Contracts
Unlocked in Sequence 06, the Assassin's Guild metagame is both a great source of income and a way to level up your recruits while you are busy doing other things. You get one recruit per completed liberation.
Once you have acquired your first Assassin, we advise that you liberate all districts in Boston immediately, and then those in New York during Sequence 09. This will enable you to have a full six recruits working on contracts (and, as a consequence, gaining in experience and rewards) from an early stage in the story. To access the Guild menu simply hold
/
, then press
/
.
The Guild menu features a list of colonies. Select these to study missions that Assassins can be sent on. Every potential mission has specific characteristics:
- Assistance: The bonus applied to the base Success Rate of each mission in
- a given colony. This depends on whether or not you have conquered adjacent colonies – more on this shortly.
- Time: The number of minutes in active play time required to complete the contract. The game clock is frozen whenever an interface screen is open. Assassins sent on contracts are unavailable for gameplay-related duties until they return.
- Difficulty: A general indication of how hard the mission will be to complete; the more stars (from one to three), the higher the difficulty. This is expressed with greater accuracy in the Success Rate percentage once you assign an Assassin (or multiple Assassins) to a contract.
- Rewards: The rewards that you will receive on successful completion of the mission.
The Success Rate
Once you have selected a contract, you can assign up to three Assassins to undertake it. After choosing an initial candidate, the Success Rate bar will be filled to show the probability (as a percentage) that he or she will successfully complete it. If it is less than 100%, you can increase it by selecting additional Assassins. Any mission that you begin with a Success Rate rating lower than 100% carries a chance, however slender, that the assignment will fail. Should this occur, the involved Assassin(s) will be injured – and therefore unavailable for a few minutes.
The base Success Rate for a contract depends on its difficulty:
The Success Rate for a contract is then affected by two factors: the level of the Assassins assigned to the contract, and any adjacent colonies that have already been conquered:
Assassin Level
|
Level |
Success Rate Bonus |
|
0 |
+2% |
|
1 |
+5% |
|
2 |
+10% |
|
3 |
+15% |
|
4 |
+20% |
|
5 |
+25% |
|
6 |
+30% |
|
7 |
+35% |
|
8 |
+40% |
|
9 |
+45% |
|
10 |
+50% |
|
11 |
+55% |
Base Success Rate
|
Difficulty |
Success Rate |
|
|
75% |
|
|
25% |
|
|
0% |
Adjacent Colony Conquered
|
Difficulty |
Bonus |
|
|
+10% |
|
|
+15% |
|
|
+25% |
Mission Outcome
When you send Assassins on missions, you will receive a notification once the contract has been completed.
- If the expedition was a success, you obtain the mission rewards. If multiple recruits were sent to complete it, they each receive the full XP bonus. When you conquer a new colony, you also receive a bonus to Success Rates for all contracts in neighboring colonies.
- With failure, there are no rewards. Assassins that you assigned to the mission are injured, and are temporarily unavailable. You cannot assign injured Assassins to contracts, call them during normal gameplay or send them to save convoys, until they recover.
Each colony begins under Templar control and features six unique main contracts. Once you have completed these, the colony falls under Assassin control, unlocking additional (albeit generic) contracts.
Recruit: Training Strategy
There are two ways to level up your Assassin recruits:
- By calling them directly on the battlefield – as a rule, they receive around 10 XP per kill or ability use.
- By sending them on contracts, which grants them 40-60 XP on completion, each contract lasting for anything between 2 and 15 minutes.
Both solutions are perfectly viable. The most efficient strategy really depends on your play style. If you like to call your recruits on the battlefield often, you can make them gain a few levels fairly quickly. You could even consider dedicating several minutes of your time just to this: identify large groups of enemies (or even storm a Fort), and let your recruits do the work, assisting them only when they’re in danger. Given that the cooldown of the recruit tokens is a mere 30 seconds, you can do this repeatedly, enabling your Assassins to gain sums of XP that will quickly add up. As long as you do not perform the kills yourself, there are no Notoriety penalties.
If, on the other hand, you rarely call upon the services of your recruits, it obviously makes more sense for you to send them out to fulfill contracts.
If you are looking for an optimal development strategy, consider the following approach:
1. Get the full three recruits from Boston as early as possible in Sequence 06.
2. Spend at least a few minutes calling your three recruits on the battlefield, selecting only enemies of the Soldier archetype. They should gain around 10-20 XP per session, so they will quickly reach level 2 or 3 if you’re ready to watch over them for 20 minutes or so.
3. Once all three recruits reach at least level 2 or 3, assign them all to the same short and easy
contracts. They will each receive 40 XP (for an overall 120 XP) in only two minutes for the shortest assignments.
4. Once you have completed all of the short
contracts, send your recruits on longer assignments while you complete main story missions. By the time you reach the end of Sequence 08, you should have conquered several colonies.
5. In Sequence 09, enlist the three recruits from New York. At this stage, your initial three Assassins should already be at a high level.
6. From this point forward, use your three initial recruits as “trainers” for the other three: send a trainer with one or two low-level recruits on short
or ![]()
contracts to vastly accelerate the development of the novices.
7. Once all six recruits are at a fairly high level, you will be in a position to easily complete the ![]()
![]()
contracts.
Colony Conquest
Whenever you conquer a colony by completing its six initial contracts, you receive an Assistance bonus – a boon to the Success Rate of all contracts in neighboring colonies.
Colony Neighboring Network
|
Colony |
Difficulty |
Adjacent Colonies |
|
Quebec |
|
New Hampshire + Massachusetts |
|
New Hampshire |
|
Quebec + Massachusetts |
|
Massachusetts |
|
New Hampshire + Quebec + Rhode Island |
|
Rhode Island |
|
Connecticut + Massachusetts |
|
Connecticut |
|
Rhode Island + New York |
|
New York |
|
Connecticut + Pennsylvania |
|
Pennsylvania |
|
Maryland + New York + New Jersey + Delaware |
|
New Jersey |
|
New York + Delaware + Pennsylvania |
|
Delaware |
|
New Jersey + Pennsylvania + Maryland |
|
Maryland |
|
Virginia + Pennsylvania + Delaware |
|
Virginia |
|
Maryland + North Carolina |
|
North Carolina |
|
South Carolina + Virginia |
|
South Carolina |
|
North Carolina + Georgia |
|
Georgia |
|
South Carolina |
Assassins gain new fighting capabilities to use when summoned by Connor as they rise through the ranks:
Assassin Ranks
|
Level |
Rank |
XP |
Moves Learned |
|
1 |
Private |
100 |
Combo Kill, Air Assassination, Weapon Swipe |
|
2 |
Corporal |
200 |
Double Assassination, Backstab, Duckfoot Pistol |
|
3 |
Sergeant |
300 |
Ground Kill, Improved Assassination, Counter Disarm |
|
4 |
Officer Cadet |
400 |
Human Shield, Improved Combo Kill, Loot |
|
5 |
Lieutenant |
500 |
Improved Pistol, Counter Throw, New Melee Weapon |
|
6 |
Captain |
600 |
Special Counter, Resist Combo Kill |
|
7 |
Major |
700 |
Improved Assassination, Counter Kill |
|
8 |
Colonel |
800 |
Double Barrel Pistol |
|
9 |
General |
900 |
Improved Combo Kill, Resist Combo |
|
10 |
Field Marshal |
1,000 |
Parry Reversal, Smoke Bomb |
|
11 |
Assassin |
1,100 |
New Weapon, Signature Move |
Signature Moves
|
Name |
Upgrade/Ability Unlocked |
|
Stephane Chapheau |
- |
|
Jamie Colley |
Slam Attack (requires heavy weapon) |
|
Jacob Zenger |
Blunt Attack (requires blunt weapon) |
|
Duncan Little |
- |
|
Dobby Carter |
Roll & Attack |
|
Clipper Wilkinson |
Close Range Pistol Attack |
By taking this network into account, you can conquer the colonies in an order that will enable you to benefit from high bonuses. One effective path is as follows:
|
1. |
Quebec |
|
2. |
New Hampshire (+10% from Quebec) |
|
3. |
Rhode Island |
|
4. |
South Carolina |
|
5. |
Georgia (+10% from South Carolina) |
|
6. |
Connecticut (+10% from South Carolina) |
|
7. |
Massachusetts (+30% from Quebec, New Hampshire and Rhode Island) |
|
8. |
North Carolina (+10% from South Carolina) |
|
9. |
Virginia (+15% from South Carolina) |
|
10. |
Maryland (+25% from Virginia) |
|
11. |
Delaware (+15% from Maryland) |
|
12. |
New Jersey (+15% from Delaware) |
|
13. |
Pennsylvania (+45% from Maryland, New Jersey and Delaware) |
|
14. |
New York (+40% from South Carolina) |