Rogue Abilities

Rogue Classes & Rogue Abilities

Typical classes for a rogue include Jack-of-All-Trades, Thief, Pirate, Scout and Spy with specialisations in Assassin, Shadow-Master, Blademaster, Alchemist, Mafia-Lord, Pirate-Lord, Jack-of-All-Trades and Spymaster. Jack-of-All Trades specialisation allows for the most customisation across all classes. There are a number of skills a rogue can and should learn, although some selectivity is only natural depending whether one opts for a combat oriented approach or more stealth and possibly impersonations and disguise. General skills include moving silently, hiding in shadows, picking locks, item lore, combat expertise, find traps, persuade and bargaining.

Be aware, thievery in Memory is considered a crime, and is punishable by imprisonment or even death for repeat offenders. Due care should be exercised, as dispositions can rapidly decrease, causing the player great difficulty in a number of circumstances.

Rogue Specialisations

Rogue (Jack-of-all-Trades)​

  • Must startup in a major city
  • Bonuses to city skills, sneak, pick-pocketing and lock-picking
  • Limited to Level 3 Weapon Spec, Unless Weapon-Master Spec is chosen later
  • Can use all abilities from the list below
  • at Level 20 and 40 and 60, if the opportunity arises, can seek training with any other class abilities of Tier I (other than healing spells)

Scout

  • Must startup in an outlying town
  • Bonuses to outdoor skills, hunting, tracking and camping
  • Reduced pick-pocket chance
  • Limited to Level 3 Weapon Spec, Unless Weapon-Master Spec is chosen later
  • Greater Duration with Fade (+5/10/15/20%)​

Pirate

  • Must startup in a coastal town or island
  • Bonuses to gambling, survival skills and seacraft skills
  • Reduced skills indoors and underground
  • Limited Fade Ability (-50%)
  • Can pick Tier I and Tier II Warrior abilities instead of Rogue at Level 20 and 40
  • Can gain full Weapon and Armour Specialisation
  • +5% Bonus to Health
 

Rogue Active Tier I

Feint Debuff Reduces Accuracy and Dodge in an opponent by 20/35/50% for 2/3/4 rounds, causes no damage, uses one attack, requires mental failure check from opponent

Find Traps (Mana) 20/40/60% Chance to Find Traps and Hidden Objects / Doors / Secret Passages, plus 1% per 5 Intellect, no other action possible while find traps is active

Acrobatics (Fall, Leap, Evade) Level I Fall: Reduces Fall Damage by 90/60/30% per height. 3-9m: 50 Damage per meter, 10-19m: 100 Damage per metre, 20-30m: 200 Damage per metre. Level II Leap: as per Leap skill, Level III Evade: 25% chance to evade area of affect damage or spells such as chain lightning, +1% chance per 10 Agility, and 1% per 10 Luck, reduced by % of Ability of Mage / Trap, reduces critical damage from such spells by same percentage, Level 4 Adds Mental Attacks to the same list

(incomplete)

Precision Strike (Backstab) 3 Categories, Unaware, Flanked and Aware:

Critical Multiplier and CHC from Stealth or Fade
Level 1-20 x2
Level 21-40 x3
Level 41-60 x4
Level 61-80 x5
Level 81-100 x6
CHC +10/20/30/40% per Ability Level, Stacks stacks with other CHC (no CHC Cap),

Critical Multiplier and CHC from Flank or Rear
Level 1-20 x2
Level 21-40 x2.5
Level 41-60 x3
Level 61-80 x3.5
Level 81-100 x4
CHC +5/10/15/20% per Ability Level, Stacks stacks with other CHC (50% CHC Cap)

Critical Multiplier and CHC from Normal Combat
Level 1-20 x2
Level 21-40 x2
Level 41-60 x2.5
Level 61-80 x2.5
Level 81-100 x3
CHC +3/6/9/12% per Ability Level, Stacks stacks with other CHC (50% CHC Cap)

Certain creatures such as undead and fae, due to heightened senses are difficult to critical hit: Multipliers are typically reduced by .25, .5, 1 or greater depending on age and awareness of such beings.

Despite being a Passive ability, when it procs, Precision Strike Uses 25 Mana and 25 Stamina per Strike per Level (max 150), Level 4: Reduce Critical Hit Resistance by 25/20/15% (unaware, flanked, aware)

Passive Tier I

Bargain Gain better prices for both legal and illegal goods, 5/10/15% +1% per 10 Intellect or Charisma (whichever is higher)

Weapon Specialisation (max level 2) +10 skill points per level, plus 1 special ability per level, can choose one only

Lockpicking Pick locks based on agility, quality of tools and level of lock, +20/40/60% Bonus to Base Chance

Climbing +20/40/60% Bonus to Base Chance, increases the chance of scaling normally impossible surfaces, with bonuses if equipment is above average

Accuracy +10/20/30% accuracy for all weapons

Danger Sense +20/40/60% Bonus chance to sense impending surprise attacks (from Fade or otherswise) and natural disasters, +1% per 10 Perception skill

Active Tier II

Crippling Strike Does -50% of normal damage, Removes 5/10/15% of agility or strength per strike, and 5/10/15% accuracy from antagonist, requires constitution failure check, -10/20/30% chance per level of ability, duration 10/20/30 rounds, uses 250 stamina and mana, can be used with bows, stacks up to 5 times

Concoct Poison Requires 50 in Herb Lore, coats Level 1/2/3 Poison, does damage or debuff based on ingredients used (see Poisons Table)

Smoke / Poison Bomb Craft Poison or Smoke Potion, requires minimum 50 in Herb Lore and Alchemy skills, Damage bases on Level of Poison (see Poisons Table)

Set Trap Poison, Fire, Electrical, Frost Trap, 200/400/600 Damage plus 1% per point Intellect, with 10/20/30% chance of secondary effect: debuff, Dot, stun, slow, lasts until triggered, 1/2/3m radius, Requires 50 Herb Lore, 50 Construct Device and 50 Spellcraft, uses staff crystals which must be bought or stolen

Fade Disappear from sight, for 3/6/9 rounds, 500 Mana to cast, +1 round per 200 Mana, with +30/60/90/120% chance to avoid detection – become partly corporeal within the astral realm: if the conditions are correct (shadows, minimal lighting, camouflage terrain, and antagonist doesn’t have extra senses – sight, smell, astral) +1% reduction of Mana use per 5 Luck. +50% Damage Reduction vs Physical, +25% Elemental Damage Reduction, -50% Damage Reduction vs Astral Entity. Can be pulled from the fade via bright light, breach, dispel magic, purge, or sudden damage: 10% chance plus 1% per level of skill difference and +10% per level of ability difference, Move Silently and Hide in Shadows Skills greatly increase the success chance of being undetected, likewise increasing the chance for a critical backstab, Level 4: Passive 25% Reduced Aggro (.1% cumulative chance to attract the attention of nearby astral entity per round – ghost, fae, other)

Passive Tier II

Athlete +5/10/15% stamina bonus and 20/35/50% bonus renewal rate

Fleetness +5/10/20% movement speed

Willpower +5/10/15% mental resistance

Snake-Blood +5/10/15% poison and disease resistance

Dual Wield -25/15/5% Accuracy -15/10/5% Damage, two weapons doubles the potential number of blows: requires 25/50/75 agility at each level

Armour Specialisation +10 skill points per level, plus 1 special ability per level

Obscure Automatically reduces aggro by 15/30/45%, +1% per 10 Intellect, requires mental resistance check from antagonist if aggro already exists, gives high chances to be ignored when combined with Placate and followed by Fade

Active Tier III

Disguise Uses mana to subtly alter features (race and sex usually remain the same) so that protagonist become unrecognizable to others, 20/40/60% success rate +1% per 5 Intellect, lasts 24 hours per 10% Mana Reserved

Item Identify (requires 50 Intellect) Uses 100-1000 Mana depending on item quality in question – allows the rogue the best chance of thieving or looting high level items – requires Intellect / Lore Check to succeed

Concoct Antidote Ability to craft antidotes to poisons, success based on herb skill and available ingredients

Poison Blade (Mana) Adds 100/200/300 damage per second over 3 seconds, plus one second per 10 Intellect, requires level 1 / 2 / 3 poison ingredients respectively, 25 / 50 / 75 Herb skill respectively, 100/200/300 mana per use

Burst of Speed Adds 20/30/40% Movement Speed for 3-13 seconds +1% per Luck (Movement Speed also increases Attack Speed and Dodge Chance by 50%), 30 second cooldown from commencement, 200/400/600 Stamina, Level 4: +20 Luck and -20% Aggro for the duration

Fake Death 40/60/80% chance, A successful Intellect check vs Rogues combined Charisma and Level will negate all aggro, believing him or her to be dead. At Level 4 becomes a very real suspended animation where all life signs are flatlined for the duration: 10/20/30 minutes per level plus 1 minute per 4 Constitution

Cascade (Blue or Red) Builds Accuracy and Damage by 1/3/5% per successful strike (max 50%), OR reduces antagonists by the same amount (one option must be picked at the beginning of each Cascade), one target only, if target is changed then Cascade resets, uses 100/50/25 Stamina per round, lasts while Stamina lasts, Level 4: Converted to More Damage

Passive Tier III

Conman (automatic) Can convince of others of fake identity, false quests, looking the other way etc, and any number of other social interactions that require deceit, +60% bonus to base chance, +1% per Intellect and Level vs Target

Toughness 5/10/15/20% Health Bonus

Spell Power 5/10/15/20% Mana Bonus

Expose Weakness adds 30/60/90% duration for all secondary effects – stun, slow, bleeding, deep wounds, broken bones, poison, burn, freeze, electrocute – can only be applied by a weapon or shield melee attack

Melee Critical Due to long training in studying weak spots for the specific weapon specialisation, All successful melee strikes have cumulative +2% increase of gaining a critical hit on the same opponent, requires weapon specialisation (level 2), resets with each new opponent

Gang of Thieves (Aura) +1/2/3/5% to Criticial Hit Chance (can exceed Cap) and 10/15/20/25% to Fade effectiveness and duration, +10 to All Rogue Skills, +1/2/5 to Luck per rogue member in the band, -1/2/5 Luck for every non-rogue in the band (maximum 25, minimum 0 for the group), Level 4: Removes non-rogue penalty

Isserad’s Luck (Aura) Gambling +10/20/30, Gain 5% chance of finding unique treasure (including information), plus 10/20/30% increase to all wealth found, must be prepared to Gamble – see Rogue Status Effects

Rogue Specialist Aura
Leech Life Cascade: (dual wiled only) With each attack of the weapons the rogue leeches 1/1.5/2% cumulative damage per second per successful hit that round, resets at the end of each round, 100 Mana per hit, 100 Stamina per Successful hit, Level 4: Affects Undead and bypasses most Life Leech Resistance, Reserves 15% Mana in addition to the Mana per strike, Requires 90 Agility , Dual Wield 3, Cascade 3, and 80 Lore

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