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The Rogue<br />

The rogue is one of the most lethal character classes in the game, able to deal out<br />

immense damage in a short period of time. The most effective rogues sneak<br />

through the shadows without detection, and then strike enemies from behind with<br />

a flurry of assassination attacks. Yet, for all their fast-hitting power, rogues are not<br />

very durable, relying on quickness and stealth for protection instead of armor and<br />

high health.<br />

Allowable Races: Orc, Troll, Undead, Dwarf, Gnome, Human, Night Elf<br />

Primary Attributes: Agility, Strength, Stamina<br />

Common Weapon Skills: Daggers, Thrown, Unarmed<br />

Advanced Weapon Skills: Bows, Crossbows, Fist Weapons, Guns,<br />

One-Handed Maces, One-Handed Swords<br />

Armor Proficiencies: Cloth, Leather<br />

Class Abilities<br />

The rogue has an array of abilities. It can sneak past enemies undetected, deliver<br />

massive damage through special attacks, finishing moves and use poisons. The<br />

rogue can also learnlockpicking to open doors and chests, and learn the pick<br />

pockets ability to steal coins and items.<br />

Many of the rogue's combat abilities require energy to use. Rogues begin combat<br />

with their energy bars filled, but lose energy as they use abilities. The bar refreshes<br />

quickly over time, though. Managing the energy bar is thus one of the rogue's<br />

primary responsibilities during combat.<br />

In addition to dealing damage and achieving special effects, the rogue's combat<br />

abilities also generate combo points.<br />

Combination Points<br />

Combo points are only generated when the rogue uses certain special attacks or<br />

abilities. The rogue's powerful finishing moves require combo points to use, in<br />

addition to the normal energy expenditure. A rogue can accumulate a maximum<br />

of five combo points. You can see how many combo points you have by looking at<br />

the target monster's NPC portrait. The combo points appear as red dots.<br />

When a finishing move is executed, all combo points are spent, and the move takes<br />

effect. A minimum of one combo point is required to use the finishing move, but<br />

the more combo points spent, the greater the effect.

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