Assassin guild

 The assassins guild specializes in the usage of light 
combat, stealth, and poisons.  Relying primarily on light armor and 
evasive tactics, assassins deal damage through melee and damaging 
skills, as well as applying status effects.

 Roles-
 Assassins are viable in both front and middle row combat, 
able to hit with melee weapons from out of the range of their 
enemies using the maneuver defense mode(See: help defense), as well 
as being able to use their stab and backstab skills from the front 
and middle of parties.  Assassins in light armor are also effective 
at avoiding damage in the front as well as being having the ability 
to increase their own health through the skill killing focus.

Assassin ranks-
 By killing members of a humanoid race you gain what are 
called assassin list.  Typing assassin list will give you a list 
of those you have, and a description of how high it is on a scale 
of ineffective to deadly.  As your ranks improve you gain in melee, 
ranged, and skill damage as well as skill effects.  Many people 
will stay at lower levels gaining ranks in newbie areas, as this is 
often the quickest way to gain them.  Below I will list several 
areas and the races available in them for a given level range, as 
well as some useful skills to train during these levels.
See help killing skill levels

--------Level 1-10----------
Areas-
 Perdow -
  Newbie Village: Humans, goblins.
  Asylum: Plenty of various races, may take a while to max them. 
Only easy source of the   
Lich  rank.
 Sosel -
  Native Village: Human
   *All areas listed here lock at level 10, making them 
inaccessible once you level past 10*

Useful Skills-
1. 
 Attack- This skill improves your ability to land hits, very 
important as you will be using melee attacks from both the front 
and back rows.
 Dagger- This skill improves your ability to deal damage with a 
dagger in melee.  Very important, as you have to wield a dagger to 
use many of your skills for added damage.  Daggers are very prone 
to criticals, but deal lower base damage than many other weapon 
types.
2.
 Thin blade- Improves your ability to deal damage with a thin 
blade, many of your skills can be used with a thin blade as well as 
a dagger.  Thin blades are prone to criticals, and deal more base 
damage than daggers.
 Bludgeon- Improves your ability to deal damage with bludgeon 
weapons.  Many skills cannot be used with bludgeons, but still 
worth training in the event you decide to wield an bludgeon. 
Bludgeons have low critical and low base damage, but are prone to 
stunning.
 Axe- Improves your ability to deal damage with axes.  Many skills 
cannot be used with axes, but still worth training in the event you 
decide to wield an axe.  Axes have the best base damage of weapons 
available to you, and have average stunning and critical chances.
3.
 Hide- This skill allows you to become unseen while standing still. 
Can be used with sneak to remain hidden while moving.  Can be 
useful to get past some dangerous or even blocking enemies when 
used with sneak.
4.
 Apply Poison- Allows you to add poison to bladed weapons.  
Poisoned weapons apply damage over time to enemies hit with them.  
Poison is avoided in many situations, as use of it can cause 
enemies to die while you are not in the room with them, making this 
skill not as important as others listed.
5.
 Grisly Trophy- Using this skill cuts the head off of an enemies 
corpse, allowing you to get assassin dues.  Training this skill is 
important as, in most cases, dues are required for leveling up in 
the guild.
6.
 Conceal Dagger- This skill allows you to avoid angering otherwise 
passive mobs you are in the room with while wielding, can save your 
life if you forget to unwield inside of a city.
8.
 Anatomy- This skill gives you a bonus to the skills hamstring and 
nerve strike.  Which will be mentioned later.
 Hear noises-This skill allows you to listen to adjacent rooms and 
detect enemies in them.  Can be useful if you have enhanced hearing 
as a racial advantage wouldn't suggest without this though.
 Observatioin- This skill helps you avoid having NPC's steal from 
you.  This can be a problem if you spend much time in cities.
9.
 Infighting- This is one of the first attack skills you get, useful 
for dealing damage in lower and later levels.  Also improved by 
your assassination ranks, and assassination skill.
 Hamstring- This skill strikes at the lower leg of an enemy, 
knocking them down and lower their agility.  Can be useful for 
interrupting spells and skills of some enemies, as well as reducing 
an enemies ability to avoid your blows.  Effects are cumulative.
 Ambidexterity- This skill allows you to get attacks with both your 
right and left hand.  One of the most important skills, nearly 
doubling your melee damage.
 Conceal draw- This skill allows you to wield a weapon while in the 
room with an enemy and not have them become aggressive.  Useful if 
you enter a room with a non aggressive enemy and want to get ready 
to open combat.
10.
 Assess- Allows you to determine status effects on an enemy, as 
well as duration of some of them including stun and paralysis.
 Remedy- Very useful heal skill, allowing you to use endurance 
points to regenerate health out of combat, and in combat with the 
use of material components.

--------Level 11-15---------
Areas-
 Perdow -
  Monastary: Human, anakim
  Scarrowfell Mausoleum: Wight
 Wysoom -
  Gromkin warrens: Gremlins. Also not too bad for getting gold.
  Trimer Caves: Slaad
  Pirate ship: Various races, including human, selkie, and kuroa 
 Welstar -
  Seraph Temple - Mummy, few other races.
  Village of Chaplin - Human, skeleton, spirit
  Necromancer camp - Random
  *Areas listed here lock at 15*
Useful Skills-
11.
 Fade to black- Turns you invisible and allows you to move around.  
Similar to using hide and sneak, but will work on some enemies that 
would otherwise see through hide.
 Fearlessness- Useful skill to prevent fear inducing effects from 
forcing you to flee 
combat, limited in its applications but important to have in them.
 Intimidation- Improves your cha score, which increases the price 
you can sell loot at, as well as lowering the cost for purchasing 
items as well as training.  Very useful to use when training, and 
will pay for the gold cost of itself if used in future training 
sessions.
12.
 Dagger repair- Repairs a dagger to extremely good condition, very 
useful if you are not using indestructable weapons.
 Enhanced peer- Allows you to see enemies in an adjacent room, 
great for traveling areas 
with dangerous wandering enemies, or areas you haven't been before.
 Pick Locks- Allows you to open locked doors/boxes, with a set of 
lock picks.  Useful, but many guilds have similar skills not 
requiring a component.
13.
 Sneak- This allows you to enter rooms without being seen, as well 
as staying hidden while moving.  As our guild is on Perdow many 
hostile enemies may attack or stop you while traveling the planet.  
Sneaking while moving about here will keep you safe from these 
bandits.
 Blind- Status effect skill, blinds your target making it harder 
for them to hit you, as well as lowering their perception 
decreasing the ability to land critical hits.
14.
 Stab- This will become your main damage skill, as it is quicker 
and cheaper to use than backstab.  Train this skill as soon as you 
can.
 Alertness- Similar to observation, prevents you from being 
backstabbed or charmed by NPCs, again useful if spending time in 
cities.
 Ill repute- Allows you to sell loot for higher prices, as well as 
purchase items from shops at lower prices.  Additionally allows you 
to avoid paying taxes when entering cities, which increase in cost 
as you level up, making this skill useful later on as well.
15.
 Perfect timing- This skill lets you see when your skills will be 
going off, not incredibly important but can be useful for timing 
strategies in combat, and preparing to use another skill once one 
goes off. 
 Maneuver- One of the most useful skills you'll gain from your 
primary, training maneuver not only helps you avoid damage when in 
melee combat but also allows you to get melee attacks from the 
middle row while partying.
 Tumbling attack- while maneuver may make it easier for you to 
avoid attacks, tumbling attack assists you in striking through an 
enemies successful dodges, helping you land your 
hits more often.

--------Level 15-20---------
Areas-
 Crypt-
  Ballach: Random Crypt monsters like Yaag-nesh and vampire. Locks 
at 16
  Wumpus - Dwarf
  Haelis' Manor - Ghoul, Zombie, Skeleton, (rest only have one foe 
for each of them)       
Vargoulle, Vampire, Frankenstein, Callicantzari, Lich, Grim Reaper
  Moloc's Cathedral - Random Crypt Races
  Utopia - Humans
  Boelir Camp - Boelir
  Kobold Caverns - Kobold
 Raji-
  Quarry - Random
  Nomadic Encampment - Human
 Perdow-
  Chessboard-Varied races, good place to get gems
  Flynd Pass- Flynd
  Danowyr Outpost - Human, demon(Only easy source of demon rank, 
worth focusing on)
  Bandit camp: Various Perdow races like trolls and werewolves. 
 Sosel-
  A small house - Human
  The Mound - Non-humanoid ants
  A deep valley - Arakun, others
  Kanku tree: Kanku. Locks at 16
 Welstar -
  Orel - Tywimn
  Barrow Downs - Muridan, Titan (only one), Undead (need 
confirmation on type)
  Grand Hotel of Keystone - Random
  Olgahoffen's Farm - Human, other
  Azalin's Hunting Lodge - Vulpin, Giant, Leprechaun, Kreen, 
Hephestian, Shadow
  Militiade's Hostel - Arakun, Catfolk, Human, Papua
 Wysoom-
  Pennitentiary-Titan, various
  Croshmok - Ettin
  Corridor in front of Casino - Random (Wysoom)
  A balmy beach - Human, Jinn, Selkie
  *Areas without given levellock lock at level 20*

Useful Skills-
16.
 Cure poison- While our own poisons may not be the most effective 
against all enemies you will find yourself in situations which 
poison from other sources, or even from yourself, may potentially 
kill you.  This skill allows you to remove the damage being 
inflicted by poison, and restores your ability to regen.
 Stun- By learning to stun your enemies, you prevent them from both 
avoiding your hits as well as hitting you back and interrupting 
many of their skills and spells.  Train this as soon as you can.
17.
 Nerve strike- This skill allows you to paralyze an enemy, and is 
one of the most useful status skills we have.  Paralysis works like 
stun, and with proper training this skill can give you 5+ rounds of 
paralysis with each successful use.  Many higher level enemies are 
immune, however it is still worth having for the majority of 
fighting you'll be doing.
 Instant stand- As with your hamstring skill, many other skills and 
abilities may knock you down.  This skill helps you avoid being 
knocked down and unable to move.
 Enhance criticals- This skill improves damage inflicted on 
critical hits, which are fairly common when using daggers and thin 
blades.  Very useful for increasing your melee damage output.
18.
 Arterial slash- This skill inflicts damage over time bleeding to 
your target.  There is a weapon called the silver scalpel which has 
a very similar special attack to this skill, which may be worth 
picking up and using before training this, but isn't necessarily 
the best weapon for you to use later on due to high physical damage 
percentage as well and lack of a stab rating.
 Balance dagger- This skill improves the stab rating of a dagger, 
up to superb.  Stab rating on daggers improves the damage and 
effects of your skills, making this skill very useful.
 Laniard making- While not imperative, this skill is incredibly 
useful.  By laniarding a weapon you will always keep it in your 
inventory, instead of in some cases dropping it to the ground and 
damaging it.  When you would otherwise drop a weapon it instead 
goes to your inventory, and must be wielded again.
19.
 Grace under fire- By improving your agility, you improve both your 
ability to avoid taking hits as well as dealing damage with many of 
your skills which use agility as an affecting stat, such as stab.  
 Killing focus- This skill will increase your total health by up to 
400hp, very useful in situations where other unpains are 
unavailable, especially useful if your race cannot be unpained by 
biomancers.
20.
 Backstab- Similar to stab, backstab takes longer to use and deals 
more damage.  Both have their useful situations, trying each out 
may help you determine which you like to use and when.
 Strong Poison- The most powerful poison you will be able to 
create.  Again, poison is not useful in all situations but this 
skill is worth training just if such an event should 
occur.
 Assassination- Incredibly useful skill which improves the damage 
and effects of all of your aggressive skills, as well as improving 
the bonus to ranged and melee damage you gain from your assassin 
ranks.
 Opportunity- This skill allows you to make attacks of opportunity 
against an opponent when you successfully maneuver away from one of 
their attacks.  Can in some cases greatly improve the damage you 
deal in a round from front row.

Other Skills-
1.
 Diagnostics- This allows you to use the scan command, giving a 
more accurate view of an enemies health than can be seen through 
look(help damage descriptions).
 Consider humanoid- Allows you to get an estimate of an enemies 
strength and armor compared to you, not an overly accurate or 
useful skill.  Not worth worrying about.
 First aid- This skill heals slight ammounts of damage, as well as 
being capable of reviving an unconcious individual and save them 
from dying.  Useful skill, worth training yet not a top priority.
3.
 Critical aim- This skill, when used, gives a high chance of 
getting a critical hit on the target with your next assassin skill. 
 Does not necessarily give a critical, and takes time and ep to 
use.  You may find yourself not using this skill often
 Targetting- This skill allows you to select a target for ranged 
combat.  As assassins are able to melee from middle row, and many 
of our skills require daggers or thin blades, I suggest skipping 
our ranged combat skills.  However if you are interested in doing 
something different, our assassination skill and ranks do help with 
ranged combat making it potentially viable if you take pathing 
which gives a ranged weapon other than small throwing.
4.
 Small throwing- Determines your damage with small throwing 
weapons.  These do little damage, and no real viable ones exist.  
Do not bother with this skill.
 Throwing- Determines your ability to hit with throwing weapons, as 
above do not bother.
5.
 Knee- Does some damage, will not be used later on.  As you most 
likely are capable of reaching level 10 and getting infighting, do 
not bother with this skill.
6.
 Infamy-This skill lets you know if the target will give you a 
slayer if killed enough.  See help slayer.  Has its uses, not 
overly important
 Packing- Increases the amount you can carry.  Nice skill, worth 
training.
7.
 Discerning eye-When using this skill you can detect objects in the 
room that are capable of being further inspected.  Useful for 
exploring new areas, very helpful in some situations but not a 
necessary skill to have as most of what it will show you can be 
seen by reading a 
rooms description.
 Detect traps-Detecting traps, while seemingly useful, does not 
have an abundance of useful situations.  Might be more worth 
training later on, but currently this skill should be viewe d as 
mostly flavor. Power leap-Short duration flight, has its uses early 
on but with the availability of flight gear it can be easily 
outgrown.
8.
 Nightvision- Allows you to see in dark conditions.  As with power 
leap there are many pieces of gear that are easily obtained which 
outdo this skill, as well as many races which already see in the 
dark.
9.
 Weak poison- Creates a weak poison.  Will be outdated by the later 
skill strong poison, and requires a material component(theriac) 
which will be used up by the skill.  Can become expensive to try 
and use repeatedly, and again poison may not be the most useful 
thing for 
many situations.
10.
 Disarm trap- After detecting a trap this skill allows you to 
disarm it, making it worth having in all situations detect trap 
would be useful.  But again situations in which this will be used 
are few and far between.
13.
 Deadeye-This improves your ability to gain critical hits with 
ranged combat.  As with other skills  we have the impact ranged 
combat, it is not particularly useful unless you intend to try 
something different and take pathing which gives something other 
than small throwing. 
14.
 Enhhance targetting- Improves damage from critical hits in ranged 
combat.  As with other ranged combat skills, only train if planning 
to take pathing which gives a ranged weapon other than small 
throwing and plan to use it.
 Disguise- Allows you to appear as a generic member of another 
race.  Not particularly benificial, mostly used for entertainment.
16.
 Wariness- When reentering a room with a hostile enemy this will 
help you get the first hit.  Not a particularly powerful skill, you 
may find it worthwhile to train.  Train eventually.
19.
 Blindfighting- Helps you score hits and avoid them when you are 
unable to see.  While these situations may not be common, it is 
worth training before leveling past 20.

Notes- Many pieces of area information came from the hand starting 
out page from the retrowiki(retrowiki.wikidot.com), as well as from 
the eq db.  Credit goes to the writers of that document as well as 
those who update and maintain the eq database 
at spheral.com/retromud.