“ | Eh! Where'd he go? Is he a cutpurse or a bloody magician? | „ |
~ Voldrin the Trade Baron, right before Tundril the Planestalker phased in behind him and stole his purse. |
Rogue is a class available to the Dark Myr, Dwarf, Elf, Gnome, Halfling, Human and Skar races. A Rogue's primary group role is Damage, making it their priority to take down foes as swiftly as possible. Though primarily a damage dealer, the Rogue's diverse kit offers them plenty of versatility and they can flex into both puller and crowd control.
Lore[ | ]
The treacherous Rogue is far more than a trickster. With daggers, they are a ruinous force that smiles at the dark places and unravels enemies with terrifying efficiency.
Description[ | ]
In the shifting sands of this fragile era, Rogues are sought out for the faceless affairs of nations. Yet their allegiance is rarely to a banner or creed, but to themselves. With daggers drawn, the treacherous Rogue is a ruinous force, unraveling their enemies with terrifying speed and efficiency. As melee specialists, Rogues have trained extensively with one-handed weapons, but are most deadly with a dagger in their main hand, plunged deep into the back of their enemy.
Rogues are proficient in most melee weapons, experts with daggers and poisons. They are masters of planar edged weaponry, able to detect and sever planar connections of power.
While exceptionally skilled with dagger and blade, Rogues avoid combat unless it is on their terms. Masters of subterfuge, they plot their move from the shadows to avoid detection. They will find an opening of opportunity, or rely on their alchemical talents to create one themselves. When the moment arrives, there are few on Terminus who can match the deadly precision of a Rogue's onslaught. And fewer still who can disappear in the wake of such carnage as if they were never there.
Gameplay Information[ | ]
Group Role
The Rogue's official role is Damage . A Rogue is at their most deadly when equipped with a dagger and positioned behind their foe so that they can use their stock-and-trade damage ability, Backstab. This is far from their only method of dispatching foes, however. They can lurk in the shadows under the effects of Shadow Walk, gathering Opportunity and assessing their foe with Shadow Planning before launching their assault with abilities like Leaking Wound that leave their foes bleeding and Shiv which make them vulnerable to the Rogue's toxins.
Though primarily a damage focused class, the Rogue's versatile kit enables them to offer more than raw damage to their team. Their Shadow Walk makes them one of the better scouts and their Disarm Mechanical & Enigmatic Traps passive lets them detect and disarm traps. They can also pick locks and pockets, cover the crowd control role with their Smoke Trick, and pull with a combination of Caltrops, Springwire Trap and Flash Bomb.
Rogues can craft toxins for their own personal use through their Toxin Craft: Synthetic ability. This creates Vial of Synthetic Toxin in the Rogue's inventory which can be used to poison their weapons.
Combat Resource
- Opportunity
- Opportunity is a required resource for some of the Rogue's abilities, such as File:ROG bloodletter icon.png Bloodletter. The amount of current/maximum Opportunity is shown on the player's nameplate, below their Readiness.
- Rogues can have a total of 4 Opportunity points, which are generated from certain abilities. When out of combat, Opportunity decays at 1 per 3 seconds.
- The primary method of generating Opportunity is Shadow Walk.
Weapons & Techniques
Rogue are capable of equipping Blunt, Bow, Edged, Fist and Piercing.
Weapon Class | Available Types |
---|---|
Blunt | Club, Mace, War Hammer |
Bow | Crossbow, Short Bow |
Fist | |
Piercing | Dagger, Short Spear |
Slashing | Axe, Sword[1] |
Race
“ | The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations. | „ |
~ Official Description (retrieved from archived FAQ) |
Rogues can choose between seven races: Dark Myr, Dwarf, Elf, Gnome, Halfling, Human and Skar.
FAQ / Q&A[ | ]
- Question [2]
- Looking at Opportunity, how big of a role will Stealth play in combat?
- Chris
- Having just finished a Stealth system overhaul, including a true detection based system, we’re more excited than ever to show off the Stealth system and the role it will play for Rogues in direct combat. Stealth is intended to play a major role for Rogues in combat, when it suits them. Like rangers, Rogues are being designed in a way to seamlessly weave in and out of Stealth during combat as it fits the occasion or offers an advantage. The key is that Rogues should not take a heavy DPS loss by leaving direct combat to go into Stealth (assuming the focus remains on DPSing the target), therefore we are working to tune the Opportunity/Endurance resource relationship to facilitate that.
|
Player Guides[ | ]
- For an in-depth look at the Rogue, please see the guides available on the Rogue Guides page.
Gallery[ | ]
Archival
Concept Art
Resources[ | ]