Trickster Class Guide

History

The Trickster is the third dagger class introduced, also using leather armor. Often seen as a cooperative version of the Rogue, her Prism allows her to avoid enemy fire both via teleport and via decoy, which helps the whole group in the process. She is a medium-ranged class with average defense, so she must avoid being attacked as much as possible. This class is not recommended for beginners. See her stat gains, caps, and averages here.

 

Equipment and Stats

Along with the Rogue and Assassin, Tricksters wear leather armor and wield daggers. Daggers are comparatively poor, neither great in range or damage, but this is made up with the Trickster’s SPD and DEX.


Tiered daggers are solid options, having decent damage and range.

The Dagger of Foul Malevolence, Dagger of Sinister Deeds, and Dagger of Dire Hatred Soulbound are the best daggers around. With increasing damage, but increasingly hard drop locations, they are very simple in their damage and range.


These daggers are alternates to tiered options, with similar damage and some unique traits.

The Spirit Dagger is a tradable sidegrade to the T12 Foul Malevolence; slightly lower range, but overall higher DPS. It fires wavy shots and has an inconsistent damage range, which is a double-edged sword; you kill minions less reliably, but generally deal with DEF better.

The Symbiotic Ripper has the same range as tiered, trading damage for firerate (for approximate T12 DPS). The drawback is the incredibly slow shot velocity, which makes it hard to shoot erratic targets, but can be helpful for kiting predictable enemies.


The Queen’s Stinger specializes in two things: armor piercing and enemy piercing. It is great against crowds or high DEF, but lacks a little in raw DPS. It drops from the Killer Bee Queen. The Bone Dagger is a more common drop, having less damage and lacking entirely the armor piercing of the Queen’s Stinger, but retains the ability to pierce multiple targets. While weaker, the Bone Dagger can serve as a substitute for if the Stinger is too difficult to obtain, dropping from the Manor of the Immortals.


These daggers sacrifice range for higher damage, often surpassing the tiered daggers.

The Dirk of Cronus is a magnificent dagger that sacrifices little range for some of the highest damage in the game, only really beaten by the Avarice. It is a ridiciously rare drop from a Cube God.

The Etherite Dagger is like the CDirk’s little brother, with a short 4 tile range and weaker damage. But it is much more accessible, dropping in the Haunted Cemetery with a slightly weaker tradable legacy version.

The Corruption Cutter from the Cursed Library carries the unique trait among daggers of firing two shots. Sporting the true highest damage against low DEF enemies, the true range is actually quite short, and is harder to actually use.


The Carved Golem Remains is the safest option for any dagger user, sacrificing damage for a large 6.3 tile range. It’s also part of the Lost Golem Set, from the Lost Halls making it fairly hard to obtain, given the Lost Halls’ status as an endgame dungeon.


Avarice fires extremely strong shots with a range increase, though as the shots have an amplitude, they start to converge only at the end of its range. If you can get used to the Sword of the Colossus-like shot pattern, this is a very powerful Oryx’s Sanctuary drop.

Ability

The Trickster’s ability is the Prism. Prisms cause you to teleport to the location of your cursor. You then leave behind a decoy, which will move in the direction where you were moving. Remaining stationary causes it to move in a random direction. Decoys walk ~8 tiles before stopping, and sometimes don’t register quick direction changes.

The teleport makes the Trickster the fastest class in the game while helping survive dangerous situations. It could also be used to get into inaccessible locations in the realm. However, both the teleport and prism are very difficult to master, making Trickster one of the hardest classes to use effectively.

A huge mistake many players, no matter how experienced, make is accidentally teleporting on an enemy and ending up getting instakilled. It is very important to watch where your cursor is before pressing the spacebar. You can leave your cursor well past any enemies, or near the player, in order to avoid sitting on anything.

The Decoy Prism teleports just like any regular prism, but with lowest cost of them all (60 MP). The 3 second decoy is ineffective at working, but this Prism is the most efficent when teleporting is useful, such as rushing.

The Ghostly Prism costs only 5 MP more and leaves no decoy. Instead, it drops an exploding bomb. If the starting prism is lost, if DPS is required, or if decoys would be distracting, this UT would be easier to obtain.

Prism of ApparitionsPrism of Reveries
The Prism of Apparitions and Prism of Reveries are instead specialized in decoying. Lasting the longest, and being the most MP-efficent decoys around, these prisms are useful as a group.

Prism of Dancing SwordsPrism of Dire Instability
The Prism of Dancing Swords does not teleport you, but fires two decoys, forwards and backwards. It is useful both for when teleporting is unsafe, and for its pretty strong +4 ATT, +4 SPD, and +40 HP bonus.

The Prism of Dire Instability also lacks a teleport, but its short-lived decoy effectively acts as a spellbomb. This is especially effective against enemies that attempt to sit on players such as Gulpord the Slime God in his final phase or the Marble Colossus during its jumping phases.

Brain of the Golem
The Brain of the Golem is a very unique swapout. It does not teleport, only placing a stationary decoy on you for a fairly effective MP cost. It then applies the Yellow Swirl Dazed. While the status is only really practical against stationary enemies like Agonized Titan or Crystal Entity, it’s nearly essential for “full-skip” voids, and useful as part of the Lost Golem Set bonus.

Echoes Prism
The Echoes Prism marks an area; using it again will teleport you back to said location. The mark lasts for 30 seconds (or until you leave the area). This can be useful when attempting to rush and to keep a safe exit if things get sketchy.

Gambler's Fate
The Gambler’s Fate puts a stationary coin decoy on the cursor’s location, obviously lacking the teleport. Being an incredibly precise decoy, what isn’t precise is its duration; lasting from 2 seconds to infinity. It is also useful for its strong +4 ATT/+4 DEX stat bonus. While an unreliable decoy due to its unpredictable lifetime, it can still be useful due to its ability to aim the decoy with your cursor rather than aiming with your character.

Leather Armor

Similar to all dagger classes, Tricksters use Leather Armor. Leather has a fair bit more DEF than a robe, and gives some offensive stats too.


The Hydra Skin Armor, Wyrmhide Armor and Leviathan Armor Soulbound are the primary armors for the Trickster. They provide good defense and a decent DEX boost. You can never go wrong with a tiered armor.


These armors all focus on defense.

  • The Leaf Dragon Hide Armor has a lesser +13 DEF, but gives an arguably better +50 HP in return. It gives a +15 DEF boost for 5 seconds on ability use, though with a 15 second cooldown. Along with a pretty large +6 SPD and +5 VIT, this armor is pretty decent for surviving while rushing. However, it does not give DEX. It drops from Limoz the Veridian Dragon.
  • The Armor of Nil focuses on pure defense, with an unparalleled and unconditional +26 DEF. It comes at the cost of -3 SPD (and no DEX boost), which can be seen as negliable because Tricksters are quite fast. It is the best at staying Out of Combat, dropping from the endgame boss the Void Entity.
  • The Vest of Abandoned Shadows is an endgame upgrade to Leaf Dragon, with 15 DEF, the same +50 HP, and much more VIT (+15). In addition, the ability instead provides Armored in a more controlled manner (while shooting In Combat). It also doesn’t give DEX. As mentioned, it is endgame, dropping from various minions in The Shatters.


These relatively cheap, tradable leather armors provide slightly more speed but slightly less in other stats, being overall comparable to the T13 Hide.


The Turncoat Cape is an upgrade to the Beehemoth Armors and is an armor especially suited for rushing; not only does it provide a massive +10 SPD, but whenever you get hit for enough damage, you will turn Invisible, potentially activating the Collector’s Monocle.

Hirejou tenneCentaur's Shielding
The Hirejou Tenne (Tenne) and Centaur’s Shielding sacrifice the majority of their DEF boosts for an unrivaled increase in damage. Tenne gives a huge, unconditional +16 DPS stats, while the Centaur’s gives even more if you have the Red Cross Healing status, the latter of which can be common in groups of players.


The Luminous Armor offers no defense, but an insanely high +200 HP boost. When armor-piercing shots are heavy (such as The Forgotten King’s patience phase), or when damage is otherwise too high for DEF to matter, this armor has no match. While HP is often prefered for general play, the absolute lack of DEF will get you In Combat more.

Accessory


The tiered health rings are great for boosting general survivability, particularly the Ring of Exalted Health, Ring of Unbound Health, and the Ring of Decades. These are just overall good choices for boosting the Trickster’s survivability.


The Twilight Gemstone is the best rushing ring. In addition to +5 SPD and +110 MP, the Gemstone reduces MP costs by 30%. It lacks any HP boost; the +8 DEF is some amount of compensation, but this ring is best for safer situations (like realm clearing).


These rings are great for boosting general stats on classes. The Omnipotence Ring gives a small boost to every single stat, while the Ring of the Nile focuses more on balancing survivablity, utilty, DPS, and mobility. The Bracer of the Guardian trades off the mobility from Ring of the Nile for a little more HP and MP, while also providing DEF. The Divine Coronation serves as a more offensive and survivability focused version of the Bracer of the Guardian, giving more HP, a little less MP, and more DEX than ATT. Finally, the Sourcestone is a more survivability and utility balanced ring than the Ring of the Nile, sacrificing DPS for more HP and MP.


The Forgotten Crown and the Magical Lodestone are excellent general DPS rings, as they add both moderate DPS and defensive stats. The Forgotten Crown gives HP, while the Magical Lodestone instead gives DEF and SPD. While The Forgotten Crown is more sought after due to HP generally being more helpful in survivability than DEF, the Trickster can still benefit from the DEF boost. Also, the +6 SPD from the Magical Lodestone helps improve the Trickster’s mobility. A similar comparison can be made between the Chrysalis of Eternity and the Lodestone, though Chrysalis is harder to obtain and only provides slightly better stats than Crown.


The Chancellor’s Cranium is a more DPS-focused ring, as it gives high HP, moderate DEF, a bit of DEX, and a proc that allows for more damage if the wearer also takes damage. This fits in well with the Trickster as it is a melee class, meaning it will most likely tank more shots when pushing in for damage.

Strengths and Weaknesses

Tricksters are perhaps the de facto rushing class. While Rogues might be safer, the Trickster teleport makes them faster than every other class, including Ninja. They also sport pretty decent damage while being slightly bulkier thanks to leather armors. Unlike the Rogue, Tricksters are also useful in group boss fights thanks to the decoy. Finally, the ability to teleport anywhere is potentially incredibly useful for survival.

However, this is only potential, as Trickster is one of the hardest classes to master. It takes lots of skill and knowledge to effectively dodge via teleportation, and rushing is noticably more dangerous than the aforementioned Rogue. It takes a similar amount of effort to get a useful decoy out.

Finally, Trix is not an especially damaging class. And in order to deal said damage, Tricksters have to get in fairly close, which leather armor does not fully compensate for.

Group Role

The Trickster is a valuable team fighter in battles involving enemies that shoot in one direction. Her ability to spawn decoy allows the boss/enemy to not fire at her or her teammates, and, unlike the cloak, does not suffer in effectiveness with the arrival of other players. Tricksters are great when teamed up with Knights, who can take advantage of a trickster’s decoy to safely get in and stun a dangerous boss, allowing both of them to rack up damage in relative safety.

 

Event and Dungeon Bosses

Tricksters, due to their high DPS and teleport, do excellently in tombs, where the teleport can allow an instantaneous escape to safety over quicksand in the face of a mad tomb boss. The decoy is immensely useful for attracting the attention of a charging Nut or a raging Bes, and is useful for “pushing” Geb into a corner as well. Skilled tricksters can rush tombs effectively, using the teleport to escape jackals, scarabs, and other monsters in the way.

Against events the trickster is a slightly more difficult to use. Typically, the trickster’s decoy is thrown behind a skull or cube in order to divert its fire as the trickster makes a hit-and-run; the minions, however, may continue to fire at the trickster, especially if they’re spread out. The prism is much more useful at pentaracts - the combination of high DPS, high speed, and teleports allow tricksters to quickly and efficiently grind pentaracts to dust.

Against large events (sphinx, hermit, landlord), the significant DPS of the Trickster gives it an edge over other dagger classes. The decoy can be used in order to draw secondary fire (e.g. landlord minions, reapers, or in the case of the hermit, the main boss itself) but primarily, the Trickster, in this situation, functions as a raw DPS machine.

 

Summary

The Trickster is a high risk, high reward class that takes skill to play, but can yield multiple rewards when used properly. Much like a more team-oriented rogue, it is capable of serving a variety of roles - team support, solo role, damage dealer, and rusher. Its high speed and dexterity make it easier for the Trickster to get around, and her only real weakness is her average defense and lack of healing, alongside an inferior solo cloak in comparison to the Rogue. This class is for those who prefer to play the role of a fast, powerful, team-oriented dagger user.