Stabbomancers are sneaky, Critical-hit-focused assassins who summon magic whirling blades to the battlefield and disappear into the shadows at will.

Look, Stabbomancy isn't really its own school of magic—it's a way of thinking. Specifically, "How do I stab that guy?" Up close with a dagger in the dark? A well-aimed bullet from afar? Or even an ethereal psychic ghost sword? The thing is, Stabbomancers are all about creating, and capitalizing on, opportunities. Jacks of all trades, masters of none, the skillful Stabbomancer exploits foes' weaknesses to stealthily strike vital targets to bring enemies down before they know what hit them.

Class Information

The Stabbomancer specializes in Critical Hits and Status Effects. They're able to keep enemies guessing by alternating between Guns, Melee Weapons, and Spells, all the while moving in and out of stealth to score guaranteed Critical Hits. Though fragile, the Stabbomancer can use their superior speed to evade damage and fire their guns while sprinting.

Class Feat

Dirty Fighting

The Fatemaker's Critical Hit Chance is increased.


Action Skills

Ghost Blade

The Fatemaker throws out a Ghost Blade which spins in place at target location, dealing Melee Damage periodically to nearby enemies based on the Fatemaker's equipped Melee Weapon.
Pressing the Action Skill Button while Ghost Blade is active causes it to teleport to the targeted location and reduces its remaining duration by a small percentage.

From the Shadows

The Fatemaker enters Stealth, turning Invisible. While in Stealth, all damage dealt is automatically a Critical Hit, but Critical Hits deal reduced damage.

Passive Skills

Tier 1

5 points max

Melee Damage is increased. Spell Damage is increased. Gun Damage is increased.

3 points max

Melee Attack Speed is increased. Movement Speed is increased. When you cast a Spell, double this bonus for a duration.

Potent Poisons
5 points max

Status Effect Damage is increased. Status Effect Duration is increased.

Tier 2

Follow Up
3 points max

Whenever the Fatemaker deals Gun Damage to an enemy, increase the damage of your next Melee Attack.
This effect can stack. Melee Attacks consume all stacks.

Swift Death
5 points max

While moving, the Fatemaker gains increased Damage Dealt. The faster the Fatemaker moves, the greater these bonuses.

Exploit Their Weakness
3 points max

Whenever the Fatemaker applies a Status Effect to an enemy, the affected enemy takes increased damage from all sources for its duration. This effect can stack per unique Status Effect.

Tier 3

Nimble Fingers
3 points max

Whenever the Fatemaker deals Melee Damage, their Fire Rate and Spell Damage are increased for a duration.

Shadow Step
1 point max

Kill Skill: The Fatemaker's next Melee Attack is a guaranteed Critical Hit for a short duration.

Tier 4

Sneak Attack
5 points max

Critical Hit Damage is increased.

1 point max

You can now shoot and Sprint at the same time. Gain a chance to Evade incoming damage while moving. The faster you move, the greater the chance.

3 points max

Whenever the Fatemaker applies a Status Effect, there is a chance it spreads to nearby enemies. If no enemies are nearby, deal a percentage of the Status Effect's total damage to the enemy instead.

Tier 5

A Thousand Cuts
5 points max

Critical Hits grant the Fatemaker increased Damage Dealt for a duration.
This effect can stack up to 10 times. Melee Critical Hits grant additional stacks.

Alchemical Agent
1 point max

Melee Critical Hits apply a random Status Effect.

Tier 6

Executioner's Blade
1 point max

Gun and Spell Critical Hits have a chance to create a Ethereal Blade above the target that will impale them after a short delay.
Ethereal Blades deal Melee Damage based on the Fatemaker's equipped Melee Weapon.

Full Art