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Classes & abilities

Rogue

Precision physical damage in melee or with the bow. Openings, stealth and finesse. Not a tank.

Wiki / Classes & abilities / Rogue

RoleArmour wornTrainer
DPSCloth, LeatherRhun 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.

Riverstone SlingLevel 5

Active · Enemy · Mana 4 · Cast 0.5 s · Range 7

A smooth river stone whirled from a sling, striking from afar for a modest amount.

Master options

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.

Shinnick CutLevel 5

Active · Enemy · Mana 6 · Cooldown 8 s · Instant · Melee

A low cut at the foe's legs that wounds it and hobbles its stride for a few seconds. Creates 2 Openings.

Master options

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.

Thistle JabLevel 5

Active · Enemy · Mana 4 · Cooldown 12 s · Instant · Melee

A quick jab to the throat that cuts a cast short and locks that ability for a moment.

Master options

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.

ThornspitLevel 6

Active · Enemy · Mana 5 · Cast 1 s · Range 6

A briar-whip lash that stings the foe from range for a solid, steady amount.

Master options

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.

Gloaming LungeLevel 7

Active · Enemy · Mana 8 · Cooldown 10 s · Cast 0.4 s · Range 3

A sudden leap out of the dusk that drives a heavy blow into the foe. Spends all Openings: +20% damage each.

Master options

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.

Mistfall VeilLevel 7

Active · Self · Mana 10 · Cooldown 25 s · Instant

Slips you into the twilight mist, where foes lose track of you until you strike or cast.

Master options

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.

Swiftfern StepLevel 7

Active · Self · Mana 7 · Cooldown 18 s · Instant

A quick burst of light footwork that carries you noticeably faster for several seconds.

Master options

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.

ThistlesnareLevel 10

Active · Enemy · Mana 9 · Cooldown 14 s · Cast 0.5 s · Range 6

A snare of thistle-wire yanks the foe down, dazing it briefly with a small wound.

Master options

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.

Briar BlightLevel 12

Active · Enemy · Mana 8 · Cooldown 9 s · Cast 0.8 s · Range 6

A festering thorn-rot creeps under the foe's skin and wears it down steadily over time.

Master options

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).

Bogweave NetLevel 13

Active · Enemy_aoe · Mana 12 · Cooldown 16 s · Cast 0.8 s · Range 6 · Area 2.5

A tangle of bog-weed springs up around the target, holding everything near it fast for a few seconds.

Master options

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.

Starling KnivesLevel 13

Active · Enemy · Mana 9 · Cooldown 9 s · Instant · Range 5

A flurry of thrown blades that strike the foe several times in quick succession.

Master options

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.

Hundredwing FlurryLevel 17

Active · Enemy · Mana 16 · Cooldown 45 s · Instant · Melee

A rapid whirl of strikes that lands many quick blows on a single foe.

Master options

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.

HeathershotLevel 22

Active · Enemy · Mana 9 · Cooldown 8 s · Cast 0.6 s · Range 8

A drawn bow and a held breath: a clean, hard-hitting shot from range.

Master options

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.

Backbone CutLevel 26

Active · Enemy · Mana 10 · Cooldown 12 s · Instant · Melee

A precise thrust where the armor does not reach. Heavy melee damage.

Master options

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.

Nightjar VolleyLevel 35

Active · Enemy · Mana 14 · Cooldown 18 s · Instant · Range 7

Four arrows loosed in the time of one, whistling down on a single target.

Master options

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.

Quicksilver SlipLevel 40

Active · Self · Mana 10 · Cooldown 25 s · Instant

Slide out of a snare and run: clears one physical hindrance and gives a burst of speed.

Master options

A: Clean Break. Clears every physical hindrance, but gives no speed.

B: Run. +60% speed for 8 s, but clears nothing.

Hamstring WireLevel 50

Active · Enemy · Mana 9 · Cooldown 14 s · Instant · Melee

A drawn wire across the back of the leg: wounds the foe and slows it hard.

Master options

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%).

Duskwalker CloakLevel 60

Active · Self · Mana 12 · Cooldown 40 s · Instant

The twilight folds around you for ten seconds. Foes lose you until you strike.

Master options

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.

Hawk's-Eye BarrageLevel 80

Active · Enemy · Mana 20 · Cooldown 40 s · Instant · Range 8

Five aimed arrows, one after another, into the same spot. The bowman's long cooldown.

Master options

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)

PrecisionLevel 6

Passive

+3% critical chance.

Light FeetLevel 11

Passive

+5% physical power.

Keen EyeLevel 30

Passive

You see the gap before it opens: +4% critical chance.

Cutpurse's HandsLevel 45

Passive

Quick, light fingers: +5% physical power.

GhostfootLevel 70

Passive

Blows find less of you: +4% maximum health and +1 armor.

Last LightLevel 90

Passive

You strike best as the day dies: +3% critical chance and +3% physical power.