NOTE: The contents of this page are exclusive content found only by installing the player-made mega-mod Diablo 2 Fallen.
The Assassin
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The Assassins are an ancient order originally founded to hunt down and eliminate rogue mages. 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 augmenting the natural martial abilities of their bodies, both physical and mental. 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.
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The Paths
Light Path Introduction: "There is great evil here. The smell of death - or worse - surrounds me. I will cleanse this wilderness."
Shadow Path Introduction: "Time to die! I'm coming for you."
Base starting attributes level 1, silver difficulty, no survival bonus, naked.
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All skills in the left column below may be chosen as soon as a character reaches level two.
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All skills in the right column below may be chosen only after a Primary skill from the left column has reached level 5.
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Primary:
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Combat Discipline Up to three combat arts can be combined and the combat arts in combos regenerate faster. Increases the damage of all combat arts.
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Martial Arts Focus Improves regeneration time and enables the use of modifications for the aspect Martial Arts. Increases the maximum spell level without penalty.
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Shadow Disciplines Focus Improves regeneration time and enables the use of modifications for the aspect Shadow Disciplines. Increases the maximum spell level without penalty.
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Traps Focus Improves regeneration time and enables the use of modifications for the aspect Traps. Increases the maximum spell level without penalty.
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Secondary:
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Concentration Decreases the regeneration time of all combat arts. Also grants the ability to maintain up to two buffs simultaneously (three when mastered).
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Shadow Disciplines Lore Increases damage, critical hit chance and execution speed of the aspect Shadow Discplines. Enables the use of modifications for this aspect.
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Traps Lore Increases damage, critical hit chance and execution speed of the aspect Traps. Enables the use of modifications for this aspect.
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Ancient Magic Increases damage of spell-based combat arts and reduces the opponent's spell resistance. Additionally, opponents' armor resistances against damage from spell-based combat arts will be reduced.
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Primary:
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Ranged Weapons Improves wielding ranged weapons by increasing attack rating and attack speed. Grants the ability to use higher-level weapons without an attack speed penalty.
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Sword Weapons Improves wielding sword weapons by increasing attack rating and attack speed. Grants the ability to use higher-level weapons without an attack speed penalty.
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Tactics Lore Increases damage dealt by equipped weapons as well as the chance for critical hits. Enables the use of modifications for weapon-based combat arts.
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Damage Lore Provides a better chance for applying "status effects" (e.g., burning with fire damage) on monsters.
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Secondary:
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Hafted Weapons Improves wielding hafted weapons by increasing attack rating and attack speed. Grants the ability to use higher-level weapons without an attack speed penalty.
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Speed Lore Increases run speed as well as attack and defense rating with all weapons.
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Magic Staffs Improves wielding magic staves and wands by increasing attack rating and attack speed. Grants the ability to use higher-level staves and wands without an attack speed penalty. Unlocks the ability to shoot magical projectiles from staves and wands.
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Primary:
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Armor Lore Increases all existing armor resistances and reduces the regeneration penalty from heavy armor equipment. Also grants the ability to wear higher-level armor without a movement speed penalty.
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Spell Resist Lore Increases spell resistance as well as the chance to evade critical spell hits.
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Combat Reflexes Increases the chance to evade hostile weapon attacks and reduces the chance to sustain critical hits.
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Secondary:
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Constitution Increases maximum hitpoints and hitpoint regeneration rate out of combat.
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Toughness Adds a base resistance for each type of damage and reduces incoming damage.
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Primary:
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Blacksmith Grants the ability to work on items without visiting a Blacksmith. Additionally, items above character level can be used. Rings can be forged into items with bronze or better slots, amulets can be forged into items with silver or better slots. Allows the use of exclusive enhancements.
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Alchemy Enhances the effect/duration of all potions. Also unlocks the use of special alchemy charms.
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Magic Find Increases the chance to find more and higher quality items from monsters, chests, and magical hiding places. Unlocks special modifiers that require this skill.
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Secondary:
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Riding Grants the ability to ride higher level horses and reduces the regeneration penalty while mounted. Improves the power of all horse combat arts and unlocks special modifiers of horses.
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Trading Displays item prices even when not at a merchant. Additionally merchants will offer more favorable prices and better items.
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Divine Devotion Enhances the power and decreases the regeneration time of the Divine Gift.
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Assassin Aspects
Martial Arts
Shadow Disciplines
Traps
Assassin Combat Arts
Aspect
Martial Arts
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Aspect
Shadow Disciplines
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Aspect
Traps
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Assassin Combat Arms
Tiger Strike, Fists of Fire, Dragon Flight
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Claws of Thunder
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Psychic Hammer, Cloak of Shadows, Fire Blast, Blade Fury
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Mind Blast, Burst of Speed, Wake of Inferno
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Shock Web
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Assassin Unique Mount
Mobiculum
All characters except for the Assassin have a “biological” special mount. He, on the other hand, uses a modern, T-Energy powered monowheel, a machine that is as imposing as it is dangerous. The Assassin can use his combat arts even when sitting inside the Mobiculum.
See Also