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Rogue Abilities
Level 1

Blinding Strike: A dirty attack that makes the opponent unable to see. Inflicts extra damage and Blinds the target.

Type: Active (1 per encounter)

Speed: Average

Interrupt: 0.5s

Effect (Target): Blinded for 10s vs. Reflex

Effect (User): Full Attack vs. Deflection, +25% Damage




Crippling Strike: The rogue attacks his or her enemy's ability to move around effectively, inflicting extra damage and Hobbling any enemy successfully hit.

Type: Active (2 per encounter)

Speed: Average

Interrupt: 0.5s

Effect (Target): Hobbled for 10s vs. Fortitude

Effect (User): Full Attack vs. Deflection, +25% Damage




Sneak Attack: Uses the rogue's ability to approach unseen, adding additional bonus damage to their attacks when the target is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened, as well as when any target is struck within two seconds of combat starting.

Type: Passive

Effect: +50% Damage against Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned, Weakened, Distracted enemies and in the first 2s of combat


Level 3

Dirty Fighting: The rogue employs a variety of underhanded tactics, turning some of their Hits into Critical Hits.

Type: Passive

Effect: +10% of Hits converted to Critical Hits




Escape: Allows the rogue to break Engagement and expertly avoid the next attack, diving out of range to a specific location.

Type: Active (1 per encounter)

Speed: Fast

Range: 4m

Effect (User): Immune to Engagement




Reckless Assault: Causes the rogue to dive into battle without a second thought, lowering his or her Deflection but increasing Accuracy and weapon Damage.

Type: Modal

Speed: Instant

Effect (User): -8 Deflection, +8 Melee Accuracy, +20% Melee Damage


Level 5

Deep Wounds: Expertise in the art of pain leads all Slash, Pierce and Crush damage caused by the rogue to also do Raw Damage over time.

Type: Passive

Effect (User): Adds Raw Damage per 3s over 10s




Finishing Blow: The rogue looks to finish off an injured opponent with a precise, deadly strike made with an Accuracy bonus that increases in power the less Endurance the target has.

Type: Active (2 per rest)

Speed: Average

Effect (User): Full Attack vs. Deflection, +5 Accuracy, +50% Damage, +50% Damage by percentage of Endurance lost




Riposte: The rogue looks for openings to counterattack in combat. Incoming melee attacks that target Deflection and Miss have a chance of allowing an instant Full Attack Riposte. Only active with melee weapons equipped.

Type: Passive

Level 7

Adept Evasion: The rogue becomes especially skillful at dodging attacks, converting many Reflex Grazes into Misses.

Type: Passive

Effect (User): +50% of incoming Grazes converted to Misses (Reflex only)




Coordinated Positioning: In one quick move, the rogue instantly switches positions with one nearby target, cancelling Engagment if in effect. Automatic when targeting an ally; otherwise it must Hit versus and enemy's Reflex.

Type: Active (2 per encounter)

Speed: Fast

Range: 2m




Persistent Distraction: Whenever the rogue is contributing to the Flanked affliction on a target, the victim is also Distracted.

Type: Passive

Level 9

Fearsome Strike: The rogue attempts to greatly hinder an opponent by targeting areas crucially important to their ability to fight, inflicting extra damage as well as Weakening and Hobbling the target.

Type: Active (1 per rest)

Speed: Average

Interrupt: 0.5s

Effect (Target): Hobbled for 10s, Weakened for 10s vs. Fortitude

Effect (User): Full Attack vs. Deflection, +25% Damage




Withering Strike: The rogue aims for a vital area, inflicting extra damage and Weakening the target.

Type: Active (1 per encounter)

Speed: Average

Interrupt: 0.5s

Effect (Target): Weakened for 10s vs. Fortitude

Effect (User): Full Attack vs. Deflection, +25% Damage


Level 11

Deathblows: Allows the rogue to size up a target's battlefield position, making Sneak Attack more effective when the target is afflicted by two or more conditions that allow a Sneak Attack.

Type: Passive

Effect (User): +100% Melee Damage, +100% Ranged Damage




Smoke Cloud: The rogue creates a small cloud of smoke that leaves adjacent enemies Distracted for a short duration.

Type: Active (1 per encounter)

Speed: Fast

Area of Effect: 1.75m Radius from Caster

Effect (Foe AOE): Distracted for 8s vs. Reflex (+15 Accuracy)


Level 13

Sap: The rogue performs a Primary Attack that does additional damage and can leave the target Stunned.

Type: Active (2 per encounter)

Speed: Average

Interrupt: 0.5s

Effect (Target): Stunned for 5s vs. Will

Effect (User): Full Attack vs. Deflection, +30% Damage




Shadow Step: By stepping through the Between, a rogue is able to seemingly teleport across the battlefield for a few moments, automatically returning to his or her starting position when the effect ends.

Type: Active (1 per encounter)

Speed: Average

Range: 6m

Effect (Target): Recover immediately


Level 15

Feign Death: The rogue collapses to the ground and pretends to be out of a fight, regaining Endurance and biding his or her time until the moment is right to return to battle. When the rogue stands up, he or she becomes invisible for a short period of time.

Type: Active (1 per encounter)

Speed: Instant

Interrupt: 0.5s

Effect (Self): Invsibile, Immune to Engagement, Untargetable, Break Engagements for 6s

Effect (User): +20 Endurance, Untargetable for 10s, Prone for 10s, Damage Shield for 10s