Post by Variaz on Feb 19, 2011 15:58:45 GMT -5
The Rogue will be back in the next alpha release!
The 0.3 Rogue sucked. There's no other words for it, it was a really awful class who only had weak abilities and no use whatsoever. The 0.4 Rogue was a step in the right direction, and the class saw many improvements. However, it still turned out to be lackluster, mainly because for a class that pretended to be about Dexterity, you needed a fair bit of Strength to do descent damage, and so by having to focus on three stats instead of two, it was difficult to truly play the Rogue's strengths without gimping him.
But in 0.5, with the addition of "Dex Weapons", weapons that can innately use Dexterity for damage instead of Strength, this makes focusing entirely on Dexterity possible, and so the Rogue can now have a two stats focus like most other classes.
The Rogue is a difficult class to make, since Rogues are so diverse. They can be agents, thieves, bounty hunters, spies, assassins, etc... However, most Rogue archetype shares one thing in common: Stealth. So my goal with the class was to create a class that could take advantage of Stealth, and make it a key skill for the class. Some of the goals I had while making the class:
- The Rogue's primary attribute should be Dexterity, and the primary skill should be Stealth.
- Rogues should use both melee and ranged attacks. After all, the Rogue will hide in a dark corner. While come out of there when we can shoot the enemy from that dark corner? But as a professional assassin, the Rogue must know how defend himself in close combat as well.
- Rogues should be "light" fighters. Since they need to be stealthy, it makes sense that they wouldn't wear heavy armors, or wield heavy weapons. So Rogues specializes in "Dex Weapons" and one-handed ranged weapons. A new change in 0.5 to Stealth is that wearing heavy or dragon armors will give you a penalty to Stealth, so this makes light armors the armor of choice for Rogues. (and gives a reason to actually use light armors instead of the heavier ones)
So in the end, the Rogue's strengths are:
- Great users of Stealth.
- Can use both melee and ranged weapons)
- Great accuracy and evasion since Dexterity improves that.
- Good at making money.
And the weaknesses are:
- Lower AC. (due to the fact that they need soft armors to use Stealth correctly)
- More limited choices of weapons, and probably not as powerful as Warriors or Fighters, or Marksman for ranged weapons.
Of course, these are for the base class only, and not for multiclass builds. And now, for the abilities:
The 0.4 Stealthy Fighter had a problem, in that while it allowed you to use Stealth for replacing Fighting and Shooting, the fact that it didn't improve damage made it an unattractive option. But with 0.5, that problem is fixed: when using the proper weapons, you will get a damage bonus for placing points in this ability.
It is similar to the Monk's "Power through Spirit" in concept, in that this is a staple ability for using Stealth as your main skill, just like the Monk's ability allows you to use Wisdom as your primary stat.
Changed the way this ability works a bit. Because of the way to_d has been changed to be equal to passive damage abilities, it had to be lowered a bit. This ability slightly improves every items that you steal, but not necessarely significantly so. At least not if you only steal one. However, if you steal a full set of equipment(14 items), it will be like having the following benefits(assuming 10 points):
+140% to all forms of damage(melee, ranged and magic)
+140 bonus to_hit.
Better base damage on weapons. (since they no longer increase with item leveling, this actually makes it significant)
28 bonus points to enhance whatever stat/skill you want.
So when you look at this way, it gets much better. Not to mention that if you steal a mundane item, it will get +10/+10 and two bonus points, meaning you can now sell it for a bit of profit.
+20% damage when using Rogue weapons. This a powerful buff, but of course, this is to make up for the weaker choice of weapons that you get.
This ability is also good for a Marksman/Rogue multiclass build, if you have enough accuracy and want more raw power with pistols or one-handed crossbows. (The Marksman's Sharpshooter and Accurate Shots abilities provide only +10% damage per points, but have accuracy bonus. This is a raw +20%.)
By focusing on Dexterity as your main stat, you will naturally get a high dodge rate. This ability takes advantage of this by making your dodging ability even better! At +20% per points, this is a good boost.
Despite the description suggesting it's good for using with light armors, there is no equipment restriction. It works with any types of equipment you are using.
Pretty much unchanged from the 0.4 version. However, I did buff the item levels of the chests a bit, so better chests should appear. The fact that you can now entirely focus on Dexterity makes this ability more usable, so you could say it has been indirectly improved.
Still, it might not be worth it to place a lot of points in it, but even a single point can be useful. Between 1 to 5 points is probably a good deal.
A reliable combat feat that doesn't have a condition like "need to be using a temporary invisibility ability" like the 0.4 ability had. (seriously, this is such a bad mechanic, it will probably not come back.)
This one can take advantage of Stealth to deal high damage, and gives you a chance to paralyze the enemies. It only lasts 2 turns, so while it's not enough to leave an enemy standing there for long, it at least guarantees no retaliation, which is good since the Rogue has lower AC. Even if you fail the Resist roll, it will still provide +10% to melee damage, so it's always worth using once you have it.
Art of Poisoning is back, though it has been changed a bit. For one, resistances will no longer go down below 0. While this was minor early on, at high levels of this ability, it could eventually become a problematic source of multiplicative damage. Since the point of 0.5 is to nerf multiplicative damage, this change was made. It also now applies to melee and ranged, but not magic damage. (to keep the Rogue's melee/ranged theme, and also to make it on par with the Warrior's Irresistible Hits, which has underdone a similar change)
On the other hand, the passive bonus is now +10% instead of the old +5%, so it will be more useful early on, while not being broken at higher levels. Think of it as Irresistible Hits with Poison/Melee/Range, while Irresistible Hits is Physical/Melee/Thrown. And you can still use it to change damage types, which is good for Kobolds.
A ranged special attack to complement the Rogue's ability to use ranged weapons. This ability can put enemies to sleep, which is useful to stop them in their course. If you shoot them again while they sleep, they will take double damage! But even if the monster is immune to sleep, it still do more damage than a regular shot.
You have a chance to score a guaranteed hit that will also bypass counters when using a Rogue weapon. Even one point is good as it will provide some additional hits, but note that the Resist roll is one attribute versus two, so it may be worth it to place a few points in it to get a better roll.
This ability has been changed a bit. The bonus to black market item depth has been lowered to +1 per points instead of +2, because otherwise, this would essentially allow you to get Blue Steel weapons at level 40. Place 40 points in this, get your Blue Steel, reincarnate, then make a melee build, and bam! Breeze through the main quest! (ok, you don't get the best score if you do this, but still...)
To make up for that change, it now provides a bonus to melee and ranged damage, which is a good thing for a level 10 ability. It also work with all types of melee and ranged weapons, so it's a nice ability for a multiclass build(albeit more difficult to get since you need 500 kills as a Rogue).
And so this is the 0.5 Rogue. Hopefully the changes will allow the class to be better than it was in 0.4, and make it more fun to play.
The 0.3 Rogue sucked. There's no other words for it, it was a really awful class who only had weak abilities and no use whatsoever. The 0.4 Rogue was a step in the right direction, and the class saw many improvements. However, it still turned out to be lackluster, mainly because for a class that pretended to be about Dexterity, you needed a fair bit of Strength to do descent damage, and so by having to focus on three stats instead of two, it was difficult to truly play the Rogue's strengths without gimping him.
But in 0.5, with the addition of "Dex Weapons", weapons that can innately use Dexterity for damage instead of Strength, this makes focusing entirely on Dexterity possible, and so the Rogue can now have a two stats focus like most other classes.
The Rogue is a difficult class to make, since Rogues are so diverse. They can be agents, thieves, bounty hunters, spies, assassins, etc... However, most Rogue archetype shares one thing in common: Stealth. So my goal with the class was to create a class that could take advantage of Stealth, and make it a key skill for the class. Some of the goals I had while making the class:
- The Rogue's primary attribute should be Dexterity, and the primary skill should be Stealth.
- Rogues should use both melee and ranged attacks. After all, the Rogue will hide in a dark corner. While come out of there when we can shoot the enemy from that dark corner? But as a professional assassin, the Rogue must know how defend himself in close combat as well.
- Rogues should be "light" fighters. Since they need to be stealthy, it makes sense that they wouldn't wear heavy armors, or wield heavy weapons. So Rogues specializes in "Dex Weapons" and one-handed ranged weapons. A new change in 0.5 to Stealth is that wearing heavy or dragon armors will give you a penalty to Stealth, so this makes light armors the armor of choice for Rogues. (and gives a reason to actually use light armors instead of the heavier ones)
So in the end, the Rogue's strengths are:
- Great users of Stealth.
- Can use both melee and ranged weapons)
- Great accuracy and evasion since Dexterity improves that.
- Good at making money.
And the weaknesses are:
- Lower AC. (due to the fact that they need soft armors to use Stealth correctly)
- More limited choices of weapons, and probably not as powerful as Warriors or Fighters, or Marksman for ranged weapons.
Of course, these are for the base class only, and not for multiclass builds. And now, for the abilities:
Rogue Weapons: Several of the Rogue abilities will reference 'Rogue' weapons.
This refers to melee weapons that have their damage increased
by Dexterity(such as daggers and short swords) and to one-handed
ranged weapons, such as one-handed crossbows or pistols. Many of
the Rogue's abilities will give you bonus when using these
weapons.
1. Stealthy Fighter(Passive, level 1)
Effect: Use your Stealth skill to act as Fighting and Shooting skill, and also
provides damage bonus when using 'Rogue' weapons. Will only work if
wearing soft or no armor.
% of Stealth used: 10%
Bonus to Stealth: 10% of base Stealth.
Bonus to Melee and Ranged damage(when using Rogue weapons): 10%
Extra points: +10% of Stealth used(up to a maximum of 100% at 10 points).
+10% bonus melee and ranged damage when using Rogue weapons.
+10% of base Stealth to Stealth.
This passive ability allows you to use your Stealth as a skill to improve
both your melee and shooting abilities, while retaining all the benefits of
the Stealth skill. Stealth is very useful to avoid being attacked by enemies,
and this ability will allow you to raise it while allowing it to contribute
to your damage. Though the weapons restriction is more restricted than the
true Fighting skill, it can be used for both melee and ranged weapons.
Note that this ability will not provide any benefits if you are wearing
hard or dragon armor.
This refers to melee weapons that have their damage increased
by Dexterity(such as daggers and short swords) and to one-handed
ranged weapons, such as one-handed crossbows or pistols. Many of
the Rogue's abilities will give you bonus when using these
weapons.
1. Stealthy Fighter(Passive, level 1)
Effect: Use your Stealth skill to act as Fighting and Shooting skill, and also
provides damage bonus when using 'Rogue' weapons. Will only work if
wearing soft or no armor.
% of Stealth used: 10%
Bonus to Stealth: 10% of base Stealth.
Bonus to Melee and Ranged damage(when using Rogue weapons): 10%
Extra points: +10% of Stealth used(up to a maximum of 100% at 10 points).
+10% bonus melee and ranged damage when using Rogue weapons.
+10% of base Stealth to Stealth.
This passive ability allows you to use your Stealth as a skill to improve
both your melee and shooting abilities, while retaining all the benefits of
the Stealth skill. Stealth is very useful to avoid being attacked by enemies,
and this ability will allow you to raise it while allowing it to contribute
to your damage. Though the weapons restriction is more restricted than the
true Fighting skill, it can be used for both melee and ranged weapons.
Note that this ability will not provide any benefits if you are wearing
hard or dragon armor.
The 0.4 Stealthy Fighter had a problem, in that while it allowed you to use Stealth for replacing Fighting and Shooting, the fact that it didn't improve damage made it an unattractive option. But with 0.5, that problem is fixed: when using the proper weapons, you will get a damage bonus for placing points in this ability.
It is similar to the Monk's "Power through Spirit" in concept, in that this is a staple ability for using Stealth as your main skill, just like the Monk's ability allows you to use Wisdom as your primary stat.
2. Thievery(Active/Passive, level 1, combat feat)
Effect: Steal items from enemies. Experienced Rogues have a sixth sense when
it comes to getting valuable goods, and everything they steal tends
to be quite valuable. Especially when it comes to gold.
Resist: (Dexterity + Stealth) vs (Dexterity + Evasion)
Bonus to_h/to_d: +1
Bonus to melee weapons base damage: +1d1, and then +2%.
Bonus to ranged weapons damage multiplier: +1%
Stolen gold is multiplier by this ability's level.
Extra points: +10% to Resist roll.
+1 to_h/to_d
+2%(1% for ranged multipliers) to weapons damage.
+1 free bonus point on item for every 5 points.
This ability allows you to attempt stealing one of the items carried by the
enemy. If you succeed, you will obtain an enhanced version of the item, which
will have higher base values and bonus. This is an ability that rewards you
for using it a lot. If you only steal an occasional item, it won't help much.
But steal a full set of equipment, and the added bonus to every stolen items
will pay off a lot.
Note that this ability is not usable in quest levels.
Effect: Steal items from enemies. Experienced Rogues have a sixth sense when
it comes to getting valuable goods, and everything they steal tends
to be quite valuable. Especially when it comes to gold.
Resist: (Dexterity + Stealth) vs (Dexterity + Evasion)
Bonus to_h/to_d: +1
Bonus to melee weapons base damage: +1d1, and then +2%.
Bonus to ranged weapons damage multiplier: +1%
Stolen gold is multiplier by this ability's level.
Extra points: +10% to Resist roll.
+1 to_h/to_d
+2%(1% for ranged multipliers) to weapons damage.
+1 free bonus point on item for every 5 points.
This ability allows you to attempt stealing one of the items carried by the
enemy. If you succeed, you will obtain an enhanced version of the item, which
will have higher base values and bonus. This is an ability that rewards you
for using it a lot. If you only steal an occasional item, it won't help much.
But steal a full set of equipment, and the added bonus to every stolen items
will pay off a lot.
Note that this ability is not usable in quest levels.
Changed the way this ability works a bit. Because of the way to_d has been changed to be equal to passive damage abilities, it had to be lowered a bit. This ability slightly improves every items that you steal, but not necessarely significantly so. At least not if you only steal one. However, if you steal a full set of equipment(14 items), it will be like having the following benefits(assuming 10 points):
+140% to all forms of damage(melee, ranged and magic)
+140 bonus to_hit.
Better base damage on weapons. (since they no longer increase with item leveling, this actually makes it significant)
28 bonus points to enhance whatever stat/skill you want.
So when you look at this way, it gets much better. Not to mention that if you steal a mundane item, it will get +10/+10 and two bonus points, meaning you can now sell it for a bit of profit.
3. Rogue Weapons Mastery(Passive, level 1)
Effect: Increases damage of 'Rogue' weapons.
Bonus damage: +20%
Extra points: +20% to damage with 'Rogue' weapons.
This passive ability will increase your damage with 'Rogue' weapons. At +20%
per points, this is quite a significant bonus, especially since it applies
to both melee and ranged weapons. The ability will give you both power
and versatility.
Effect: Increases damage of 'Rogue' weapons.
Bonus damage: +20%
Extra points: +20% to damage with 'Rogue' weapons.
This passive ability will increase your damage with 'Rogue' weapons. At +20%
per points, this is quite a significant bonus, especially since it applies
to both melee and ranged weapons. The ability will give you both power
and versatility.
+20% damage when using Rogue weapons. This a powerful buff, but of course, this is to make up for the weaker choice of weapons that you get.
This ability is also good for a Marksman/Rogue multiclass build, if you have enough accuracy and want more raw power with pistols or one-handed crossbows. (The Marksman's Sharpshooter and Accurate Shots abilities provide only +10% damage per points, but have accuracy bonus. This is a raw +20%.)
4. Improved Dodge(Passive, level 1)
Effect: Improves your dodge rolls for avoiding melee and ranged attacks.
Bonus to dodge rolls: +20%
Extra points: +20% to dodge rolls.
This passive ability greatly enhance your ability to dodge incoming attacks.
Dexterity, in addition to providing accuracy, also improves your dodging
ability, and as a Rogue, since your Dexterity is most likely going to be
pretty high, this ability will complement it nicely. It will also make up
for having to use light armors if you focus on Stealth.
Effect: Improves your dodge rolls for avoiding melee and ranged attacks.
Bonus to dodge rolls: +20%
Extra points: +20% to dodge rolls.
This passive ability greatly enhance your ability to dodge incoming attacks.
Dexterity, in addition to providing accuracy, also improves your dodging
ability, and as a Rogue, since your Dexterity is most likely going to be
pretty high, this ability will complement it nicely. It will also make up
for having to use light armors if you focus on Stealth.
By focusing on Dexterity as your main stat, you will naturally get a high dodge rate. This ability takes advantage of this by making your dodging ability even better! At +20% per points, this is a good boost.
Despite the description suggesting it's good for using with light armors, there is no equipment restriction. It works with any types of equipment you are using.
5. Lockpicking(Passive, level 1)
Effect: Greatly improves your chances of opening locked chests. Also allows
you to attempt unlocking Magic chests.
Bonus to Lockpicking rolls: +50%
Extra points: +50% to Lockpicking rolls.
More bonus based on the ability's level:
5+ points: Allows you to attempt unlocking Cursed chests.
10+ points: Allows you to attempt unlocking Ancient chests.
Also, guarantees 100% success rate on Iron chests.
20+ points: Guarantees 100% success rate on Large Steel chests.
30+ points: Allows you to attempt unlocking Strange chests.
40+ points: Guarantees 100% success rate on Magic chests.
50+ points: Guarantees 100% success rate on Cursed chests.
75+ points: Guarantees 100% success rate on Ancient chests.
100 points: Guarantees 100% success rate on Strange chests.
This passive ability is a required ability to open the higher level locked
chests that you will find in the dungeons. Locked chests typically contains
higher level items than you would normally find on the dungeon level, but
the amount of dexterity and intelligence required to even attempt lockpicking,
let alone succeed, is very high. This ability will GREATLY raise the chance.
Magic chests requires at least one point in this ability in order to become
unlockable, and higher quality chests requires more. Note that with enough
points, you get 100% chance to open certain chests. However, you must still
have enough dex/int to attempt to unlock it in the first place.
Effect: Greatly improves your chances of opening locked chests. Also allows
you to attempt unlocking Magic chests.
Bonus to Lockpicking rolls: +50%
Extra points: +50% to Lockpicking rolls.
More bonus based on the ability's level:
5+ points: Allows you to attempt unlocking Cursed chests.
10+ points: Allows you to attempt unlocking Ancient chests.
Also, guarantees 100% success rate on Iron chests.
20+ points: Guarantees 100% success rate on Large Steel chests.
30+ points: Allows you to attempt unlocking Strange chests.
40+ points: Guarantees 100% success rate on Magic chests.
50+ points: Guarantees 100% success rate on Cursed chests.
75+ points: Guarantees 100% success rate on Ancient chests.
100 points: Guarantees 100% success rate on Strange chests.
This passive ability is a required ability to open the higher level locked
chests that you will find in the dungeons. Locked chests typically contains
higher level items than you would normally find on the dungeon level, but
the amount of dexterity and intelligence required to even attempt lockpicking,
let alone succeed, is very high. This ability will GREATLY raise the chance.
Magic chests requires at least one point in this ability in order to become
unlockable, and higher quality chests requires more. Note that with enough
points, you get 100% chance to open certain chests. However, you must still
have enough dex/int to attempt to unlock it in the first place.
Pretty much unchanged from the 0.4 version. However, I did buff the item levels of the chests a bit, so better chests should appear. The fact that you can now entirely focus on Dexterity makes this ability more usable, so you could say it has been indirectly improved.
Still, it might not be worth it to place a lot of points in it, but even a single point can be useful. Between 1 to 5 points is probably a good deal.
6. Sneak Attack(Active, level 1, combat feat)
Effect: A melee attack that can do very high damage if used as a combat feat,
and if you have high Stealth. On successful rolls, has a chance to stun
enemies that aren't immune to paralysis.
Bonus melee damage(successful roll): +40%
Bonus melee damage(failed roll): +10%
Stun duration: 2 turns.
Resist: (Stealth) vs (Evasion)
Resist(stun): (Stealth) vs (Strength)
Extra points: +40% bonus melee damage on successful rolls.
+10% bonus melee damage on failed rolls.
+10% to Resist rolls.
This attack makes good use of your Stealth and gives you a chance to do a lot
of damage when using it. If the attack succeeds, you will also have
a chance to briefly stun your foe. While a 2 turns duration is short, it is
enough to prevent immediate retaliation and allows you to attack again(and
possible stun the enemy once more). However, even if the high damage effect
fails, you will steal more damage than you would have using a normal attack,
so the ability should always be used once you learn it.
Note that for the high damage and stun effects to apply, the ability must
be used through a combat feat, and not as a standalone attack.
Effect: A melee attack that can do very high damage if used as a combat feat,
and if you have high Stealth. On successful rolls, has a chance to stun
enemies that aren't immune to paralysis.
Bonus melee damage(successful roll): +40%
Bonus melee damage(failed roll): +10%
Stun duration: 2 turns.
Resist: (Stealth) vs (Evasion)
Resist(stun): (Stealth) vs (Strength)
Extra points: +40% bonus melee damage on successful rolls.
+10% bonus melee damage on failed rolls.
+10% to Resist rolls.
This attack makes good use of your Stealth and gives you a chance to do a lot
of damage when using it. If the attack succeeds, you will also have
a chance to briefly stun your foe. While a 2 turns duration is short, it is
enough to prevent immediate retaliation and allows you to attack again(and
possible stun the enemy once more). However, even if the high damage effect
fails, you will steal more damage than you would have using a normal attack,
so the ability should always be used once you learn it.
Note that for the high damage and stun effects to apply, the ability must
be used through a combat feat, and not as a standalone attack.
A reliable combat feat that doesn't have a condition like "need to be using a temporary invisibility ability" like the 0.4 ability had. (seriously, this is such a bad mechanic, it will probably not come back.)
This one can take advantage of Stealth to deal high damage, and gives you a chance to paralyze the enemies. It only lasts 2 turns, so while it's not enough to leave an enemy standing there for long, it at least guarantees no retaliation, which is good since the Rogue has lower AC. Even if you fail the Resist roll, it will still provide +10% to melee damage, so it's always worth using once you have it.
7. Art of Poisoning(Active/Passive, level 6)
Effect: Changes a weapon's or ammo's damage type to Poison. Improves the
damage of Poison melee and ranged attacks, and allow them to
ignore resistances.
Bonus to Poison melee and ranged damage: +10%
Resistances ignored: 3%
Extra points: +10% to Poison damage.
+3% resistances ignored.
This ability can be used to change a weapon's damage type to Poison.
As a passive bonus, it will improve the damage of all Poison-based melee and
ranged attacks, as well as allowing them to ignore some of the resistances
a monster may have. Many monsters are naturally immune to Poison, and this
ability can help you deal with them more easily. Note, however, that the
resistance of the monsters will not drop below 0.
Effect: Changes a weapon's or ammo's damage type to Poison. Improves the
damage of Poison melee and ranged attacks, and allow them to
ignore resistances.
Bonus to Poison melee and ranged damage: +10%
Resistances ignored: 3%
Extra points: +10% to Poison damage.
+3% resistances ignored.
This ability can be used to change a weapon's damage type to Poison.
As a passive bonus, it will improve the damage of all Poison-based melee and
ranged attacks, as well as allowing them to ignore some of the resistances
a monster may have. Many monsters are naturally immune to Poison, and this
ability can help you deal with them more easily. Note, however, that the
resistance of the monsters will not drop below 0.
Art of Poisoning is back, though it has been changed a bit. For one, resistances will no longer go down below 0. While this was minor early on, at high levels of this ability, it could eventually become a problematic source of multiplicative damage. Since the point of 0.5 is to nerf multiplicative damage, this change was made. It also now applies to melee and ranged, but not magic damage. (to keep the Rogue's melee/ranged theme, and also to make it on par with the Warrior's Irresistible Hits, which has underdone a similar change)
On the other hand, the passive bonus is now +10% instead of the old +5%, so it will be more useful early on, while not being broken at higher levels. Think of it as Irresistible Hits with Poison/Melee/Range, while Irresistible Hits is Physical/Melee/Thrown. And you can still use it to change damage types, which is good for Kobolds.
8. Slumber Shot(Active, level 6)
Effect: A sleep-inducing shot that can also deal major to sleeping enemies.
Only usable with one-handed ranged weapons.
Damage: Base shot damage + 10%.
Maximum shots: 1
Resist: (Dexterity + Shooting + Specialized ranged skill) vs (Strength + Mind)
Does double damage to sleeping enemies.
Extra points: +10% to damage.
+1 maximum shots every 10 points.
+5% to Resist rolls.
(See the Marksman's section for the mechanics of special ranged abilities)
This ability fires a sleep-inducing shot that will put enemies to sleep if
they fail to resist. At this point, you can either leave them sleeping and
escape safely, or shoot them again with this ability. If you do that, your
shot will do double damage! (but will wake up the monster) Enemies immune
to sleep are unaffected by the sleep effect, but this attack will always
do more damage than a regular shot, so it's still worth using.
If you have placed points in Stealthy Fighter, your Stealth will also
contribute to the Resist roll as if it was the Shooting skill.
Effect: A sleep-inducing shot that can also deal major to sleeping enemies.
Only usable with one-handed ranged weapons.
Damage: Base shot damage + 10%.
Maximum shots: 1
Resist: (Dexterity + Shooting + Specialized ranged skill) vs (Strength + Mind)
Does double damage to sleeping enemies.
Extra points: +10% to damage.
+1 maximum shots every 10 points.
+5% to Resist rolls.
(See the Marksman's section for the mechanics of special ranged abilities)
This ability fires a sleep-inducing shot that will put enemies to sleep if
they fail to resist. At this point, you can either leave them sleeping and
escape safely, or shoot them again with this ability. If you do that, your
shot will do double damage! (but will wake up the monster) Enemies immune
to sleep are unaffected by the sleep effect, but this attack will always
do more damage than a regular shot, so it's still worth using.
If you have placed points in Stealthy Fighter, your Stealth will also
contribute to the Resist roll as if it was the Shooting skill.
A ranged special attack to complement the Rogue's ability to use ranged weapons. This ability can put enemies to sleep, which is useful to stop them in their course. If you shoot them again while they sleep, they will take double damage! But even if the monster is immune to sleep, it still do more damage than a regular shot.
9. Stealthy Attacks(Passive, level 6)
Effect: When using Rogue weapons, you make unexpected, sneaky attacks.
Your attacks with Rogue weapons have a chance to score a guaranteed
hit.
Resist: (Stealth) vs (Dexterity + Evasion)
Extra points: +10% to Resist rolls.
With this passive ability, all your attacks made with Rogue weapons(melee or
ranged) will have a chance to score a guaranteed hit to enemies. This ability
applies before the standard hit roll, so even if this fails, you still have
a chance to hit your opponent with the regular hit roll. This essentially
gives you a second roll for hitting your opponents.
Effect: When using Rogue weapons, you make unexpected, sneaky attacks.
Your attacks with Rogue weapons have a chance to score a guaranteed
hit.
Resist: (Stealth) vs (Dexterity + Evasion)
Extra points: +10% to Resist rolls.
With this passive ability, all your attacks made with Rogue weapons(melee or
ranged) will have a chance to score a guaranteed hit to enemies. This ability
applies before the standard hit roll, so even if this fails, you still have
a chance to hit your opponent with the regular hit roll. This essentially
gives you a second roll for hitting your opponents.
You have a chance to score a guaranteed hit that will also bypass counters when using a Rogue weapon. Even one point is good as it will provide some additional hits, but note that the Resist roll is one attribute versus two, so it may be worth it to place a few points in it to get a better roll.
10. Black Market's Bounty Hunter(Passive, level 10)
Effect: Gain gold after every kills. Increase the quality of items sold
at the Black Market, and also improve melee and ranged attacks.
Black Market item level/magic level increase: +1
Bonus to melee and ranged attacks: +10%
Extra points: +20% gold gained from kills.
+1 to Black Market's maximum item level and magic level.
After every kills, you will gain an amount of gold equal to the experience
value of the monster times 5. That amount is then increased by this ability's
level. The ability will also increase the limit of items available in the
black market. Normally, any items of depth level 40 or higher will never
appear in the black market. However, this will allow them to appear, and
with the gold you've made from kills, you'll be able to buy them more easily.
Magic items in the black market will also be improved.
Another benefit of the ability is that it will raise your melee and ranged
damage, so the new items you just bought can be put to even better use.
Unlike most of the Rogue's other abilities, this bonus apply to all melee and
ranged damage, regardless of the weapon used.
Effect: Gain gold after every kills. Increase the quality of items sold
at the Black Market, and also improve melee and ranged attacks.
Black Market item level/magic level increase: +1
Bonus to melee and ranged attacks: +10%
Extra points: +20% gold gained from kills.
+1 to Black Market's maximum item level and magic level.
After every kills, you will gain an amount of gold equal to the experience
value of the monster times 5. That amount is then increased by this ability's
level. The ability will also increase the limit of items available in the
black market. Normally, any items of depth level 40 or higher will never
appear in the black market. However, this will allow them to appear, and
with the gold you've made from kills, you'll be able to buy them more easily.
Magic items in the black market will also be improved.
Another benefit of the ability is that it will raise your melee and ranged
damage, so the new items you just bought can be put to even better use.
Unlike most of the Rogue's other abilities, this bonus apply to all melee and
ranged damage, regardless of the weapon used.
This ability has been changed a bit. The bonus to black market item depth has been lowered to +1 per points instead of +2, because otherwise, this would essentially allow you to get Blue Steel weapons at level 40. Place 40 points in this, get your Blue Steel, reincarnate, then make a melee build, and bam! Breeze through the main quest! (ok, you don't get the best score if you do this, but still...)
To make up for that change, it now provides a bonus to melee and ranged damage, which is a good thing for a level 10 ability. It also work with all types of melee and ranged weapons, so it's a nice ability for a multiclass build(albeit more difficult to get since you need 500 kills as a Rogue).
And so this is the 0.5 Rogue. Hopefully the changes will allow the class to be better than it was in 0.4, and make it more fun to play.