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Rogue

Bow and quick hands. Sees and disarms traps.

Rogue in starting gear
In starting gear

Attributes #

AttributeStartMaximum
Strength2055
Magic1570
Dexterity30250
Vitality2080
Total85455
Life
23 + 2 per level + 1 per point of Vitality. Vitality from items gives 1.5 life per point.
Mana
5.5 + 2 per level + 1 per point of Magic. Magic from items gives 1.5 mana per point.
At level 1
45 life, 22 mana, 62 stamina
Each level
+2 life, +2 mana and 5 attribute points
Stamina
40 + Vitality + 2 per level (see running)

Fractions count, but the game shows whole points.

Combat #

Damage bonus
level × (Strength + Dexterity) / 200
Melee to hit
level + Dexterity / 2 + 50 + item bonuses − the monster's armor
Ranged to hit
level + Dexterity + 70 + item bonuses − the monster's armor − (the arrow's flight time in ticks)² / 2
Spell to hit
Magic + 50 − 2 × the monster's level
Block
Dexterity + 20 + 2 × level − 2 × the monster's level, with a shield
Mana costs
× 0.75 for spells and arts
Potions
healing × 1.5, mana × 1.5
Healing spell
× 1.5
Trap sense
Trapped objects show "Trapped" in their name when she hovers them.
Arrows
Her arrows add her full damage bonus (other classes add half) and fly faster every 4 levels.

Attack and cast speed

ActionFramesLands afterWhole action
Bare hands180.45 s0.9 s
Bare hands with a shield180.45 s0.9 s
Sword180.45 s0.9 s
Sword and shield180.45 s0.9 s
Axe220.6 s1.1 s
Mace180.45 s0.9 s
Mace and shield180.45 s0.9 s
Bow120.3 s0.6 s
Staff160.5 s0.8 s
Casting a spell160.6 s0.8 s
Hit recovery70.35 s
Block40.6 s

20 frames per second; block frames last 3 ticks each. Items with faster attack, faster hit recovery or faster block skip frames. All to-hit chances stay between 5% and 95%; see combat.

Class skill and spells #

Trap Disarm #

Class skill · free · not in town

Choose a trapped door, chest or other object. The trap is disarmed if a roll from 0 to 99 is at most 2 × Dexterity − 5 × depth. You then open the object as usual. It cannot be used in town.

The Rogue also senses traps: a trapped object shows "Trapped" in its name when hovered.

The Rogue learns spells from books. Reading a book teaches its spell or raises it one level, up to 15, and each level makes the next book of that spell need 20% more Magic. Staves and scrolls cast spells too. See Spells.

Gear #

Short Bow
Short Bow
equipped
Potion of Healing
Potion of Healing
on the belt
Potion of Healing
Potion of Healing
on the belt

Every Rogue also starts with 100 gold in the purse.

On depth 9 lies the Fallen Champion. Searching the body gives a Rogue a magic Long Battle Bow.

Tips #