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Rogue

A cunning hero, adept at making surprise attacks and disabling opponents. Rogues make good melee support are an excellent counter to enemy spellcasters.

Rogue skills are good for disabling individual targets, making them most effective in waves with a small number of powerful enemies.  Additionally, all the rogue skills require surprising the target, so rogues tend to be most effective when they have allies to occupy the monsters' attention.

 

Advancement

Prerequisite:  Squire level 2

Immediate Prerequisite For
Archer (at level 2)

 

Rogue Stats

  Strength Agility Intelligence
Base Attributes: 17 19 13
Level Bonus: +2.8 +1.9 +1.3
       
Range: Melee (100)    
Attack: Piercing    
Armor: Medium    

 

Rogue Active Skill Set: Stealth
Shadow Step
Makes the user invisible and enables Stealth attacks.
Level Duration Cooldown Mana Cost Minimum Range* Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 60 sec. 5 sec. 35 1000 N/A Self +40 backstab damage 150 150
2 60 sec. 5 sec. 35 700 N/A Self +55 backstab damage 250 400
3 60 sec. 5 sec. 35 400 N/A Self +70 backstab damage 350 750
Shadow Step Information
Shadow Step is the key Stealth skill, and you must learn it before you can use any other Stealth attacks, because all the other Stealth attacks can only be performed while you're under the effects of Shadow Step.  The basic technique is to Shadow Step, sneak up to the enemy, make a Stealth attack, and then hide again.  If you don't have any other Stealth skills learned yet, Shadow Step will still allow you to get bonus damage on your first attack by backstabbing your opponent.

You can't Shadow Step just any time, however.  You need to be a certain distance away from all enemies (this distance decreases with the level of Shadow Step), or you need to be in a position where no enemies can see you (for example, behind trees, or on top of a cliff), or you need to already be invisible.  Consider purchasing a Gem of Shadows to allow you to turn invisible during a battle.

 

Incapacitate
Knocks out an enemy, preventing it from doing anything until it awakes.
You must be Shadow Stepping to use this attack.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 15 sec. 6 sec. 70 100 Unit Enemy, Non-Hero enemy sleeps unless damaged 100 100
2 30 sec. 6 sec. 70 100 Unit Enemy, Non-Hero enemy sleeps unless damaged 150 250
3 45 sec. 6 sec. 70 100 Unit Enemy, Non-Hero enemy sleeps unless damaged 200 450

Incapacitate Information
Even a warrior who can defeat a hundred foes who come one at a time can be defeated by ten opponents working together.  Incapacitate allows you to split up monsters and engage fewer of them at a time, making it much easier to defeat them.

Make sure your allies know you are using Incapacitate, so they don't accidentally wake up the monsters that you knock out.

 

Blind
Gives the target a chance to miss with attacks.
You must be Shadow Stepping to use this attack.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 30 sec. 8 sec. 90 100 Unit Enemy, Non-Hero 33% chance to miss 100 100
2 30 sec. 8 sec. 90 100 Unit Enemy, Non-Hero 56% chance to miss 210 310
3 30 sec. 8 sec. 90 100 Unit Enemy, Non-Hero 70% chance to miss 320 630

Blind Information
Blind is an excellent way to reduce the damage output of a dangerous foe, especially a golem.  After putting a high-level blind on an opponent, he will be much less of a threat, giving you ample time to finish him off.

 

Silence
Renders the target unable to use spells or special abilities.
You must be Shadow Stepping to use this attack.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 25 sec. 6 sec. 65 100 Unit Enemy, Non-Hero cannot use abilities 150 150
2 50 sec. 6 sec. 65 100 Unit Enemy, Non-Hero cannot use abilities 200 350
3 75 sec. 6 sec. 65 100 Unit Enemy, Non-Hero cannot use abilities 250 600

Silence Information
Silence can relieve you from the annoyance of a lot of dangerous spells and special abilities.  This is generally best used to disable one or two enemy spellcasters while you focus your attention on the rest of the monsters.

 

Vital Wound
Critically injures the target, causing damage over time.
You must be Shadow Stepping to use this attack.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost Cumulative Cost
1 15 sec. 8 sec. 100 100 Unit Enemy, Non-Hero 100 damage every 3 seconds 180 180
2 15 sec. 8 sec. 100 100 Unit Enemy, Non-Hero 150 damage every 3 seconds 270 450
3 15 sec. 8 sec. 100 100 Unit Enemy, Non-Hero 200 damage every 3 seconds 360 810

Vital Wound Information
The Rogue's most damaging attack, Vital Wound won't do a great deal of good for finishing off a weak target, but given time to achieve its full effect, it can inflict a tremendous amount of damage against a strong foe--and you don't even need to remain in range of the target the entire time.

 

Rogue Support Skills

Shadow Meld
Tactical Skill

Allows the user to become invisible at night by remaining still.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Skill Point Cost
1 Unlimited None None N/A N/A Self Become invisible at night while still 70

Shadow Meld Information
Shadow Meld can be used to save yourself or persuade a monster to focus on someone else when you're low on health, but it is primarily used to get out of sight of monsters so that you can use Shadow Step without getting far away.  Remember that this skill only works at night.

Once you stop moving and attacking, it will take half a second for you to become invisible.

 

Evasion
Mastery

Gives a chance to dodge enemy attacks.
Level Effect Skill Point Cost Cumulative Cost
1 15% chance to dodge 150 150
2 23% chance to dodge 250 400
3 30% chance to dodge 350 750

Evasion Information
Evasion can keep you alive significantly longer while under attack, which is especially useful if you're trying to dart in and out of the enemy ranks to make Stealth attacks.  However, Evasion won't protect you against spells or area-of-effect attacks.  This skill won't help you at all when fighting dragons.

 

Deflection
Mastery

Reduces piercing damage received.
Level Effect Skill Point Cost Cumulative Cost
1 Reduces piercing damage taken to 75% 120 120
2 Reduces piercing damage taken to 60% 200 320
3 Reduces piercing damage taken to 50% 280 600

Deflection Information
Unlike Evasion, Deflection will only help you against piercing attacks, but it provides substantially more protection.  You may find it helpful to learn both Deflection and another mastery, then switch between them depending on what monsters you're fighting.

 

Terror
Aura

Decreases the attack damage of nearby enemies
Level Area of Effect Affected Targets Effect Skill Point Cost Cumulative Cost
1 450 Enemy, Non-Hero -15% attack damage 300 300
2 450 Enemy, Non-Hero -23% attack damage 500 800
3 450 Enemy, Non-Hero -30% attack damage 700 1500

Terror Information
Terror stacks nicely with Evasion and is an excellent way to keep yourself and your allies alive longer.  Your auras work even if you're invisible, so if you're too wounded to risk being attacked, you can just turn invisible and stand near the monsters to reduce their damage.