Dark Assassin
by Boogietron

Class: Necromancer
Tag: DAS

Introduction

These elusive spies are ingenious masterminds at planning and making surgical precision strikes with perfect timing and accuracy.

The story of their creation begins at a necromancer school. More of a cave really, but none the less this was a place where young apprentices would master the art of necromantic spells. It was located on a far off island now know as the Assassin Guilds Island, or AGI. At one point it became known that a settlement was planned to be created on their island. The necromancers had no problem with this and did nothing to protest, just so long as the city folk let the necromancers do their work and leave them uninterrupted.

Everything was going fine and the settlement was quickly developing. Their first mayor was a great person by the name of Furgan Relot. He had gotten the town to its massive state and was a hero to every resident of what was called the city of Harlandurn. Though Furgan was a nice and peaceful man he, as most are, was easily corrupted by power. As revenues poured in, Furgan wanted more expensive things. He thought that he could own the island if it was not for the residence of the necromancers. He decided to hire a regiment of the greatest soldiers he could find, knowing the necromancers had a weaknesses in physical combat.

Thousands upon thousands of warriors came to Harlandurn. This made the necromancers very suspicious. Who to fight on an island other than your neighbor? They watched the training facilities being built, the weapon smiths working over time and ship after ship full of warriors. They knew what was coming but they did not know what to do of it. So they came up with a plan.

They decided to make a small 7 day training period for 10 of their most psychically powerful necromancers. In this small period the necromancers learned sabotage and stealth tactics and more importantly use of ranged weapons. These made up the first DAS members.

The DAS set out making a total mess of Furgans troops. They used 2 main tactics to get the job done.

1. Sabotage: The DAS would sneak into important installations and use powerful explosives to destroy everything.

2. Corruption: The DAS would use tricks of the trade to influence troops to attack each other, mistaking soldiers for the DAS.

With this the regiment was quickly dispatched. All that was left was Furgan, a few royal guards and a town in rubble. The DAS finally took down Furgan when one sneaked into his main compartment and shot a bolt though Furgan's left eye while he was in the washroom. What a way to die.

After many years the AGI was constructed, training was employed soley in DAS projects, any non DAS that were aware of the existence of DAS were dispatched and the AGI island had mysteriously disappeared off of every know map. They have pulled off many military and secret tasks that could have killed millions. They have lived in the shadows until now. Now the 3 are loose upon the world.

Game Play

When using the DAS you should dim vision everything first to get a view of what enemies there are and how many to size up the fight. You may also at times cast confuse and attract if you don't feel like wasting ammo. I find it is very useful to cast confuse on a unique mob. Confused monsters only attack other confused monsters and guess what, you can't confuse a unique. So the unconfused unique is getting attacked by his own pack. How devilish.

After you have dim visioned a group and killed at least 1 of the enemy you should CE if the monsters are in a tight pack, otherwise PE or just keep shooting.

Note that the DAS is no newbie to retreating. Retreat as much as you want, this is a spy, hit and run is expected.

Items

If a basic item is allowed, the exceptional version is allowed as well, unless otherwise noted. And vice versa.

Armor
The DAS may not wear Gothic or full plates. Plate armor that covers the legs and would be too noisy and heavy to use.

Belts
The DAS may not wear plated belts. Nothing is better at giving you away than a nice big shiny belt buckle. They are also quite clunky and any DAS wearing one wouldn't even be able to touch their toes.

Boots
The DAS may wear any boots except boots with faster or higher run/walk boots. They may still use fast run/walk. This is because the DAS are a careful group making sure to do everything with extreme precision. They have no need to be running around like maniacs.

Helms
The DAS prefer any mask that covers the face. Great helms may not be used as the large pointy horns tend to give you away.

Weapons
The DAS uses bows/crossbows (DASB) and missile weapons (DASM). They may not use cho ku nos. They DAS are extremely obsessed with dealing more damage. The strongest bow you find MUST be used. Missile weapons of any kind may be used.

Uniques
They may not use any unique crossbows except ichorsting and leadcrow. They may also not use Raven Claw unique bow.

Spells

Dim vision (at least 10 points): Ultimate stealth. Great for casting it on a group of enemies and either maneuvering around them or to simply pick them off 1 at a time.

Confuse (at least 1 point): Cause havoc among enemy ranks.

Attract (at least 1 point): DAS often disguise themselves as an enemy then use the disguise to start grudges against others and making the person who the disguise was modeled after get in a lot of trouble.

Corpse Explosion (at least 5 points): Those nasty explosions saboteurs make can cause quite some damage.

Poison Explosion (at least 1 point): Often the saboteurs put deadly chemicals in there explosives to send a plague though the enemy lines.

Decrepify: A quick getaway is always a good thing.

Bone spirit: A damaging device than homes on its target. Very useful but you can pump it higher than 10 points as the noise of the bone spirit is quite loud considering that it hums during its flight. I know that the explosions are loud but not many things survive that.

Amp Damage: A good way to deal quick damage but only useable on unique mobs due to there importance.

Terror: Another great way to escape from battle.

NO MINIONS!!! The DAS need stealth, a big walking fire ball or lump of metal is not stealth!(Note: I have also noticed that they tend to keep me from sticking to the game plan, I mean once you get a fire golem you just got to get IM right? and then golem mastery and then summon resist)

Bone spear, armor, wall, chamber, dagger, nova or teeth: The DAS has no need for these spells.

Ranks

- Apprentice: Has a ranged weapon and at least 30 dex.
- Shadow Lurker: Has at least 5 points in CE and 1 in DM and is on act 2 with at least 50 dex.
- Beast of the Night: Has at least 1 point in PE and 5 points in DM and is on act 3 with 80 dex.
- Sharpshooting Horror: Has at least 1 point in confuse, attract and 15 in DM and is in NM with at least 100 dex.
- Master Saboteur: Has at least 20 points in DM and is on hell with 120 dex.
- Omega Assassin: Has at least 140 dex and is on hell.
- Chief of Operations: Has 160 in dex and has beaten Diablo on hell.