Contents |
Sin possesses the strength level of a child her age, size and weight who engages in intensive regular exercise.
Sin (シン shin) is a gargantuan whale-like beast which threatens the world of Spira in Final Fantasy X. It was given the name by the people of Spira who believed that the beast was created by the sins of their forefathers due to their use of technology and Machina, which culminated in the Machina War between Bevelle and Zanarkand. It is the primary antagonist throughout the storyline of Final Fantasy X. It's signature attack is a huge gravity attack shot from its "mouth" known as "Giga-Graviton", along with a few lesser Gravity based attacks.
Contents |
For one thousand years, Sin had roamed Spira with one purpose: to bring destruction to technology. Sin was discovered to be the armor of Yu Yevon by Yuna and her guardians. For countless generations, there was only one known way of destroying Sin: A Summoner had to go on a pilgrimage to the ruined city of Zanarkand. There, the summoner would offer one of his or her guardians to Lady Yunalesca (an unsent who was the first summoner to defeat Sin), so he or she may forge the guardian into a powerful aeon known as the Final Aeon, one with enough power to destroy Sin. But there was a flaw: Although the outer shell that is Sin would be destroyed, Yu Yevon would possess the final aeon to create a new Sin consisting of the soul of the sacrificed guardian as its core. A period of time would then pass where this "baby Sin" would grow and not threaten the citizens of Spira. This period, which is variable in length, is known as the Calm.
The people of Spira, however, were deceived into believing that Sin was created to punish the world for the sins they committed, and that it would only die when the world repented for all of its sins. According to Yunalesca, this was done to give the people hope that Sin would eventually go away, since she believed that the Final Aeon was the only way to defeat it.
Additionally, the summoner dies after destroying Sin. Contrary to popular belief, this is caused not by the Final Aeon itself attacking the summoner (as claimed by Rikku) but by the fact that a summoner must give his or her very life energy to evoke the Final Aeon into being. It was also believed that it may be the actual possession of the Final Aeon by Yu Yevon. The strong mind link the summoner and the final aeon share is instantly severed, which is the act that results in the death of the summoner. This is supported by the summoning of Anima by Seymour Guado during the blitzball tournament in Luca with no ill effects. Seymour desired to use this to his advantage by attempting to wed Yuna so that when they reached Zanarkand, Yuna would make him the fayth of the final aeon and eventually Sin. By doing this, Seymour could "end" the suffering of Spira by destroying all of its inhabitants.
High Summoner Braska, accompanied by his Guardians Jecht and Auron, were the latest in a line of summoners who completed the final summoning and destroyed Sin. Braska used Jecht for the Fayth in the Final Summoning, in effect turning Jecht into the new incarnation of Sin. After the traditional period of Calm, Sin returned to wreak havoc on Spira. A new generation of summoners assembled and began their respective pilgrimages to Zanarkand. One of the summoners was Braska's daughter Yuna. Meanwhile, the Al Bhed attempted to create machina that would defeat Sin, allying themselves for the first time with the organization of warriors against Sin — the Crusaders, though they were excommunicated for the alliance. Their cooperative attack, known as Operation Mi'ihen, was an utter failure, and many of both the Crusaders and the Al Bhed were killed. Sin overpowered the machina and destroyed it, and the Crusaders who weren't slain battling the Sinspawn were disintegrated by Sin's ultimate attack.
Yuna and her guardians, including Tidus, meanwhile uncovered the plots of Seymour. When Yunalesca revealed the true nature of the Final Summoning, the party decided to aim for an endless Calm by killing Sin's core, Yu Yevon, once and for all. Yuna led her guardians inside Sin after incapacitating its outer defenses, and they met and defeated the embodiment of Jecht, releasing Yu Yevon. After possessing each of Yuna's aeons, Yu Yevon runs out of body shields and is forced to confront the party face-to-face (figuratively, as his "face" in this form is a glowing Yevon glyph). After being defeated, Sin is permanently destroyed and the Eternal Calm starts.
Various parts of are are fought as bosses throughout the game.
Sin could create smaller creatures, Sinspawn, from its outer layer. Coming in a variety of shapes and levels of power, the Sinspawn cause trouble for any person that crosses them until Sin arrives and reabsorbs them.
When Sin's armor is penetrated in the final events of Final Fantasy X, the party passes through several areas in order to reach the final stronghold of Yu Yevon:
The Dream's End area from inside Sin is the representative arena of Final Fantasy X in Dissidia. Unlike most arenas in Dissidia, Dream's End is only used for the two fights against Jecht : one in Tidus' storyline and the other in Shade Impulse. Furthermore, no other bosses are fought here, and a handful of cutscenes also play out here, including Firion and the Onion Knight's conversations with Cosmos.
Dream's End is identical to its original counterpart, a ruined arena surrounding a circular platform over a field of lava. A massive replica of Jecht's sword appears on the central platform, much like after defeating Braska's Final Aeon in the original game. In the alternate version of the stage the Brave pool increases everytime a character guards, dodges, or lands an attack on someone's Brave. When landing an attack the Brave pool increase will be equivalent to the amount of damage the attack did.
Sin's name in both Japanese and English is a reference to religious concept of "sinning," willfully committing an act against one's religion. The name is also tied to the Semite moon god "Sin," also worshipped in Sumeria as Nanna.
![]() Early concept art possibly depicting a Sin prototype |
![]() The Nucleus artwork |
![]() Dream's End artwork |
![]() City of Dying Dreams artwork |
![]() |
This article is about the profession Assassin. For the enemy, see Assassin (monster). |
The Assassin is a ninja-themed profession introduced in Guild Wars Factions. Complemented by their primary attribute, Assassins are capable of dealing large amounts of damage in quick, short periods of time. As its name suggests, Critical Strikes increases the Assassin's chance to inflict a critical hit. Furthermore, successive points in Dagger Mastery increase their chances to double strike - that is, hitting a target twice in one attack. Despite being lightly armored, Assassins possess several self-enhancing skills that increase the chance to block. The Assassin's key ability is the Shadow Step. As the name implies, it allows them to quickly move in and out of battle through instantaneously teleporting to a target, friend or foe. Relying on luck and illusion, the patron goddess of Assassins is Lyssa, though dealing in death they also have ties to Grenth.
Assassins are very vulnerable to damage due to their weak armor. You should never charge into the middle of a fight but rather look for key foes such as Mesmers that may shut down your Monk. Assassins focus on killing their enemies quickly before they have a chance to mount a counter-assault, even more so if you attract the attention of their Monk. While an Assassin should focus on causing damage, some healing skills are required such as Way of Perfection or defensive skills such as Critical Defenses to stay alive. If things go bad, escaping from battle is advised by using protective buffs such as Shroud of Distress or Feigned Neutrality. However, Assassins are key to some of the most powerful groups, as dealing hard, swift strikes allows for an easy run.
The primary Assassin's base armor provides 70 armor, +5 energy, and +2 energy recovery. A starting primary Assassin begins with 25 base energy and 4 energy recovery.
The Assassin's primary attribute is Critical Strikes, which increases its critical hit rates.
All Assassin dagger skills chain into a combo - certain attacks must follow other attacks.
The next attack skill in the sequence must hit before the required mark fades. Each mark lasts for about twenty seconds from when it is given. Normal attacks and/or other skills may be used in between without interrupting the attack sequence.
If a successful attack hits, it will reset the sequence with its position in the chain. That is, if a lead attack hits a target who is already marked by an off-hand attack , it will reset the target's status back to a lead attack
.
If a dagger attack skill is used out of sequence, the skill consumes energy as normal, but the attack misses and recharges instantly. Since out-of-sequence attack skills always miss, they have no effect on the skill chain.
Some off-hand and dual attacks have exceptions to this chain, such as Falling Spider, which is an off-hand attack that must hit a knocked down foe, but does not need to follow a lead attack. Some non-attack skills and spells act as lead or off-hand attacks like Dancing Daggers. Other skills must follow lead-, off-hand- or dual attacks, such as Blinding Powder or Impale.
For more help on dagger chains, see the quick reference for Assassin chain attacks.
Skill chains are crucial to the Assassin's damage; since daggers have the lowest damage of any weapon in the game (7-17 maximum damage), even their blazing attack speed (from double strikes and a high critical hit rate from Critical Strikes) will result in little more than pinpricks of damage against any but the weakest foes. However, the Assassin shines in the armor-ignoring bonus damage granted by attack skills, most notably dual attacks as any bonus damage they do is doubled - assuming both attacks successfully hit. Many players who are new to the Assassin class focus more on their high critical hit rate (an understandable fixation, given how much critical hits hurt when used with, say, hammers or scythes), and thus overload their skill bars with defensive shadow steps or other trickery, relying solely on their critical hits and natural attack speed to deal damage.
see Secondary professions for an Assassin
Professions | |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Sin |
|
---|---|
Statistics | |
Real Name | Sin Micheal Smith |
Ring Name(s) | Sin |
Height | 6 ft 1 in |
Weight | 237 lbs |
Born | September 8, 1981 (26) |
Hometown | Patterson, NJ. |
Billed From | New Jersey |
Trained By | Jason Knight |
Current Federations |
Championship Wrestling Federation|CWF |
Wrestling Debut | 2006 |
Sin Smith,better known as "Sin", is a American professional wrestler. He is currently working in the Championship Wrestling Federation.
Contents |
Born in the streets of New Jersey, Sin never had a decent childhood. In a family of alcoholics, Sin found confort in street fighting, and boxing. By the age of 14, Sin had
Sin made his CWF debut as the unrluely, boyfriend of Alexis-Michelle.
This is the Sin disambiguation page.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes |
![]() |
Sin was the violation of religious laws. According to Sacred Way doctrine, sin was always punished with retribution.
|