Assassin (Diablo II)
The Assassin is one of the two expansion characters introduced in Diablo II: Lord of Destruction. She is a member of the Viz-Jaq'taar, an order of mage slayers instituted to hunt down rogue sorcerers corrupted by demonic magic. In order to avoid becoming corrupt themselves, the Assassins were trained to fight without using any magic by using traps and fighting in close quarters with martial arts. They train the mind and body to fight mages and resist their magics.
The Assassins weapon of choise is the claw weapon, which she dual wields with high efficiency. Utilizing charge up-techniques and finishing moves, the assassin builds up charges in a skill in order to unleash it with a finisher. More charges equals a more powerful effect. This makes the Martial Arts Assassin very different from any other class, as she actively requires the player to switch back and forth between two types of skills.
Interesting as the Martial Arts may be, it is the Trap Assassin, or Trapsin, which is the most powerful build type. Similar to the Hydra spell, traps become stationary objects that discharge their spells upon enemies. There are fire and lightning traps, the latter of which are the most potent.
|Starting Attributes||Level Up||Attribute Point Effect|
|Vitality||20|| +3 Life|
|Martial Arts||Shadow Disciplines||Traps|
|Level 1||Tiger Strike, Dragon Talon||Claw Mastery, Psychic Hammer||Fire Blast|
|Level 6||Fists of Fire, Dragon Claw||Burst of Speed||Shock Web, Blade Sentinel|
|Level 12||Cobra Strike||Weapon Block, Cloak of Shadows||Charged Bolt Sentry, Wake of Fire|
|Level 18||Claws of Thunder, Dragon Tail||Fade, Shadow Warrior||Blade Fury|
|Level 24||Blades of Ice, Dragon Flight||Mind Blast||Lightning Sentry, Wake of Inferno|
|Level 30||Phoenix Strike||Venom, Shadow Master||Death Sentry, Blade Shield|
Most Assassin builds are Trapsins, Assassins that focus around using trap skills, most often Lightning Sentry or Death Sentry. These builds are powerful, cheap and relatively easy as well as safe to use. Other builds focus around the Martial Arts tree, and some rare utlize item skills, such as the WhirlWind Sin.
[[File:]] In the third century, two brothers rose to dominance from within the ranks of the Vizjerei clan of mages; their names were Horazon and Bartuc. Both were equally powerful and ambitious, and both were fascinated by the power one could obtain through the practice of Demonic Magics; however, the two differed in their views regarding how best to study demons. While Horazon viewed demons as a great source of power, he felt that in order to use that power best, you must harness a demon and bend him to your will. His brother, on the other hand, grew to sympathize with the demonic powers and felt (with no small influence from the demons) that the demonic forces were best understood by allying with the Hellish authorities so their secrets could be shared freely, and that is exactly what he did. Their diametrically opposed philosophies caused a great schism that split the ranks and tore the Vizjerei clan apart.
When at last their fierce rivalry culminated in inevitable violence, the combatants learned too late that they had both been played as pawns by the demonic host. The ensuing battle was so great it set the very firmament aflame, and when it was complete and the stillness of remorse was all that remained, Bartuc lay dead, Horazon had vanished into self-imposed exile, and the Vizjerei had learned a costly lesson. The small surviving group of sorcerers, the remnants of the once-great Vizjerei clan, resolved forevermore to spurn Demonic Magics and set about renewing their studies in the Elemental Magics. To further ensure that a similar tragedy could never happen again, they formed a secret order whose sole purpose was to police the mage clans, destroying corruption wherever they found it. This was the birth of the Viz-Jaq'taar, the Order of the Mage Slayers — otherwise known as the Assassins.
Knowing that such an order might itself be corrupted if exposed to the power of magic, the Vizjerei deemed it of the utmost importance that these Assassins maintain the purest, most focused minds. They should live in meditation and draw their power from within, not from external forces that could easily mask demonic interference. 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 honing the natural martial abilities of their bodies, both physical and mental.
Because the Order remains veiled in secrecy, few people, even among the mages, know more than rumors about this mysterious organization. Their reputation has been one shrouded in ambiguity. Legends of their stalwart vigilance, and the widespread fear of their retribution, have kept many mages away from the temptations of corruption, so actual sightings have been rare. However, with the reemergence of the Three, and the subsequent increase in demonic manifestations in the world, the Order has shown a greater public presence of late.
Assassins do not employ the magic arts directly; rather, they use enchanted items that mimic elemental powers, which can function autonomously. To further avoid potential corruption, they also focus on the natural abilities of the mortal body — powers of the mind and unarmed combat. The Assassins have trained extensively in the use of an exotic group of weapons: sets of metal blades and claws that strap onto the wrists. They have expertly incorporated the use of these weapons into their martial arts, and when wielding one in each hand, an Assassin can deliver a devastating double attack. Even the most novice of Assassins is a past master of infiltration, and no lock has been made that they cannot circumvent. Hence, an Assassin needs no key to open locked chests.
Intrinsic to the Assassin’s arsenal of abilities is her incredible prowess in the mysterious Martial Arts style of the Viz-Jaq'taar.
 In-game Speech
 Act I
(upon entering the Blood Moor): "They'll never see me coming."
(upon entering the Den of Evil): "So dark. Perfect."
(upon clearing the Den of Evil): "The Rogue's test is done."
(upon entering the Burial Grounds): "Who's handiwork lies buried here?"
(upon killing Blood Raven): "What I kill stays dead."
(upon touching the Cairn Stones): "These stones hold an ancient power."
(upon touching the Tree of Inifuss): "How has this tree escaped corruption?."
(upon reaching Tristram): "Tristram. The first to fall to Diablo's wrath."
(upon freeing Deckard Cain): "Cain, go to the Rogue camp!
(upon entering the Forgotten Tower: "Oh, who would wanna remember this place?"
(upon killing The Countess): "So much treasure. It almost covers the stench."
(upon entering the Monastery Gate): "Such corruption in this place."
(upon reclaiming the Horadric Malus): "A malus. This should go to Charsi."
(upon entering the Jail): "Try and cage me demons."
(upon entering the Catacombs): "I don't like it down here."
(upon defeating Andariel): "Death becomes you Andariel."
 Act II
(upon entering the Lut Gholein Sewers): "Why must evil hide in such wretched places?"
(upon killing Radament): "Vengeance. For Atma."
(upon starting The Tainted Sun quest): "An eclipse? Never a good omen."
(upon entering the Claw Viper Temple): "Dark magic in a darker tomb."
(upon shattering The Tainted Sun Altar): "Serpents, I expected worse."
(upon entering the Arcane Sanctuary): "The Sanctuary, Horazon's obsession."
(upon finding The Summoner): "Summoner, the dark magics have corrupted you."
(upon killing The Summoner): "Horazon, your decoy is dead."
(upon entering a false tomb): "The Horadrim have left their mark here."
(upon entering the true Tal Rasha's Tomb): "I can sense Tal Rasha's presence."
 Act III
(upon obtaining the Jade Figurine): "Hm, a jade statue. What should I do with it?"
(upon obtaining the Gidbinn): "What a delicious blade. Ishould consult Ormus."
(upon entering the Kurast Sewers): "And I thought the Forgotten Tower stank."
(upon finding the lever in the Kurast Sewers): "Levers are made to be pulled."
(upon opening the chest in the Kurast Sewers): "This is one drain I don't mind cleaing out."
(upon obtaining Lam Esen's Tome): "Black books make for dark thoughts."
(upon completing the Lam Esen's Tome quest): "Ormus, you have strange taste in books."
(upon finding the High Council of Zakarum): "I dread this place."
(after defeating the High Council of Zakarum): "The dark magic here is dispelled."
(upon entering the Durance of Hate): "Mephisto, I'm coming for you."
(after defeating Mephisto): "Mephisto, you were no match for me."
 Act IV
(after defeating Izual): "Corruption, take flight."
(after defeating Diablo): "A hero's mistake is finally corrected."
 Act V
(upon entering the Bloody Foothills): "You'll pay for your atrocities Baal."
(after defeating Shenk the Overseer): "Shenk, your command has ended."
(upon freeing the last soldiers in the Frigid Highlands): "Follow me."
(upon entering Nihlathak's Temple): "I should have known."
(after defeating Nihlathak): "You dark mages are all alike, obsessed with power."
(upon reaching the Arreat Summit): "I shall prove worthy."
(after defeating Baal): "The evil brotherhood is no more."
- Diablo II Manual: Lord of Destruction, page 18-19. Blizzard Entertainment, 1997-2001.
- Diablo II Manual: Lord of Destruction, page 20. Blizzard Entertainment, 1997-2001.
|Diablo III||Barbarian • Crusader • Demon Hunter • Monk • Witch Doctor • Wizard|
|Diablo II||Amazon • Assassin • Barbarian • Druid • Necromancer • Paladin • Sorceress|
|Diablo I & Hellfire||Barbarian • Bard • Monk • Rogue • Sorcerer • Warrior|