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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.