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Specialist Class

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Combat Specialist Class
Blademaster, Assassin and Sorcerer are independent combat paths. Unlock each through its trainer, then use that path's actions to earn points and increase its rank. You can acquire all three and advance them separately.
This guide covers unlocks, attack bonuses and progression without revealing the training scenes' story details.

Unlock Checklist

Path Trainer and requirements Base training cost
Blademaster Muramasa, Close Friend+, 200 Fighters Guild clout 300 minutes; 150 Energy, 100 Calm
Assassin Arestes, 350 Thieves Guild clout; no additional relationship-stage gate is configured on this action 300 minutes; 150 Energy, 150 Calm
Sorcerer Aziza, In Love+, Lime acquired as Maid #4, Sashina's Gift learned, and the normal dungeon Floor 40 miniboss defeated; full version required 300 minutes; 150 Energy, 150 Calm
The trainer's action is named after the path and disappears once acquired. Start sufficiently rested and allow five in-game hours for training. A newly acquired path starts at 0 points and rank 1. Points earned in another path do not carry across.
For Blademaster, the Fighters Guild's 25 contracts contribute 184 clout, and qualifying dungeon boss victories add +1 each. The old warning that this unlock requires an external reward no longer applies. For Assassin, continue fencing and guild activities after the last named guild rank: specialist training uses the higher 350-clout threshold.

Which Actions Benefit

Blademaster

Basic Attack and Power Strike receive the Blademaster multiplier and earn Blademaster points. Quick Attack, Stormslash and spells advance their own paths instead.

Assassin

Quick Attack and Stormslash receive the Assassin multiplier and earn Assassin points. Acquiring Assassin also enables the extra Quick Attack chain described below. Its extra strikes have their damage recalculated, including the current Assassin multiplier.

Sorcerer

Fire, Ice, Light, Dark, Sleep and Heal Magic earn Sorcerer points. Fire, Ice, Light and Dark receive the rank multiplier on damage; Heal Magic receives it on healing. Sleep is a status spell: it earns points, but its success chance is calculated separately and is not multiplied by the Sorcerer damage bonus.

Earning Path Points

The ordinary award is 1 point per qualifying action, after the path is unlocked. Physical actions must pass their Energy check; spells must have enough Energy to cast. A later miss, dodge or resisted effect does not turn an attempted action into a successful-hit-only award. Extra chained hits do not each award another action point.
In Infinity Dungeons, a qualifying action earns 1 + a random integer from 1 to the current Infinity floor before multipliers. On Infinity Floor 10, that is 2–11 points. The enemy's Infinity experience affix multiplier then applies, followed by any specialist-point multiplier; integer rounding is applied at each step, with a minimum final award of 1.
Infinity's Metal Slime carries a 2× specialist-point multiplier. This is an additional bonus for that encounter, not a universal bonus for every Infinity enemy. Deeper floors can speed progression, but choose depths your build can survive.
Locked paths earn no points. Specialist points are separate from Fighting Experience, faction clout, weapon levels and learned skills.

Rank Multiplier

Multiplier = 1 + 0.15 × current rank.
Rank 1 starts at 1.15×; rank 5 is 1.75×; rank 10 is 2.50×; rank 20 is 4.00×. Rank 21 continues to 4.15×, and each further rank adds another 0.15.
For supported damage actions, the rank multiplier is applied after the enemy's damage reduction, floor defense and guard calculations. It does not remove immunities, absorption, dodges or special encounter defenses. Healing cannot restore Health beyond your maximum.

Rank Progression

Thresholds are cumulative points, not the additional points needed after the previous rank.
Rank Minimum cumulative points Multiplier Blademaster Assassin Sorcerer
1 0 1.15× Novice Blade Initiate Novice
2 100 1.30× Apprentice Duelist Knifehand Apprentice
3 300 1.45× Sword Initiate Stalker Initiate
4 700 1.60× Blade Adept Silencer Adept
5 1,500 1.75× Steel Dancer Nightblade Channeler
6 3,100 1.90× Cutting Wind Cutthroat Evoker
7 6,300 2.05× Duelist Veilwalker Conjurer
8 12,700 2.20× Sword Saint Deathmark Spellbinder
9 25,500 2.35× Stormblade Shadowblade Warlock
10 44,700 2.50× Iron Reaver Ghost Knife Thaumaturge
11 73,500 2.65× Crimson Edge Nocturne Magus
12 116,700 2.80× Kensei Black Lotus High Magus
13 181,500 2.95× Blade Sage Silent Reaper Archmagus
14 278,700 3.10× True Swordmaster Master Assassin Grand Sorcerer
15 424,500 3.25× Peerless Sword Phantom Edge Eldritch Sage
16 643,200 3.40× Thousand-Cut Master Voidstalker Master of Mysteries
17 971,250 3.55× Living Katana Kingslayer Arcane Sovereign
18 1,463,325 3.70× Heaven-Splitter Deathless Shade Reality Weaver
19 2,201,438 3.85× Mythic Blademaster Mythic Killer Transcendent
20 3,308,607 4.00× Avatar of Steel Avatar of Shadows Avatar of Magic

Beyond rank 20

Ranks continue without a fixed cap. The rank-20 span starts at 1,660,753; each new span is the previous span multiplied by 1.5 and rounded down, then added to the cumulative threshold.
* Rank 21: 5,799,736 cumulative points.
* Rank 22: 9,536,429 cumulative points.
* The last named title is retained with the higher rank appended, such as Avatar of Steel (21).

Assassin Quick Attack Chains

Once Assassin is acquired, a Quick Attack can trigger extra Quick Attacks automatically while the enemy remains alive.
First continuation chance = 50 + Assassin rank, expressed as a percentage. After each extra hit, the next chance falls by 10 percentage points. A failed continuation roll or an unrecovered enemy dodge stops the chain.
With the Dark Consolador key item, add 15 percentage points to the starting chance and reduce the per-hit decline to 5 points. Arestes offers this item at 500 Thieves Guild clout.
Continuation roll at Assassin rank 20 Normal With Dark Consolador
First extra strike 70% 85%
Second extra strike, if the first landed 60% 80%
Third extra strike 50% 75%
Fourth extra strike 40% 70%
Fifth extra strike 30% 65%
Sixth extra strike 20% 60%
Seventh extra strike 10% 55%
These are conditional chances for each successive roll, not independent chances of receiving that many hits. The game can also apply a Luck Potion retry to a failed continuation, with at most one rescued continuation per chain. Stormslash has its own chain logic; it is not the same mechanic as Assassin's Quick Attack continuation.

Troubleshooting and Build Advice

* Training is absent: check the trainer's schedule, relationship stage, clout and every listed prerequisite. Sorcerer checks the Floor 40 miniboss record specifically, not simply whether you have reached that floor.
* The path is rank 1 at zero points: this is the expected freshly unlocked state.
* Points seem slow: normal combat gives one point per action; Infinity depth and eligible enemy multipliers provide larger awards.
* A spell gained points without damage: Sleep and Heal are supported progression actions. Elemental absorption can also prevent a damaging spell from dealing damage.
* The wrong attack has no bonus: each rank applies only to that path's supported actions. Owning all three paths does not multiply every attack by all three bonuses.


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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.