spirit powers in an offensive nature, preferring for their work to be discreet and unnoticed above all else, until it is too late.

Class Overview

Typical Roles: Support/Utility, Stealth, Melee Damage, Ranged Damage
Class Mechanic: Spirit and Stealth
Damage Types: Physical, Spirit (Arcane, Elemental, Natural)
Available Races: Wild Elf, Halfling, Human, Half-Elf, Orc, Half-Orc, Kayden
Initial Gold: varies by race from 152 to 240

During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don't like the results

Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: Leather
Natural Weapon Proficiency: Knives, Bows
Trainable Weapon Proficiency: Swords, Hand Weapons, Crossbows

See Armor and Weapons pages for details. When using a weapon that your class is not proficient with, see Combat Penalties

Class Passives & Secondary Skill

Class Passive: Sneaky
Class Synergy: Utility Caster
Class Secondary Skill: Bounty Hunter, Acrobat, or Weapon Specialist (of Assassins's choice)
note: If wishing to specialize in a weapon type that the Assassin does not have as a starting proficiency, you may save the point to be spend at a later date

Level Ups

Assassins use the following chart for leveling up:

  1. Add bonus spirit gain from intellect bonuses if applicable
  2. Max Spirit Powers Known does not include Tier 0 powers
  3. Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers see Learning New Spirit Powers for details
  4. Re-calculate Base Stealth each level
  5. New stealth abilities require training unless they are upgrades (i.e. Rank1 Stealth Shot -> Rank2 Stealth Shot), see Learning New Stealth Abilities for details


Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Assassins may choose to specialize their skills in up to one weapon use, one combat style, one spirit study and/or one stealth path, but can not have more than two specializations in total.
  • Max one Weapon Specialist skill (choose from: Knives, Bows, Swords, Hand Weapons, Crossbows)
  • Max one Combat Specialist skill (choose from: Freehand, Paired Weapon, Freestyle, Sharp Shooter, Skirmisher, Peltast)
  • Max one Spirit Specialist skill (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)
  • Max one Stealth Specialist skill (choose from: Thievery, Dirty Fighting, Assassination, Avoidance, Subterfuge)

Title System

Assassins gain titles based on their rank and standing within an organization of other Assassins. This system of gaining titles is referred to as Guilds.

Assassin Guilds typically operate in the shadows, their very existence little more than rumor among the common folk. This is preferred, as it allows Assassin guilds to ply their trade of death without drawing unwanted attention. In criminal underworld and black market circles, they are perhaps more well known, but ultimately their secrets are closely guarded. Once becoming a member of a particular Assassins guild it is inadvisable to break from them, as it a guaranteed method of gaining a mark on your head. In order to safeguard the secrets of their guild those who you once called allies and associates, will now tirelessly pursue you.

While any guild is a valuable source of resources, Assassin Guilds are unique, in that they maintain a library of Guild Spirit Books. It is forbidden to remove these texts from their libraries, as it is forbidden for an Assassins to carry their own personal Spirit Book. As such one of the primary function of an Assassins guild it to allow access to these libraries to learn the spirit powers appropriate to the mission at hand. This emphasizes efficient planning and forethought into any task. While Assassin guilds are very secretive by nature, if anyone from the outside could be said to understand their goings on, it would be the Mage Wardens, for they have a vested interest in maintaining the Laws of Spirit Powers, even among these most secretive practitioners. Conversely, many Assassins Guilds work hard to remain on good terms with the Mage Wardens, for they can be an excellent source of work. It is not unknown for the Mage Wardens to take out contracts on Renegade spell casters that are beyond their reach, or that must be dealt with quietly.

Most Assassin Guilds do not wish to draw undue attention to themselves and as such, respect the Laws of Magic, if not the laws of man. These means Assassins guilds are typically dedicated to a single School of Spirit powers. However it is rumored that some Guilds shirk the authority of the Mage Colleges and maintain forbidden texts in their libraries. If this were indeed true, it would be a close guarded secret.

The standard Guild based title ups for Assassins are as follows:

When gaining weapon and/or armor proficiencies from titles a character must still receive training before equipping those weapons and/or armor. A proficiency unlocked from a title-up simply opens up the ability to receive the training.

Any Assassin that takes on work outside of a Guild instead takes on the Outlaw Title of either a Spell-Thief or Renegade Spell-Thief

Common Builds

coming soon...

Additional Lore

coming soon...

Notable Characters

Silus the Halfing (aka the Herald of the Void)
more coming soon...

Example Character

Sahar the Viper, a level 4 Wild Elf Assassin with poisoned throwing weapons, ranged damage build

Note: This demo character is up to date as of September 2016