Classes

Identity

The Rogue is a purely martial class built around stealth, daggers, and the art of striking before being seen. They use no magic, only exceptional physical skill, a pair of blades, and a collection of debilitating poisons. Other classes may pass through the shadows, but the Rogue lives there.

Where the Archer brings specialized arrowheads to control a situation, the Rogue brings poisons. Poisons are an essential part of their toolkit, applying debilitating effects, persistent damage, and physical impairments that compound over the duration of a fight. Preparation matters, and a Rogue never travels far without the right toolkit of vials at their disposal.

Outside of combat, their stealth opens parts of the world that are simply impassable to anyone else. They can scout ahead, slip past dangers, and set up a fight on terms entirely of their own choosing. In combat, that same mastery becomes an escape and re-engagement tool. They can disappear from a fight and return from the shadows when the moment suits them, making the Rogue as hard to pin down as they are dangerous to ignore.

Archetype: Opportunistic Striker

Roles: Melee DPS

Races: Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, Halfling, Human, Troll, Wood Elf

Rogue

Defining Traits

  • Melee dagger specialist

  • Master of thrown weapons, capable of landing critical hits with them

  • Primarily deals damage with backstabs, requiring careful positioning

  • Utilizes alchemical poisons, from which they can choose a variety of different effects, including debuffs, damage over time, and physical impairments

  • Can incapacitate an unsuspecting target without breaking stealth

  • Has the most powerful form of invisibility in the roster, capable of traversing areas impassable to other classes

  • Can break engagement by jumping into stealth mid-fight

  • Has more escape and evasion tools than any other class

What’s Changing

Poisons are the biggest focus. The update expands the poison suite into a genuine preparation system with more options, more meaningful choices between them, and better scaling across the level range.

The combat ability selection is also getting fleshed out. The current rotation offers limited room for skill expression or meaningful choices. That's being addressed with a broader damage ability kit that gives experienced players more to work with without complicating the core.

More:

  • Options for poisons and meaningful pre-combat choices

  • Depth and variety in combat abilities

  • Ability scaling and upgrades across the full level range