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=Rogue=
{{ClassInfobox
Rogue is a tier 2 class that is unlocked by leveling the Scout class to level 30. Rogue is a stealthy and cunning warrior who specializes in using poison and deception to disable or eliminate their enemies. One of their key abilities is Envenom, which allows them to poison their target and deal damage over time. This effect can be stacked increasing the damage inflicted over time. They also are skilled at disarming their opponents, reducing their P.ATK. In addition to these abilities, Rogue can remove poison effects on their party members or themselves with the Antidote ability. While they do not deal great direct damage, they make up for this with damage over time and other abilities, making them a valuable party member.
|name=Rogue
|image=https://roidle.com/regular/assets/images/classes/7.png
|portrait=https://irowiki.org/w/images/5/59/Rogue.png
|maxLevel=40
|baseHp=5
|varHp=0.5
|baseMp=2
|unlocksFrom=[[Scout]]
|unlocksTo=[[Scourge]]
|strBonus=4
|agiBonus=6
|vitBonus=2
|intBonus=0
|dexBonus=4
|wisBonus=2
}}


==The Treacherous Scoundrel==
''Choosing the route of fighting their enemies up and close, the swift Rogue employs a variety of underhanded tactics. Capable of utilizing poisons to their advantage, incapacitating the enemies and then hitting them with multiple quick strikes before vanishing from their sight.''


=Skills=
Where Archers chose the path of ranged combat, Rogues embrace the shadows and close-quarters combat. Masters of debilitation and damage over time, they weaken foes through poison and crippling strikes. Their high evasion and speed allow them to dance around enemies, striking when least expected and fading away before retaliation comes.
* '''Antidote''': A support skill that removes up to 6 stacks of '''Poisoned''' status at skill level 100.
 
{| class="wikitable" style="width: 80%;"
 
|-
==Unlock==
! Skill level !! Damage !! MP Cost !! Other Effects/durations
The Rogue is a tier 2 class that is unlocked by leveling the [[Scout]] class to level 25. As all T2 classes, it retains all of the previous T1 class' skills.
 
 
==Pros and Cons==
''Comparisons are made considering classes from the same tier''
 
Rogues specialize in debilitating enemies while dealing sustained damage. [[Rogue#Envenom | Envenom]] applies stacking poison that deals damage over time, while [[Rogue#Disarm | Disarm]] cripples enemy attack power significantly. Even when basic attacking, [[Rogue#Double Attack | Double Attack]] provides higher consistent damage output when using light blades.
 
Their utility toolkit is impressive: [[Rogue#Hide | Hide]] grants defensive bonuses as well as sets up a powerful ambush attack, while [[Rogue#Poison React | Poison React]] allows counterattacking melee attackers with free Envenom strikes.
 
[[Rogue#Antidote | Antidote]] provides a decent DEXHealing based heal with poison cleansing for allies.
 
On the downside, the Rogue has trouble as a frontline, lacking the Knight's ability to draw aggro and no survivability against enemies with high Hit. It does well with another class like the [[Mercenary]] or a [[Knight]] dividing aggro.
 
*'''Strengths:'''
**Excellent damage over time through poison stacking, specially against high HP enemies (maxHP damage)
**Strong enemy debuffs with [[Rogue#Disarm | Disarm]]
**High evasion and speed from AGI focus and [[Scout#Alacrity | Alacrity]]
**Counterattack potential with [[Rogue#Poison React | Poison React]]
**Defensive/offensive stealth option with [[Rogue#Hide | Hide]]
**Extra attack chance from [[Rogue#Double Attack | Double Attack]], sustaining DPS even when out of MP
 
*'''Weaknesses:'''
**Lower burst damage compared to other DPS classes
**Poison needs time to stack and start dealing good damage
**Requires being in melee range
**Hide breaks on any action, limiting its offensive use
**Dies quickly if enemies are able to hit them
 
 
==Stats==
Rogues thrive on [[Stats & Attributes#Agility | AGI]] for evasion, speed, and critical chance, combined with [[Stats & Attributes#Strength | STR]] for damage and [[Stats & Attributes#Dexterity | DEX]] for accuracy and S.Atk.
 
[[Stats & Attributes#Dexterity | DEX]] is crucial for landing debuffs like Envenom and Disarm, as S.Atk determines application chance, as well as DEXHealing from [[Rogue#Antidote | Antidote]]. [[Stats & Attributes#Agility | AGI]] synergizes perfectly with Alacrity and the Rogue's evasive playstyle.
 
[[Stats & Attributes#Vitality | VIT]] provides some survivability for when evasion fails. [[Stats & Attributes#Wisdom | WIS]] is less important but helps with MP regeneration and Antidote healing (from the First Aid WISHealing component).
=== Class Bonuses===
The Levels in which one receives a certain bonus
{|class="wikitable"
!Stat\Amount||+1||+2||+3||+4||+5||+6||+7
|-
|-
| style="width: 10%"| Level 0
!STR
| style="width: 15%"| N/A
|4||24||34||39|| || || 
| style="width: 10%"| 3 MP
| style="width: 65%"| Remove 1 stack of '''Poisoned''' status
|-
|-
|| Level 10
!AGI
|| N/A
|1||10||22||28||36||40|| 
|| 5 MP
|| Remove 1 stack of '''Poisoned''' status
|-
|-
|| Level 20
!VIT
|| N/A
|19||30|| || || || || 
|| 8 MP
|| Remove 2 stacks of '''Poisoned''' status
|-
|-
|| Level 30
!INT
|| N/A
| || || || || || || 
|| 10 MP
|| Remove 2 stacks of '''Poisoned''' status
|-
|-
|| Level 40
!DEX
|| N/A
|7||13||26||38|| || || 
|| 13 MP
|| Remove 3 stacks of '''Poisoned''' status
|-
|-
|| Level 50
!WIS
|| N/A
|16||32|| || || || || 
|| 15 MP
|| Remove 3 stacks of '''Poisoned''' status
|-
|| Level 60
|| N/A
|| 18 MP
|| Remove 4 stacks of '''Poisoned''' status
|-
|| Level 70
|| N/A
|| 20 MP
|| Remove 4 stacks of '''Poisoned''' status
|-
|| Level 80
|| N/A
|| 23 MP
|| Remove 5 stacks of '''Poisoned''' status
|-
|| Level 90
|| N/A
|| 25 MP
|| Remove 5 stacks of '''Poisoned''' status
|-
|| Level 100
|| N/A
|| 28 MP
|| Remove 6 stacks of '''Poisoned''' status
|}
|}
===Recommended Builds===
*For a poison-focused Rogue:
Prioritize STR and DEX for damage and S.Atk to ensure poisons land. AGI for evasion as secondary. Stack poison and let DoT do the work.
*For an evasion tank Rogue:
Heavy AGI investment with DEX secondary. Use Hide defensively and rely on Poison React counters. VIT for backup survivability.


* '''Envenom''': A single target skill with a chance to apply the '''Poisoned''' status. The chance of successful application depended on S.ATK. 175% P.ATK at skill level 100. This skill has a passive +10% bonus to S.ATK.
*For a burst damage Rogue:
{| class="wikitable" style="width: 80%;"
Balance STR, AGI, and DEX. Use Hide to set up ambush attacks with the bonus P.Atk and C.Chance, then follow with [[Rogue#Disarm | Disarm]].
 
 
''Note: ''
''Rogues benefit from weapons with S.Atk bonuses to improve debuff application rates. Consider this when choosing gear.''
 
 
==Gear==
'''Recommended gear for Rogues'''
 
* Weapons
**'''Daggers:''' Essential for [[Rogue#Double Attack | Double Attack]], both dagger types are good, one with C.Chance and speed, the other focused on S.Atk and DEXHealing. Choose based on your playstyle.
**'''Swords:''' Also trigger Double Attack, offer more raw damage than daggers, with higher P.Atk and C.Atk, but lack other synergizing bonuses.
 
* Armor
**'''Medium Armor:''' Ideal for the balance of Evasion, Speed, and some defense
**'''Light Armor:''' Can work for MP regeneration if using many skills
**'''Heavy Armor:''' Not recommended, as they hamper evasion, which is the Rogue's main survivability tool
 
* Accessories
**S.Atk accessories improve poison and debuff application rates
**AGI, DEX, Evasion and Speed accessories complement the Rogue's agile playstyle
**C.Chance accessories synergize with Hide ambush attacks
 
 
==Scripts==
===Default===
The default script balances offense and survival:
 
# Uses items when HP is critically low<br>
# Activates Hide when HP drops below 40%<br>
# Uses Antidote on heavily poisoned or low HP allies<br>
# Maintains Tactical Positioning buff<br>
# Activates Poison React when no buff is active<br>
# Uses Envenom and Disarm on cooldown<br>
# Falls back to basic attacks<br>
 
<pre>{"script":[{"conditions":[{"key":"selfHpLowerThan","not":false,"number":15}],"action":{"key":"useItem","itemIds":[18001,16023,16022]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfHpLowerThan","not":false,"number":40}],"action":{"key":"skillHide","itemIds":[]},"target":{"key":"self","characterId":0},"cooldown":5,"disabled":false},{"conditions":[{"key":"allyStatusPoisonedMore","not":false,"number":2}],"action":{"key":"skillAntidote","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"allyHpLowerThan","not":false,"number":20}],"action":{"key":"skillAntidote","itemIds":[]},"target":{"key":"ally","characterId":0},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":30}],"action":{"key":"skillTacticalPositioning","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"selfIfBuffActive","not":true,"number":null},{"key":"selfMpHigherThan","not":false,"number":30}],"action":{"key":"skillPoisonReact","itemIds":[]},"target":{"key":"self"},"cooldown":0},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillEnvenom","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":2,"disabled":false},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"skillDisarm","itemId":0},"target":{"key":"foe","characterId":0},"cooldown":2,"disabled":false},{"conditions":[{"key":"foeIsGatheringMaterial","not":true,"number":null}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0,"disabled":false},{"conditions":[{"key":"true"}],"action":{"key":"attack","itemIds":[]},"target":{"key":"foe","characterId":0},"cooldown":0,"disabled":false},{"conditions":[{"key":"foeNotReachable","not":null,"number":null},{"key":"foeMultiplePresent","not":false,"number":1}],"action":{"key":"stepForward","itemIds":[]},"target":{"key":"self"},"cooldown":0}],"position":"frontline"}</pre>
===Ideas and suggestions===
''These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle''
 
*Stack [[Rogue#Envenom | Envenom]] on tough enemies - poison damage adds up significantly over long fights.
*Use [[Rogue#Disarm | Disarm]] on high-damage enemies to reduce incoming party damage.
*[[Rogue#Poison React | Poison React]] is excellent against melee-heavy enemy groups - let them come to you.
*[[Rogue#Hide | Hide]] can be used defensively when low on HP, or offensively to set up a powerful ambush strike. Hiding at the end of a battle after all regular monsters are gone is a good strategy to start the next battle with the buff.
*Position in the frontline to maximize [[Rogue#Double Attack | Double Attack]] procs and melee skill usage.
*[[Rogue#Antidote | Antidote]] is situational - you can bring it against poison-using enemies but also when allies are low on HP and you need an extra boost.
 
 
==Skills==
===Disarm===
''active | attack | single target | debuff''
*Max level: 80
*Range: 1
*Available on: [[Rogue]], [[Scourge]]
*Enhanced by: [[Scout#Circling Strike | Circling Strike]]
 
Crippling attack with a chance to reduce the enemy's P.Atk and M.Atk by -0.35% per level. Enhanced by Circling Strike, adding 0~20% P.Atk and 0~10 S.Atk on top. The chance to apply the debuff depends on S.Atk. Damage ranges from 140~200% P.Atk, the debuff from -0~28% P.Atk and M.Atk, and has 0~30 bonus S.Atk, increased by both skills levels, disarming for 2~4 rounds. Requires a melee weapon to be equipped.
 
'''Element:''' Neutral | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! MP Cost !! Damage !! Other Effects
|-
|-
| style="width: 10%"| Level 0
|| 0
| style="width: 15%"| 125% P.ATK
| style="width: 10%"| 3 MP
| style="width: 65%"| Chance to apply the '''Poisoned''' status
|-
|| Level 10
|| 130% P.ATK
|| 5 MP
|| 5 MP
|| Chance to apply the '''Poisoned''' status
|| +0% P.ATK
|| -0% P.Atk/M.Atk, +0 S.Atk, 2 rounds
|-
|-
|| Level 20
|| 20
|| 135% P.ATK
|| 7.5 MP
|| 7 MP
|| +10% P.ATK
|| Chance to apply the '''Poisoned''' status
|| -7% P.Atk/M.Atk, +2.5 S.Atk, 2 rounds
|-
|-
|| Level 30
|| 40
|| 140% P.ATK
|| 10 MP
|| 9 MP
|| +20% P.ATK
|| Chance to apply the '''Poisoned''' status
|| -14% P.Atk/M.Atk, +5 S.Atk, 3 rounds
|-
|-
|| Level 40
|| 60
|| 145% P.ATK
|| 12.5 MP
|| 11 MP
|| +30% P.ATK
|| Chance to apply the '''Poisoned''' status
|| -21% P.Atk/M.Atk, +7.5 S.Atk, 3 rounds
|-
|-
|| Level 50
|| 80
|| 150% P.ATK
|| 13 MP
|| Chance to apply the '''Poisoned''' status
|-
|| Level 60
|| 155% P.ATK
|| 15 MP
|| 15 MP
|| Chance to apply the '''Poisoned''' status
|| +40% P.ATK
|-
|| -28% P.Atk/M.Atk, +10 S.Atk, 4 rounds
|| Level 70
|| 160% P.ATK
|| 17 MP
|| Chance to apply the '''Poisoned''' status
|-
|| Level 80
|| 165% P.ATK
|| 19 MP
|| Chance to apply the '''Poisoned''' status
|-
|| Level 90
|| 170% P.ATK
|| 21 MP
|| Chance to apply the '''Poisoned''' status
|-
|| Level 100
|| 175% P.ATK
|| 33 MP
|| Chance to apply the '''Poisoned''' status
|}
|}
<br>
===Envenom===
''active | attack | single target | poison''
*Max level: 80
*Range: 1 (uses weapon range)
*Available on: [[Rogue]], [[Scourge]]
*Enhanced by: [[Scout#Circling Strike | Circling Strike]]


* '''Disarm''': A skill with a chance to disarm the target dealing 175% P.ATK and reducing the target's P.ATK and M.ATK by 20% at skill level 100. The chance to successfully disarm the target depends on S.ATK.
Poison coated incision with a chance to apply the Poison status. Enhanced by Circling Strike, adding 0~20% P.Atk and 0~10 S.Atk on top. The chance to apply poison stacks depends on S.Atk. Starts at 1 stack, becomes 2 stacks at skill level 41. Damage ranges from 140~190% P.Atk and has 10~40 bonus S.Atk, increased by both skills levels. Can be used with any weapon type, including ranged.
{| class="wikitable" style="width: 80%;"
 
'''Element:''' Neutral | '''AoE:''' No
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! MP Cost !! Damage !! Other Effects
|-
|-
| style="width: 10%"| Level 0
|| 0
| style="width: 15%"| 125% P.ATK
|| 4 MP
| style="width: 10%"| 2 MP
|| +0% P.ATK
| style="width: 65%"| -0% P.ATK and M.ATK
|| +10 S.Atk, 1 Poison stack
|-
|-
|| Level 10
|| 20
|| 130% P.ATK
|| 6 MP
|| 5 MP
|| +7.5% P.ATK
|| -2% P.ATK and M.ATK
|| +15 S.Atk, 1 Poison stack
|-
|-
|| Level 20
|| 40
|| 135% P.ATK
|| 8 MP
|| 8 MP
|| -4% P.ATK and M.ATK
|| +15% P.ATK
|| +20 S.Atk, 1 Poison stack
|-
|-
|| Level 30
|| 60
|| 140% P.ATK
|| 10 MP
|| 11 MP
|| +22.5% P.ATK
|| -6% P.ATK and M.ATK
|| +25 S.Atk, 2 Poison stacks
|-
|-
|| Level 40
|| 80
|| 145% P.ATK
|| 12 MP
|| 14 MP
|| +30% P.ATK
|| -8% P.ATK and M.ATK
|| +30 S.Atk, 2 Poison stacks
|}
<br>
===Antidote===
''active | heal | single target''
*Max level: 80
*Range: 1
*Available on: [[Rogue]], [[Scourge]]
*Enhanced by: [[Scout#First Aid | First Aid]]
 
A somewhat stronger melee single target healing ability for healing poisoned allies. Enhanced by First Aid, adding Poison healing as well. The healing amount formula is the following: First Aid Healing + (0~3 depending on skill level) * 1.0 DEXhealing. Removes 1~3 stacks of Poison, depending on skill level.
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 50
! Skill level !! MP Cost !! Healing !! Poison Removal
|| 150% P.ATK
|| 17 MP
|| -10% P.ATK and M.ATK
|-
|-
|| Level 60
|| 0
|| 155% P.ATK
|| 6 MP
|| 20 MP
|| First Aid + 0 * DEXhealing
|| -12% P.ATK and M.ATK
|| 1 stack
|-
|-
|| Level 70
|| 20
|| 160% P.ATK
|| 9 MP
|| 23 MP
|| First Aid + 0.75 * DEXhealing
|| -14% P.ATK and M.ATK
|| 1 stack
|-
|-
|| Level 80
|| 40
|| 165% P.ATK
|| 12 MP
|| 26 MP
|| First Aid + 1.5 * DEXhealing
|| -16% P.ATK and M.ATK
|| 2 stacks
|-
|-
|| Level 90
|| 60
|| 170% P.ATK
|| 15 MP
|| 29 MP
|| First Aid + 2.25 * DEXhealing
|| -18% P.ATK and M.ATK
|| 2 stacks
|-
|-
|| Level 100
|| 80
|| 175% P.ATK
|| 18 MP
|| 32 MP
|| First Aid + 3 * DEXhealing
|| -20% P.ATK and M.ATK
|| 3 stacks
|}
|}
<br>
===Poison React===
''active | buff | self''
*Max level: 80
*Available on: [[Rogue]], [[Scourge]]


* '''Opportunist''' ''(passive)'': Increases 1% Crit Chance and 50 C.ATK at skill level 100. This skill gains skill EXP when the Rogue lands a hit.
The Rogue sharpens their reflexes, allowing them to counterattack melee attacks with an Envenom skill at no MP cost, even if the attack misses. Grants 2~4 charges depending on skill level.
{| class="wikitable" style="width: 80%;"
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! MP Cost !! Charges
|-
|-
| style="width: 10%"| Level 0
|| 0
| style="width: 15%"| N/A
|| 14 MP
| style="width: 10%"| N/A
|| 2 charges
| style="width: 65%"| 0% Crit Chance and 0 C.ATK
|-
|-
|| Level 10
|| 20
|| N/A
|| 12 MP
|| N/A
|| 2 charges
|| 0.1% Crit Chance and 5 C.ATK
|-
|-
|| Level 20
|| 40
|| N/A
|| 10 MP
|| N/A
|| 3 charges
|| 0.2% Crit Chance and 10 C.ATK
|-
|-
|| Level 30
|| 60
|| N/A
|| 8 MP
|| N/A
|| 3 charges
|| 0.3% Crit Chance and 15 C.ATK
|-
|-
|| Level 40
|| 80
|| N/A
|| 6 MP
|| N/A
|| 4 charges
|| 0.4% Crit Chance and 20 C.ATK
|}
<br>
===Double Attack===
''passive''
*Max level: 80
*Available on: [[Rogue]], [[Scourge]]
 
When using light one handed blades (daggers or swords), the Rogue has a chance to do an extra attack when basic attacking. The chance goes from 25~50% depending on the skill level. Levels up by basic attacking.
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
|| Level 50
! Skill level !! Double Attack Chance
|| N/A
|| N/A
|| 0.5% Crit Chance and 25 C.ATK
|-
|-
|| Level 60
|| 0
|| N/A
|| 25%
|| N/A
|| 0.6% Crit Chance and 30 C.ATK
|-
|-
|| Level 70
|| 20
|| N/A
|| 31.25%
|| N/A
|| 0.7% Crit Chance and 35 C.ATK
|-
|-
|| Level 80
|| 40
|| N/A
|| 37.5%
|| N/A
|| 0.8% Crit Chance and 40 C.ATK
|-
|-
|| Level 90
|| 60
|| N/A
|| 43.75%
|| N/A
|| 0.9% Crit Chance and 45 C.ATK
|-
|-
|| Level 100
|| 80
|| N/A
|| 50%
|| N/A
|| 1% Crit Chance and 50 C.ATK
|}
|}
<br>
===Hide===
''active | buff | self''
*Max level: 80
*Available on: [[Rogue]], [[Scourge]]


* '''Alacrity''' ''(passive)'': Gives +20 Evasion and +5 Speed to Scout/Rogue at skill level 100. This skill gains skill EXP when the Scout/Rogue is hit.
The Rogue hides and enters a state of protective readiness. They receive a buff that grants 0~10 P.Def, 0~10 M.Def and 0~20 Evasion. The buff ends when an action that is not idling is taken. Also, if attacking from hiding, attacks have 25~75 extra P.Atk and 20~40 extra C.Chance.
{| class="wikitable" style="width: 80%;"
 
{| class="wikitable skill-table" style="width: 80%;"
|-
|-
! Skill level !! Damage !! MP Cost !! Other Effects/durations
! Skill level !! MP Cost !! Defensive Bonuses !! Ambush Bonuses
|-
|-
| style="width: 10%"| Level 0
|| 0
| style="width: 15%"| N/A
|| 18 MP
| style="width: 10%"| N/A
|| +0 P.Def, +0 M.Def, +0 Eva
| style="width: 65%"| +0 EVA, +0 Speed
|| +25 P.Atk, +20 C.Chance
|-
|-
|| Level 10
|| 20
|| N/A
|| 15 MP
|| N/A
|| +2.5 P.Def, +2.5 M.Def, +5 Eva
|| +2 EVA, +0.5 Speed
|| +37.5 P.Atk, +25 C.Chance
|-
|-
|| Level 20
|| 40
|| N/A
|| 12 MP
|| N/A
|| +5 P.Def, +5 M.Def, +10 Eva
|| +4 EVA, +1 Speed
|| +50 P.Atk, +30 C.Chance
|-
|-
|| Level 30
|| 60
|| N/A
|| 9 MP
|| N/A
|| +7.5 P.Def, +7.5 M.Def, +15 Eva
|| +6 EVA, +1.5 Speed
|| +62.5 P.Atk, +35 C.Chance
|-
|-
|| Level 40
|| 80
|| N/A
|| 6 MP
|| N/A
|| +10 P.Def, +10 M.Def, +20 Eva
|| +8 EVA, +2 Speed
|| +75 P.Atk, +40 C.Chance
|-
|}
|| Level 50
<br>
|| N/A
 
|| N/A
 
|| +10 EVA, +2.5 Speed
==Titles==
|-
Rogue titles are earned by leveling up the Rogue class:
|| Level 60
 
|| N/A
{| class="wikitable skill-table" style="width: 80%;"
|| N/A
|| +12 EVA, +3 Speed
|-
|-
|| Level 70
! Class level !! Title
|| N/A
|| N/A
|| +14 EVA, +3.5 Speed
|-
|-
|| Level 80
| Level 0 || N/A
|| N/A
|| N/A
|| +16 EVA, +4 Speed
|-
|-
|| Level 90
| Level 20 || Cutthroat
|| N/A
|| N/A
|| +18 EVA, +4.5 Speed
|-
|-
|| Level 100
| Level 40 || Shadow Blade
|| N/A
|| N/A
|| +20 EVA, +5 Speed
|}
|}


{{Main|Titles}}


[[Category:Rogue]]
[[Category:Rogue]]

Latest revision as of 13:57, 8 January 2026

Rogue 7.png
Rogue.png
Max Level: 40
Base HP/Level:
Variable HP/Level:
Base MP/Level:
5
0.5
2
Unlocks from: Scout
Unlocks: Scourge

Class Bonuses

STR AGI VIT INT DEX WIS
+4 +6 +2 +0 +4 +2

The Treacherous Scoundrel

Choosing the route of fighting their enemies up and close, the swift Rogue employs a variety of underhanded tactics. Capable of utilizing poisons to their advantage, incapacitating the enemies and then hitting them with multiple quick strikes before vanishing from their sight.

Where Archers chose the path of ranged combat, Rogues embrace the shadows and close-quarters combat. Masters of debilitation and damage over time, they weaken foes through poison and crippling strikes. Their high evasion and speed allow them to dance around enemies, striking when least expected and fading away before retaliation comes.


Unlock

The Rogue is a tier 2 class that is unlocked by leveling the Scout class to level 25. As all T2 classes, it retains all of the previous T1 class' skills.


Pros and Cons

Comparisons are made considering classes from the same tier

Rogues specialize in debilitating enemies while dealing sustained damage. Envenom applies stacking poison that deals damage over time, while Disarm cripples enemy attack power significantly. Even when basic attacking, Double Attack provides higher consistent damage output when using light blades.

Their utility toolkit is impressive: Hide grants defensive bonuses as well as sets up a powerful ambush attack, while Poison React allows counterattacking melee attackers with free Envenom strikes.

Antidote provides a decent DEXHealing based heal with poison cleansing for allies.

On the downside, the Rogue has trouble as a frontline, lacking the Knight's ability to draw aggro and no survivability against enemies with high Hit. It does well with another class like the Mercenary or a Knight dividing aggro.

  • Strengths:
    • Excellent damage over time through poison stacking, specially against high HP enemies (maxHP damage)
    • Strong enemy debuffs with Disarm
    • High evasion and speed from AGI focus and Alacrity
    • Counterattack potential with Poison React
    • Defensive/offensive stealth option with Hide
    • Extra attack chance from Double Attack, sustaining DPS even when out of MP
  • Weaknesses:
    • Lower burst damage compared to other DPS classes
    • Poison needs time to stack and start dealing good damage
    • Requires being in melee range
    • Hide breaks on any action, limiting its offensive use
    • Dies quickly if enemies are able to hit them


Stats

Rogues thrive on AGI for evasion, speed, and critical chance, combined with STR for damage and DEX for accuracy and S.Atk.

DEX is crucial for landing debuffs like Envenom and Disarm, as S.Atk determines application chance, as well as DEXHealing from Antidote. AGI synergizes perfectly with Alacrity and the Rogue's evasive playstyle.

VIT provides some survivability for when evasion fails. WIS is less important but helps with MP regeneration and Antidote healing (from the First Aid WISHealing component).

Class Bonuses

The Levels in which one receives a certain bonus

Stat\Amount +1 +2 +3 +4 +5 +6 +7
STR 4 24 34 39      
AGI 1 10 22 28 36 40  
VIT 19 30          
INT              
DEX 7 13 26 38      
WIS 16 32          
  • For a poison-focused Rogue:
Prioritize STR and DEX for damage and S.Atk to ensure poisons land. AGI for evasion as secondary. Stack poison and let DoT do the work.
  • For an evasion tank Rogue:
Heavy AGI investment with DEX secondary. Use Hide defensively and rely on Poison React counters. VIT for backup survivability.
  • For a burst damage Rogue:
Balance STR, AGI, and DEX. Use Hide to set up ambush attacks with the bonus P.Atk and C.Chance, then follow with  Disarm.


Note: Rogues benefit from weapons with S.Atk bonuses to improve debuff application rates. Consider this when choosing gear.


Gear

Recommended gear for Rogues

  • Weapons
    • Daggers: Essential for Double Attack, both dagger types are good, one with C.Chance and speed, the other focused on S.Atk and DEXHealing. Choose based on your playstyle.
    • Swords: Also trigger Double Attack, offer more raw damage than daggers, with higher P.Atk and C.Atk, but lack other synergizing bonuses.
  • Armor
    • Medium Armor: Ideal for the balance of Evasion, Speed, and some defense
    • Light Armor: Can work for MP regeneration if using many skills
    • Heavy Armor: Not recommended, as they hamper evasion, which is the Rogue's main survivability tool
  • Accessories
    • S.Atk accessories improve poison and debuff application rates
    • AGI, DEX, Evasion and Speed accessories complement the Rogue's agile playstyle
    • C.Chance accessories synergize with Hide ambush attacks


Scripts

Default

The default script balances offense and survival:

  1. Uses items when HP is critically low
  2. Activates Hide when HP drops below 40%
  3. Uses Antidote on heavily poisoned or low HP allies
  4. Maintains Tactical Positioning buff
  5. Activates Poison React when no buff is active
  6. Uses Envenom and Disarm on cooldown
  7. Falls back to basic attacks
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Ideas and suggestions

These are all suggestions, you can't have 1 script which is perfect for every hunt, gear or playstyle

  • Stack Envenom on tough enemies - poison damage adds up significantly over long fights.
  • Use Disarm on high-damage enemies to reduce incoming party damage.
  • Poison React is excellent against melee-heavy enemy groups - let them come to you.
  • Hide can be used defensively when low on HP, or offensively to set up a powerful ambush strike. Hiding at the end of a battle after all regular monsters are gone is a good strategy to start the next battle with the buff.
  • Position in the frontline to maximize Double Attack procs and melee skill usage.
  • Antidote is situational - you can bring it against poison-using enemies but also when allies are low on HP and you need an extra boost.


Skills

Disarm

active | attack | single target | debuff

Crippling attack with a chance to reduce the enemy's P.Atk and M.Atk by -0.35% per level. Enhanced by Circling Strike, adding 0~20% P.Atk and 0~10 S.Atk on top. The chance to apply the debuff depends on S.Atk. Damage ranges from 140~200% P.Atk, the debuff from -0~28% P.Atk and M.Atk, and has 0~30 bonus S.Atk, increased by both skills levels, disarming for 2~4 rounds. Requires a melee weapon to be equipped.

Element: Neutral | AoE: No

Skill level MP Cost Damage Other Effects
0 5 MP +0% P.ATK -0% P.Atk/M.Atk, +0 S.Atk, 2 rounds
20 7.5 MP +10% P.ATK -7% P.Atk/M.Atk, +2.5 S.Atk, 2 rounds
40 10 MP +20% P.ATK -14% P.Atk/M.Atk, +5 S.Atk, 3 rounds
60 12.5 MP +30% P.ATK -21% P.Atk/M.Atk, +7.5 S.Atk, 3 rounds
80 15 MP +40% P.ATK -28% P.Atk/M.Atk, +10 S.Atk, 4 rounds


Envenom

active | attack | single target | poison

Poison coated incision with a chance to apply the Poison status. Enhanced by Circling Strike, adding 0~20% P.Atk and 0~10 S.Atk on top. The chance to apply poison stacks depends on S.Atk. Starts at 1 stack, becomes 2 stacks at skill level 41. Damage ranges from 140~190% P.Atk and has 10~40 bonus S.Atk, increased by both skills levels. Can be used with any weapon type, including ranged.

Element: Neutral | AoE: No

Skill level MP Cost Damage Other Effects
0 4 MP +0% P.ATK +10 S.Atk, 1 Poison stack
20 6 MP +7.5% P.ATK +15 S.Atk, 1 Poison stack
40 8 MP +15% P.ATK +20 S.Atk, 1 Poison stack
60 10 MP +22.5% P.ATK +25 S.Atk, 2 Poison stacks
80 12 MP +30% P.ATK +30 S.Atk, 2 Poison stacks


Antidote

active | heal | single target

A somewhat stronger melee single target healing ability for healing poisoned allies. Enhanced by First Aid, adding Poison healing as well. The healing amount formula is the following: First Aid Healing + (0~3 depending on skill level) * 1.0 DEXhealing. Removes 1~3 stacks of Poison, depending on skill level.

Skill level MP Cost Healing Poison Removal
0 6 MP First Aid + 0 * DEXhealing 1 stack
20 9 MP First Aid + 0.75 * DEXhealing 1 stack
40 12 MP First Aid + 1.5 * DEXhealing 2 stacks
60 15 MP First Aid + 2.25 * DEXhealing 2 stacks
80 18 MP First Aid + 3 * DEXhealing 3 stacks


Poison React

active | buff | self

The Rogue sharpens their reflexes, allowing them to counterattack melee attacks with an Envenom skill at no MP cost, even if the attack misses. Grants 2~4 charges depending on skill level.

Skill level MP Cost Charges
0 14 MP 2 charges
20 12 MP 2 charges
40 10 MP 3 charges
60 8 MP 3 charges
80 6 MP 4 charges


Double Attack

passive

When using light one handed blades (daggers or swords), the Rogue has a chance to do an extra attack when basic attacking. The chance goes from 25~50% depending on the skill level. Levels up by basic attacking.

Skill level Double Attack Chance
0 25%
20 31.25%
40 37.5%
60 43.75%
80 50%


Hide

active | buff | self

The Rogue hides and enters a state of protective readiness. They receive a buff that grants 0~10 P.Def, 0~10 M.Def and 0~20 Evasion. The buff ends when an action that is not idling is taken. Also, if attacking from hiding, attacks have 25~75 extra P.Atk and 20~40 extra C.Chance.

Skill level MP Cost Defensive Bonuses Ambush Bonuses
0 18 MP +0 P.Def, +0 M.Def, +0 Eva +25 P.Atk, +20 C.Chance
20 15 MP +2.5 P.Def, +2.5 M.Def, +5 Eva +37.5 P.Atk, +25 C.Chance
40 12 MP +5 P.Def, +5 M.Def, +10 Eva +50 P.Atk, +30 C.Chance
60 9 MP +7.5 P.Def, +7.5 M.Def, +15 Eva +62.5 P.Atk, +35 C.Chance
80 6 MP +10 P.Def, +10 M.Def, +20 Eva +75 P.Atk, +40 C.Chance



Titles

Rogue titles are earned by leveling up the Rogue class:

Class level Title
Level 0 N/A
Level 20 Cutthroat
Level 40 Shadow Blade

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