Assassin

Assassin is a highly anticipated class built around stealth, with the team discussing permanent stealth as something they want to test in some form. The source also frames it as a flexible damage dealer rather than a fixed one-note kit: poisons have their own area in the talent tree, and the class is expected to support both single-target and area-focused builds. What has been shown so far is mostly concept and design intent, not a finished implementation.
What the developers have said about Assassin
Assassin is presented as one of the more anticipated classes, but the source material is clear that it is still in an early, not-final state. The strongest identity note is stealth: the team discussed stealth as an important part of the class, and even mentioned wanting to test permanent stealth in some form. That is a design direction, not a confirmed final mechanic.
The class is also described as a damage-focused option that is meant to have build variety. One article says poisons have their own area in the talent tree, and another says the class is expected to support both single-target and area-focused variants depending on build choices. The source does not give a complete ability list, but it does show that Assassin is being shaped around stealth, poison, and flexible kill pressure rather than a single rigid play pattern.
Availability, showcase status, and what is still missing
Assassin has not been part of the April test build. The source says future focused events are the proposed way to introduce and test additional classes such as Assassin or Priest with direct player feedback. That means the class has been discussed for later testing, but it was explicitly excluded from that specific build.
The broader rollout plans also place Assassin later in the schedule. Across the articles, it is named among classes intended for early access or release-era availability, and one discussion says the long-term roster includes Assassin among ten classes, while also noting that release may ship with fewer than the full set. There is also a note that Assassin was lower priority at one point because it would add another damage dealer rather than fill a missing role. In short, the class is clearly planned, but the source does not show it as playable in the cited test window.
What is still unknown
The source does not settle Assassin’s final abilities, exact talent tree layout, or whether permanent stealth will actually survive testing. It also does not confirm when the class will first become playable, beyond later testing and broader early access or release-era plans.
Compiled from 10 knowledge base articles about this class. The game is unreleased — everything below describes what the developers have shown, not final mechanics.
Tools & references
Talents
This class's talent tree has not been published yet. This page will be updated once data ships.
From the knowledge base
- ClassesTalent trees, build variety, and combat feelClass customization is a primary differentiator; the mage tree is the main example in this session—a very large tree built to support multiple playstyles and hybrids.
- ClassesClass roster and archetype conceptsThe discussion outlines the intended fantasy and play-style identity of Scars of Honor's classes. These descriptions are presented as design intent rather than final implementation, and several classes are described as…
- ClassesClass roster and class fantasy prioritiesThe recording discusses several classes in terms of both roster planning and fantasy appeal. A recurring theme is that classes should feel immersive and distinct rather than merely filling mechanical roles.
- ClassesRanger, mage, and knight class impressions in the PvP buildThe session provides extended hands-on impressions of several playable classes in an older PvP build of *Scars of Honor*, especially ranger, mage, and knight. These impressions are shaped by battleground play and are…
