On Class Fantasy: Assassin

One way to intertwine narrative and mechanics in a game is to do so through character classes. In order to have unique feeling classes, the class style needs to match the narrative of what they are. For example, a warrior needs to feel like a physical powerhouse, and a mage needs to feel like a squishy, but powerful spellcaster.

ASSASSIN:

In Draconic Echoes: The Ardent War, the physically focused, multi-hitting, and critical focused damage dealer is Jones’ “Assassin” option. The in-game description of the Assassin is as follows:

Selecting this option will change Jones to the “Assassin” class. He will focus on debilitating enemies with persistent effects and critically hitting them. It will also be less likely that he is targeted by an attack. In addition to looking for critical hits, the Assassin fights by using effective two turn physical combos that are almost guaranteed applications of common persistent effects, and he fights by taking full advantage of off-hand weapons. Although the Assassin may have a hard time finding ways to take advantage of his party members’ set-ups, he is self-sufficient enough to set up many of his own combos and offers a variety of set-ups for his allies, including set-ups for spellcasters.

Draconic Echoes: The Ardent War

The Assassin fulfills the rogue/thief archetype that is commonly found in western fantasy. This archetype also often feels like a lone wolf type of class that can operate independently. However, this game’s mechanics is largely based off of the party members working together to set up spell combos for each other. Thus, there was a challenge to incorporate it into the game. The solution for the assassin was to give it it’s two-turn combos the other party members cannot set up, but can also benefit from. To elaborate on how the Assassin works exactly in this turn-based system, I would like to describe some of its skills in more detail.

Grazing Strike (costs MP)- In addition to an attack, leave light wounds on the target, making it more likely to be affected by “bleeding” effects. (Includes Vendra’s “severe wound” effect.)

Feral Strike (costs 20 TP)- Strike with the chance to apply the “bleeding” effect to the target.

This skill combination demonstrates the Assassin’s way of operating perfectly. As single target attacks generate 10 TP, as long as the Assassin already has 10 TP, he can use Grazing Strike on one turn, then Feral Strike on the next. No other party member can apply Grazing Strike’s effect, but they can apply “bleeding” to take advantage of it. It is worth noting that “bleeding” increases physical damage by 25%, so applying it early is a combo with other physical attacks as well.

Assassin’s Enchantments– Apply traces of magic to your weapon, granting a small chance to affect an attack target with the chosen spell school’s persistent effect. (Cold, Dark, and Wind.)

These enchantments allow the Assassin to help out the rest of the party as well as himself while he is doing his own thing. Since the Assassin can apply some spell effects in the magic element system passively, he does not need to dedicate any turns to helping the other party members deal damage. If he so chooses, he can simply focus on creating his own combos without relying on others. Additionally, the cold effect, “freezing,” lowers physical defense, furthering the Assassin’s ability to create his own combos.

Multi-Target Flurry– Move through the shadows behind every enemy, quickly striking them each once. This attack increases the caster’s crit rate and physical evasion temporarily.

Not only does this move have the flavor of sneaking around and deftly attacking, but it also furthers the Assassin’s mechanical goals, as it attacks every enemy with a weapon attack, which trigger the Assassin’s Enchantments described above. Not only that, but Assassins work best with the Off-Hand equipment slot filled with a light weapon that also cause weapon attacks to apply effects such as “bleeding” or “dazed.” If all else fails, this skill also increases the Assassin’s crit chance, so this skill also combos into multi-hitting skills, which also have chances to apply effects based on weapon attacks.

Overall, the Assassin class is made to feel like that it does not need to rely on others to successfully deal damage. The Assassin is able to use it’s own combos along with the Assassin’s Enchantments and off-hand weapons in order to deal effective damage without relying on party members and set up combos for party members.

If you’re curious about how all my nonsense actually plays out in a game, check out Draconic Echoes: The Ardent War on Steam!