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This is a page about a playable character class. For other uses, see Assassin.


Assassins are branded by the manual as masters of stealth and guile, skilled at killing in shadows or with deadly poison. In reality, Assassins have a very flexible skillset that can lend itself to a variety of playing styles, including an enviable skillset for any melee fighter that includes Dodge, Find Weakness, Backstabbing and Alertness. Their abilities with missile weapons are notable thanks to the Archery and Find Weakness skills. They are also the only combat-oriented class trained in Alchemy, a skill that can be made excellent use of. Nearly any race can make an effective Assassin, depending on playing style: Drakelings, Gnomes, Humans, Hurthlings, and Dwarves all offer some nice advantages; for players who enjoy Trolls, Assassin is one of the best (if not the best) skillsets for a Troll.

Basic Information[]

Base Stats[]

The base stats for male Assassins are tabulated below. Female Assassins will, on average, have -1 Strength and +1 Dexterity compared to males. Note that any value may vary from these typical values by around +/-5 due to starsigns or birth effects, and further if the question system is not employed. See Talk:Archer for details on how these tables were generated.

Assassins have relatively balanced stats (typically enough Learning to get Literacy), excepting a rather severe penalty to charisma.

Race St Le Wi Dx To Ch Ap Ma Pe
Human 13 16 12 14 14 8 10 13 14
Troll 24 6 9 11 26 5 5 8 9
High Elf 13 17 11 20 11 8 14 16 19
Gray Elf 13 17 12 19 10 7 18 19 19
Dark Elf 12 13 14 20 13 6 12 20 18
Dwarf 16 14 13 12 19 7 9 13 15
Gnome 12 14 11 16 16 10 10 18 15
Hurthling 8 13 12 20 17 10 10 10 14
Orc 18 10 12 14 19 7 7 8 11
Drakeling 17 13 14 12 19 8 8 13 12
Mist Elf 12 19 12 19 10 6 22 25 22
Ratling 13 13 12 18 20 5 5 13 18

Starting Skills[]

Skill Typical Value Typical Modifier Available In-game?
Alchemy 10 3d4 No
Alertness 25 4d4 No
Archery 20 3d5 No
Backstabbing 40 4d5 Yes
Climbing 40 4d5 N/A
Detect Traps 25 4d5 Yes
Dodge 20 4d5 No
Find Weakness 40 4d4 No
First Aid 20 3d4 N/A
Haggling 30 3d3 N/A
Listening 20 3d3 N/A
Pick Locks 40 4d5 Yes
Stealth 40 4d5 Yes
Two Weapon Combat 20 3d3 Yes

Crowning Gifts[]

Assassins have a 4 in 6 chance of getting an extremely desirable humanoid slaying weapon. Even if they don't get one, The Far Slayer and Cloak of Oman are both very decent. The Far Slayer increases missile damage output considerably, including that of quarrels of slaying. The cloak of Oman is indestructible and has excellent powers, whereas normal cloaks don't usually give much beyond some armor rating and are quickly destroyed.

HP, PP, To-hit Growth by Level[]

HP: Medium
PP: Low
Melee to-hit: High
Ranged to-hit: High

Special Abilities[]

Class Abilities[]

  • Dagger expertise: Assassins start with extra skill levels in the dagger categories compared with other classes — Assassins of all races start at level 4 with Thrown Daggers, with Trolls, Elves, Dwarves and Orcs starting at level 4 in Daggers & Knives and other races at level 5.
  • Guild membership: Monsters in the Assassins' Guild are initially peaceful, and the Filk Quest requires being level 30, rather than level 45.
  • Heir gift: Poisonous adamantium dagger (+0, 1d4+5 or more).

Class Powers[]

  • Level 6: Can make potions of poison from other potions (not water or carrot juice).
  • Level 12: Backstabbing gets more deadly. The exact effect is extra *2 modifier for backstabs; this stacks with critical hits (*2) and blessed weapon bonus against undead/demons (*1.5), for a maximum damage multiplier of 12 against undead/demons and 8 against others.
    • Backstabbing bonus was increased [[1]] in 1.2.0pre7. Exact mechanics are not known at the moment.
  • Level 18: Missile range is increased by 30%.
  • Level 25: Critical hit chance is increased by 20%.
  • Level 32: Dodge bonus is doubled. This yields a maximum of +10 DV at 100 skill.
  • Level 40: Poison immunity.
  • Level 50: Random chance to instantly kill a monster. Exact chance depends on the level of the monster, but the details are not known. Don't expect this to work on those you really want it to.

Starting Gear[]

Human Troll High Elf Grey Elf Dark Elf
Dwarf Gnome Hurthling Orc Drakeling
Mist Elf Ratling
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