Rogue

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Rogue's Symbol
Sneaky and deadly, rogues deal a lot of damage, and have a varied set of skills.
― In-game text

If the world isn't fair... why should you be? Rogues take every possible advantage, and avoid all the risks if possible. Better to strike an enemy from behind, and when he least expects it. Even with ranged weapons, which they are skilled at. Yeah, that's how rogues like to do their job. Rogues really know how to hurt others. They can dish out more melee damage than any other class, and their skills allow them to move unseen, or to do extra damage, making them good at killing boss enemies or spellcasters. They don't have a large health pool, and for them, it's harder to get good armor.

Comparing to Warriors, melee-based Rogues cannot wear powerful 2-Handed weapons and/or hit multiple enemies at once (Rogues cannot learn Cleave skill). On the other hand, Rogues are experts in dealing extreme damage which makes them lethal against bosses. If you wish to play melee, you should learn Assassinate, Evasion and Flurry - these 3 skills are crucial for your build.

Rogue Basics

  • Health at level 1: 30 HP
  • Health bonus/level: +4 HP
  • Other advantages or drawbacks: Rogues have a +20% chance to Perception, +20% to Disarm Devices, +10% to Gossip, and +1 bonus to melee damage at Level 1 and every 4 levels (1, 4, 8, 12, 16, 20 etc.)

Usable Equipment

Armor

Light Armor, Some Chainmail, Some Shields

See Armor Table.

Weapons

Axe, Bow, Dagger, Longsword, Off Hand, Shortsword, some rare Hammers*.

* There are only 4 known Hammers in the game that may be wielded by Rogues. They are Despair, Flaming Warhammer, Spirit Breaker and Hammer of the White Priest.

See Weapon Table

Skills

Rogue Skills

StabStealthSneak AttackKickEvasionTrap MasterArcherySprintClass Skills
Name Effects Points Cooldown Description
Archery.png Archery Gain +1/+2/+3 arrow damage, and an extra +1 for each 5/4/3 levels. 3%/5%/7% stun chance. 1/2/3 You are an expert in the use of projectile weapons, and deal extra damage and a chance to stun enemies.
Evasion.png Evasion 50%/70%/90% chance to dodge any attacks during 5 seconds. 1/2/3 30/25/20 You can focus on defense, dodging incoming attacks for a few seconds.
Kick.png Kick Enemy pushed back 2/3/4 meters and slowed for 3/4/5 seconds 1/1/2 9/8/7 Hit an enemy's leg to push him back and make his movement slower. Does some damage, and it's a good way to split groups of enemies or escape certain death.
Sneak Attack.png Sneak Attack When flanking an enemy, deal +50%/+70%/+100% damage and stun for 0/1/1 second(0/15%/25% chance) 1/2/3 When you flank an enemy in melee (attacking by surprise or behind), you will do extra damage, and sometimes stun.
Sprint.png Sprint You can sprint for 4/5/6 seconds. 1/1/1 30/25/20 An adrenaline rush will allow you to move extremely fast for a few seconds. It doesn't affect combat, just movement.
Stab.png Stab Your next attack deals extra damage: 6 + lvl/10 + lvl/10+(lvl*1.5)/10+(lvl*2) 1/2/3/3 14/12/10/9 You prepare a single, deadly attack. After using this skill, you have a few seconds to launch a blow with extra damage.
Stealth.png Stealth Stealth lasts 8/10/12 seconds with added effects of none/lower chance of being heard/50% chance to open doors/locks unnoticed. 1/2/3 25/25/25 The ability to move without being heard or seen, avoiding enemies or surprising them in combat. If you get close to enemies, they have a chance of spotting you.
Trap Master.png Trap Master Set trap (15/20/30 seconds duration, level 1-3/4-6/6-10). +10%/+20%/+30% bonus to disarm traps and locks. 1/2/3 15/15/15 You are an expert at deactivating traps, or even setting them

Note: The second level of Stealth reduces the chances of enemies hearing you, while the third level gives a 50% chance to open doors and chests without being noticed.

General Skills

Extra RecoveryDungeoneeringGossipClick on a skill to go to that page.
Name Effects Points Description
Dungeoneering.png Dungeoneering Gain a +10%/+18%/+25% bonus to find traps and secret doors. 1/1/1 You are an expert in dungeon exploration, and can find more easily hidden traps or secret doors.
Extra Recovery.png Extra Recovery Gain +1/+2 recovery/day 3/3 You gain extra uses of the recovery button per day.
Gossip.png Gossip Gain a +5%/+10%/+15% bonus to learn rumors. 1/1/1 You know how to be friendly enough to listen to local news and legends.

Advanced Rogue Skills

These advanced skills must be learned from specialized trainers.

Name Effects Points Cooldown Reqs Description
Assassinate.png Assassinate 10%/20%/35% chance of Stab immediate cooldown, 30%/50%/75% if the Stab killed the enemy 1/2/3 Stab 3, Seventh House membership After a successful Stab, the skill has a chance to immediately cool down and be available again.
Bloodlust.png Bloodlust After killing an enemy, +3/4/6 Damage and +2/3/4 Armor for 6 seconds. 1/2/3 Personality 3 A battle trance that sharpens your focus and makes you unstoppable. Adds bonuses for 6 seconds after killing an enemy (non-cumulative).
Body Development.png Body Development Each point of Endurance/Strength/Endurance grants you 1.5/1/2hp/level 1/2/3 Endurance 4 Your intensive training results in higher maximum hit points.
Death Ward.png Death Ward Gain +12/24/36 to resist death. 1/1/1 Endurance 2 You can endure death magic thanks to your training. Gain a permanent bonus to Death resistance, which stacks with other bonuses.
Explosive Traps.png Explosive Traps Explosion deals 12-24/18-36/24-48 fire damage. 1/2/3 Trap Master 3 Your traps explode right after being triggered, causing fire damage in a 2m radius. It also affects you but not your party members.
Fire Ward.png Fire Ward Gain +12/24/36 to resist fire. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Fire resistance, which stacks with other bonuses.
Flurry.png Flurry Attack speed increased by 25/50/75% for 6 seconds. 1/2/3 20/20/20 Agility 6 For a few seconds, your melee attack speed increases.
Heavyhand.png Heavyhand Gain +1/+3/+5 extra damage per attack 1/2/3 Strength 4, Warrior's Guild membership Extensive training makes you put more might behind every blow. Your melee attacks cause additional damage.
Ice Ward.png Ice Ward Gain +12/24/36 to resist cold. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Cold resistance, which stacks with other bonuses.
Magical Training.png Magical Training You can use scrolls and wands with mana cost, spending 10/6/4hp per mana point. 1/1/1 Intellect 3 Despite not having any magical powers, you have been trained to use items that have a mana cost. It can be rather exhausting for your health.
Massive Criticals.png Massive Criticals Criticals do up to 200%/250%/300% of max weapon damage, 10%/25%/50% chance to kill weaker enemies. 1/2/3 Strength 3 Your critical hits go beyond the usual 150% max damage, with a chance to insta-kill enemies 2 levels below yours (some are immune)
Poison Master.png Poison Master Increase poison effect by 0%/25%/50%, and duration by 50%/75%/100%. Add +10/+20/+30 to Toxic Resistance 1/2/3 Intellect 1, Endurance 2, Seventh House membership You are well versed in the dubious art of poisoning your weapons, and your familiarity makes you resistant to many of them
Precision Shots.png Precision Shots Increase weapon's base critical chance by 50%/100%/150% 1/2/3 Intellect 1, Awareness 1 Your critical chance with ranged weapons is increased.
Precision Strikes.png Precision Strikes Increase weapon's base critical chance by 50%/100%/150% 1/2/3 Intellect 1, Awareness 1 Your critical chance with melee weapons is increased.
Rapid Fire.png Rapid Fire Attack speed increased by 40%/70%/100% for 6 seconds 1/2/3 20/20/20 Agility 4 For a few seconds, your rate of fire with bows increases.
Shock Ward.png Shock Ward Gain +12/24/36 to resist shock. 1/1/1 Endurance 2; Wizard's Guild reputation 7 You can endure elemental damage thanks to your training. Gain a permanent bonus to Shock resistance, which stacks with other bonuses.
Smoke Bomb.png Smoke Bomb Basic smoke bomb, use stealth in front of enemies; Bomb has 0%/35%/50% chance to stun close enemies for 0/3/5 seconds 2/2/2 Stealth 3, Seventh House membership You can use Stealth even if you are surrounded by enemies. Useful to escape, or to prepare a lethal backstab.
Spiritual Ward.png Spiritual Ward Gain +10/20/30 to Spirit resistance. 1/1/1 Personality 2 Your willpower and inner strength are legendary, making you more resilient to stun, paralysis and other mind effects. Gain a permanent bonus to Spirit resistance, which stacks with other bonuses.
Toxic Ward.png Toxic Ward Gain +12/24/36 to resist toxic. 1/1/1 Endurance 2 You can endure acid and poison thanks to your training. Gain a permanent bonus to Toxic resistance, which stacks with other bonuses.

Notes