Assassin

From PlayM2M Wiki

How can the abilities be used?

• Skills can be placed at the bottom of the screen for hotkeys 1 → 9, F1 → F12.

Skill Types

• In the game, characters can be guided in three different directions. Up to level 50, all characters are neutral. After reaching level 50, they can choose between the Warriors of Light or the Cult of Dark Powers, and they can also remain neutral.

How to reset skills and stats

In the Rich District, the Wise Monk resets ability points, charging 10,000 gold per level, and can reset once every 24 hours. Thus, for a level 10 character, the monk resets the ability points for 100,000 gold, which can then be redistributed. Ability points can be reset anytime without a time limit using the Ability Reset available in the item shop.

What are Clan Types?

Neutral

  • The attack value and/or effect of all skills are -20% compared to the original skill value.
  • This is not a separate order, but rather a lack of affiliation with any order.

Warriors of Light

  • Skills specific to the order of the Warriors of Light are 25% stronger.

Dark Powers

  • Skills specific to the order of the Dark Powers are 25% stronger.

All skills can be upgraded to level 40, in blocks of 10. The learning of skills can depend on both the character level and the skill level.

Each level up grants the character 1 skill point, which can be allocated to a skill (if not used, the skill point is not lost but is added to the next level’s tally).

Each class can start learning skills from level 5, and then every 15 levels, they can learn new skills. Until the character reaches the required level, the skill remains grayed out. As soon as they are eligible, a small plus sign appears next to the skill. When a skill reaches level 10, it jumps to the next level.

Within each class, all skills can be learned. After choosing an order at level 50, such as the Warriors of Light, the previously learned skills of the Dark Powers remain, but the skills from the other order become 20% weaker after the choice is made. The value of neutral abilities does not change after choosing an order!

Types of Abilities

Physical

Physical-based abilities are influenced by strength and the attack value of weapons. Defense against them is typically based on the defense provided by the weapon held and bonuses named "defense" (such as sword defense or two-handed defense).

Magic

Magic-based abilities are affected by Intelligence (INT) and the magical attack value of weapons. Defense against magic is possible through a bonus called magic resistance. Wizard's abilities, for example, are not significantly reduced by fan defense, as it only reduces the value of their regular hits, not the damage from their abilities.

Buff's

Buffs can be briefly described as spells that enhance and support the character. This category includes "selfbuffs," which a character can only apply to themselves (like Sword Energy, Inner Strength, Blade Energy), and supportive spells that can strengthen another player (Wizard's supportive spells fully encompass this category).

The third category, of which there is only one in the entire game and it has only a negative effect, is called "de-buff." Unlike supportive spells, a de-buff weakens, but like other buffs, it has a duration. This ability is named Crippling.

Sub Class

After reaching level 3, players can use both "Blade - Melee" and "Archery - Far Combat" subclasses simultaneously.
Blade - Melee skills focus primarily on stealth and precision melee attacks, and have a different stat distribution than Far Combat.
Archery - Far Combat skills focus primarily on ranged attacks using a bow. Defense can be a weakness, but the damage output is higher.

Abilities Name Force 10 Point 20 Point 30 Point 40 Point
Wheel of Death Neutral
Charging time 25 25 25 25
Required MP 57 120 164 225
Deadly Stab Neutral
Charging time 20 20 20 20
Required MP 48 120 171 240
Backstab Neutral
Charging time 15 15 15 15
Required MP 48 120 171 240
Poison storm Light
Chance of lasting poisoning 1% 11% 32% 50%
Charging time 25 25 25 25
Required MP 68 105 146 202
Hiding Dark
Duration 16 30 39 52
Charging time 60 60 60 60
Required MP 33 60 79 105
Poisoned arrow Dark
Charging time 25 25 25 25
Required MP 49 120 171 240
Burning Arrow Neutral
Charging time 25 25 25 25
Required MP 56 120 156 212
Arrow rain Neutral
Number of targets 2 5 6 9
Charging time 18 18 18 18
Required MP 36 95 136 192
Repeat shot Neutral
Charging time 15 15 15 15
Required MP 46 105 146 202
Light steps Light
Required MP 32 50 62 108
Duration 16 30 39 52
Charging time 31 45 54 67