Wiki / Classes & abilities / Rogue
| Role | Armour worn | Trainer |
|---|---|---|
| DPS | Cloth, Leather | Rhun Dusksteer |
Take a provisional class from a trainer in Greenhollow at level 5; it is free and can be dropped at any time. At level 20 you dedicate to a class for life, or remain a Wayfarer.
Abilities (19)
Sorted by the level at which you can learn them. Abilities are free to learn; you choose six active and four passive ones for your loadout. At Master rank an ability opens two optional sidegrades, A and B, shown under it.
A smooth river stone whirled from a sling, striking from afar for a modest amount.
A: Skipping Stone. The stone skips on to a second foe within 3 tiles for half damage. 0.8 s cast instead of 0.5.
B: Quick Draw. No cast time, but a 2 s cooldown.
A low cut at the foe's legs that wounds it and hobbles its stride for a few seconds. Creates 2 Openings.
A: Deep Cut. A bleed (40% of the hit over 6 s) instead of the slow.
B: Feint. 3 Openings instead of 2, and no slow.
A quick jab to the throat that cuts a cast short and locks that ability for a moment.
A: Silencing Jab. The ability you cut stays locked 2 s longer. Cooldown 15 s instead of 12.
B: Opportunist. A jab that cuts a cast short gives 2 Openings. The jab itself hits half as hard.
A briar-whip lash that stings the foe from range for a solid, steady amount.
A: Barbed Lash. 60% of the damage up front; the barbs bleed the foe for 75% of that hit over 4 s.
B: Long Lash. +3 tiles of range, but a 1.3 s cast instead of 1.
A sudden leap out of the dusk that drives a heavy blow into the foe. Spends all Openings: +20% damage each.
A: Leap. Range 6 instead of 3: you land beside the foe. The blow is 15% lighter.
B: Rend. The blow is 20% lighter, but the wound bleeds for 30% of the hit over 6 s.
Slips you into the twilight mist, where foes lose track of you until you strike or cast.
A: Ambusher. Your first strike out of the veil cannot miss and is a certain critical. The veil lasts 6 s instead of 8.
B: Lingering Mist. The veil lasts 14 s and you move at full speed in it (+10%), but the cooldown is 35 s.
A quick burst of light footwork that carries you noticeably faster for several seconds.
A: Long Stride. Lasts twice as long (12 s) at half the speed (+15%).
B: Dart. A 2 s burst at +70% speed that also breaks a root.
A snare of thistle-wire yanks the foe down, dazing it briefly with a small wound.
A: Wire Trap. Set the snare at your feet instead: the first foe to step on it within 30 s is dazed and wounded. One trap at a time.
B: Choke. The daze lasts 2.5 s instead of 1.5, but the snare does no damage.
A festering thorn-rot creeps under the foe's skin and wears it down steadily over time.
A: Spreading Rot. If the foe dies, the rot jumps to the nearest foe within 5 tiles. Each tick 15% weaker.
B: Quick Rot. The same damage over half the time (a tick every second for 5 s).
A tangle of bog-weed springs up around the target, holding everything near it fast for a few seconds.
A: Wide Net. Radius 4 instead of 2.5, but the hold lasts 2 s instead of 3.
B: Drowning Net. One foe only, held 5 s, and it takes damage every second while held.
A flurry of thrown blades that strike the foe several times in quick succession.
A: Fan. The blades fan out at up to 3 foes in front of you, each blade a quarter lighter.
B: Pinning Knife. The last blade pins the foe (slowed 40% for 3 s). Each blade 10% lighter.
A rapid whirl of strikes that lands many quick blows on a single foe.
A: Whirl. Hits every foe next to you (2 tiles), 3 blows instead of 4, each a little lighter. Needs no target.
B: Focused. 30 s cooldown instead of 45, 3 blows instead of 4.
A drawn bow and a held breath: a clean, hard-hitting shot from range.
A: Aimed Shot. A 1.2 s draw, +2 tiles of range, and the arrow ignores 30% of armour.
B: Snap Shot. No draw time, 20% less damage.
A precise thrust where the armor does not reach. Heavy melee damage.
A: From Behind. +30% from behind or on a held or dazed foe; 15% less otherwise.
B: Gutting. Gives 2 Openings, but the cut is 25% lighter.
Four arrows loosed in the time of one, whistling down on a single target.
A: Scatter. The arrows split across up to 4 foes near your target, each 10% lighter.
B: Pin. Each arrow slows the foe 10% more (up to 40%, 4 s). Each arrow 10% lighter.
Slide out of a snare and run: clears one physical hindrance and gives a burst of speed.
A: Clean Break. Clears every physical hindrance, but gives no speed.
B: Run. +60% speed for 8 s, but clears nothing.
A drawn wire across the back of the leg: wounds the foe and slows it hard.
A: Snare. A 2 s root, then the slow. The wire wounds a sixth less and the cooldown is 16 s.
B: Bleeding Wire. A bleed (35% of the hit over 6 s) and only a light slow (20%).
The twilight folds around you for ten seconds. Foes lose you until you strike.
A: Shared Dusk. Party members within 4 tiles are cloaked too, for half as long. Yours lasts 8 s.
B: Deep Dusk. Your first strike out of it hits +50% and gives 3 Openings. The cloak lasts 7 s.
Five aimed arrows, one after another, into the same spot. The bowman's long cooldown.
A: Rain. The arrows fall on an area (radius 2.5): every foe in it is hit. Each arrow 30% lighter.
B: Steady. 4 arrows instead of 5, 28 s cooldown instead of 40. Each arrow 10% lighter.
Passives (6)
+3% critical chance.
+5% physical power.
You see the gap before it opens: +4% critical chance.
Quick, light fingers: +5% physical power.
Blows find less of you: +4% maximum health and +1 armor.
You strike best as the day dies: +3% critical chance and +3% physical power.