Rogue

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Revision as of 06:34, 27 August 2023 by Sorkd (talk | contribs) (transcribed class description from in-game)
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A swashbuckling scoundrel that utilizes innate agility and cunning tactics to overcome their foes.

Abilities

Apprentice

Lunge (Dash)

A quick dash forward that strikes all enemies along your path, dealing Mainhand damage.

Upgrade Cost: 0 / 1 / 2 / 3
Mainhand Damage: 150% / 200% / 250% / 300%
Stamina Cost: 10 / 13 / 16 / 19
Cooldown: 2.5s / 2s / 1.5s / 1s
Explosive Exit (Adept)

Starting your Lunge near an enemy has a chance to leave behind a Grenade.

Upgrade Cost: 2 / 3 / 4 / 5
Chance: 25% / 50% / 75% / 100%
Stamina Cost: +25%
Mutually exclusive with Relentless Assault
Relentless Assault (Adept)

Scoring a hit with Lunge resets the cooldown.

Upgrade Cost: 2
Mutually exclusive with Explosive Exit

Twin Daggers (Mainhand Attack)

Delivers two strikes in quick succession with your daggers, dealing Mainhand damage.

Upgrade Cost: 0 / 1 / 2 / 3 / 4 / 5
Mainhand Damage: 100% / 120% / 140% / 160% / 180% / 200%
Cooldown: 0.1s
Tricks of the Blade (Apprentice)

Each hit with Twin Daggers gains a chance of scoring an additional Hit. This effect has a short cooldown.

Upgrade cost: 1 / 2 / 3
Chance: 15% / 25% / 35%
Cooldown: 0.5s
Deep Cuts (Apprentice)

Twin Daggers gains a chance to inflict Bleeding.

Upgrade Cost: 1 / 2 / 3
Chance: 15% / 30% / 45%
Blackjack (Apprentice)

The first strike gains a chance to inflict Minor Stun, but only deals 25% damage.

Upgrade Cost: 1 / 2 / 3
Chance: 20% / 40%

Throwing Knives (Offhand Attack)

A very fast throwing attack with one of your knives, dealing Offhand damage.

Upgrade Cost: 0 / 1 / 2 / 3 / 4 / 5
Offhand Damage: 100% / 120% / 140% / 160% / 180% / 200%
Stamina Cost: 5 / 5 / 6 / 6 / 7 / 7
Cooldown: 0.1s
Deadly Aim (Apprentice)

Throwing Knives gain a chance to score Critical Hits.

Upgrade Cost: 1 / 2 / 3 / 4
Crit Chance: 5% / 10% / 15% / 20%
Strong Arm (Apprentice)

Throwing Knives deal additional Physical damage based on your Strength. The range of the projectiles is increased and gain the ability to pierce targets.

Upgrade Cost: 1 / 2 / 3 / 4
Damage per Strength: 20% / 40% / 60% / 80%
Projectile Piercing: 1 / 2 / 3 / 4
Range: 10% / 20% / 30% / 40%
Mutually exclusive with Fan of Knives
Fan of Knives (Adept)

Throws additional projectiles in a cone, but Attack Speed is reduced and projectiles deal less damage.

Upgrade Cost: 2 / 3 / 4
Projectiles: 3 / 5 / 7
Damage: -15% / -25% / -30%
Attack Speed: -10%
Stamina Cost: +50% / +100% / +150%
Mutually exclusive with Strong Arm

Grenade (Spell)

Toss a grenade towards the target location that explodes after a short period dealing Physical damage to all enemies in the area.

Upgrade Cost: 0 / 2 / 3 / 4
Damage: 40 / 60 / 90 / 130
Damage per Level: 3
Mana Cost: 15 / 20 / 25 / 30
Cooldown: 4s
Cluster Grenade (Adept)

Grenade now discharges several smaller cluster grenades on explosion. Cluster grenades deal half the amount of damage.

Upgrade Cost: 2 / 3 / 4
Cluster Grenades: 3 / 5 / 7
Cluster Grenade Damage: 50%
Mana Cost: +20% / +40% / +60%
Mutually exclusive with Incendiary Grenade
Incendiary Grenade (Adept)

Grenade now explodes on impact and leaves an area of burning ground dealing Fire damage.

Upgrade Cost: 2 / 3 / 4 / 5
Damage: 12 / 18 / 26 / 36
Duration: 4s
Tick Rate: 0.5s
Mana Cost: +30%
Mutually exclusive with Cluster Grenade
Concussion Grenade (Adept)

Grenade now inflicts Stun to all enemies hit.

Upgrade Cost: 2 / 3 / 4
Status Effect: Minor Stun / Stun / Greater Stun
Cooldown: +2s

Adept

Flurry of Blades (Spell)

In a flurry of steel you strike at random enemies around you, dealing Mainhand damage. Grants 100% evasion for the duration of the spell.

Upgrade Cost: 2 / 3 / 4
Strikes: 3
Enemies Hit per Strike: 1 / 2 / 3
Weapon Damage: 200%
Mana Cost: 20 / 30 / 40
Cooldown: 3.0s
Disarming Strikes (Adept)

Flurry of Blades now inflict Disarm to all enemies hit.

Upgrade Cost: 2 / 3 / 4
Status Effect: Minor Disarm / Disarm / Greater Disarm
Cooldown: +2.0s
Fiery Bolas (Adept)

Fiery bolas are applied to each target hit plus one additional nearby enemy. The bolas deal Fire damage and slow their targets for a short period.

Upgrade Cost: 2 / 3 / 4
Damage: 10 / 20 / 35
Tick Rate: 0.5s
Duration: 2s / 2.5s / 3s
Slow Effect: 70%
Mana Cost: +25%
Flashing Blades

Flurry of Blades can now be targeted. You instantly teleport to the location before striking.

Upgrade Cost: 3

Pressure Trap (Spell)

Deploys a trap that triggers when an enemy gets near it, dealing Physical damage and inflicting Cripple in a small area. You can only have a limited amount of traps places at a time.

Upgrade Cost: 2 / 3 / 4 / 5
Damage: 80 / 120 / 170 / 230
Damage per Level: 4
Max Traps Placed: 2 / 4 / 6 / 8
Mana Cost: 10 / 15 / 20 / 25
Cooldown: 0.2s
Toxic Traps (Adept)

Pressure Trap now unleash a toxic cloud when triggered that lingers for a period, dealing Poison damage to enemies in the area.

Upgrade Cost: 2 / 3 / 4
Damage: 20 / 35 / 55
Tick Rate: 0.5s
Duration: 5s
Cooldown: +2s
Mutually exclusive with Shock Traps
Mutually exclusive with Grenade Traps
Shock Traps (Adept)

Pressure Trap now unleash bolts of lightning at nearby enemies when triggered, dealing Lightning damage. Activates other nearby Pressure Traps when triggered.

Upgrade Cost: 2 / 3 / 4
Chains: 2 / 4 / 6
Damage: 50%
Mana Cost: +20% / +30% / +40%
Mutually exclusive with Toxic Traps
Mutually exclusive with Grenade Traps
Grenade Traps (Expert)

Pressure Trap is now armed with a Grenade that go off when triggered. Only half the amount of traps can be placed at a time.

Upgrade Cost: 3
Mana Cost: +50%
Mutually exclusive with Shock Traps
Mutually exclusive with Toxic Traps

Evasion (Passive)

Grants Evasion

Upgrade Cost: 1 / 2 / 3 / 4
Evasion: 5% / 10% / 15% / 20%
Counter Attack (Adept)

When evading you strike back at the attacker dealing Mainhand damage.

Upgrade Cost: 1 / 2 / 3
Mainhand Damage: 300% / 400% / 500%
Fleet Footed (Adept)

Increases your Movement Speed.

Upgrade Cost: 1 / 2 / 3
Movement Speed: +4% / +7% / +10%
Agile Fighter (Adept)

Increases your Armor based on your Dexterity.

Upgrade Cost: 1 / 2 / 3
Armor per Dexterity: +0.1 / +0.2 / +0.4

Slice and Dice (Passive)

You gain stacks of Slice and Dice by scoring Attack Hits. Each stack increases your Attack Speed.

Upgrade Cost: 1 / 2 / 3
Attack Speed per Stack: +1% / +1.5% / +2%
Max Stacks: 20
Stack Duration: 1s
In the Flow (Adept)

Each stack of Slice and Dice increases your Stamina Regen.

Upgrade Cost: 1 / 2 / 3
Stamina Regen per Stack: +0.2 / +0.3 / +0.4
Blade Parry (Adept)

You gain a chance to block damage based on your current amount of stacks of Slice and Dice.

Upgrade Cost: 1 / 2 / 3
Max Block Chance: 40% / 45% / 50%
Block Amount: 30 / 40 / 50

Expert

Smoke Screen (Spell)

Deploys a large cloud of smoke around you that lingers for a period of time. The smoke screen blocks enemy vision and grants Evasion to allies while inside the cloud.

Upgrade Cost: 3 / 4 / 5
Evasion: 20%
Duration: 7s / 10s / 14s
Mana Cost: 40 / 55 / 70
Cooldown: 30s
Toxic Fumes (Expert)

Enemies inside the cloud take Poison damage.

Upgrade Cost: 3 / 4 / 5
Damage: 15 / 25 / 40
Tick Rate: 0.5s
Mana Cost: +25%
Mutually exclusive with Revitilizing Fumes
Mutually exclusive with Shadows in the Smoke
Revitilizing Fumes (Expert)

Increases all regen stats of allies while inside the cloud.

Upgrade Cost: 3 / 4 / 5
All Regen: +100% / +150% / +200%
Cooldown: +10s
Mutually exclusive with Toxic Fumes
Shadows in the Smoke (Master)

Conjures a number of shadow clones to appear in the smoke that strike at nearby enemies dealing Mainhand damage.

Upgrade Cost: 4 / 5 / 6
Shadows: 3 / 4 / 5
Mainhand Damage: 50%
Mana Cost: +25%
Mutually exclusive with Toxic Fumes

Whirling Death (Spell)

You start spinning in a whirlwind of slashing blades dealing Mainhand damage to all enemies around you.

Upgrade Cost: 3 / 4 / 5 / 6
Mainhand Damage: 125% / 150% / 175% / 200%
Max Channeling Time: 2.5s / 3s / 3.5s / 4s
Tick Rate: 0.25s
Stamina Cost: 7 / 10 / 13 / 16
Cooldown: 10s
Blade Barrier (Expert)

While channeling Whirling Death you take reduced damage.

Upgrade Cost: 3 / 4
Damage Taken: -25 / -50%
Barrage of Knives

While channeling Whirling Death you continuously unleash a barrage of knives dealing Offhand damage, but you can no longer move around.

Upgrade Cost: 3 / 4 / 5
Offhand Damage: 50% / 75% / 100%
Tick Rate: 0.1s
Stamina Cost: +50%

Sneak Attack (Passive)

You deal more damage to unaware enemies, and your detection range is reduced.

Upgrade Cost: 2 / 3 / 4 / 5
Damage: +50% / +100% / +150% / +200%
Detection Range: -10% / -20% / -30% / -40%
Lethal Openings (Expert)

Increases your Armor Penetration.

Upgrade Cost: 2 / 3 / 4
Armor Penetration: +5 / +10 / +20
Opportunist (Expert)

Your Attacks deal more damage to enemies inflicted by Status Effects.

Upgrade Cost: 2 / 3 / 4
Damage: +10% / +20% / +30%

Poisoner (Passive)

Increases your Poison Damage.

Upgrade Cost: 2 / 3 / 4
Damage: +10% / +20% / +30%
Coated Blades (Expert)

Your Attacks deal additional Poison damage based on your Intelligence.

Upgrade Cost: 2 / 3 / 4
Damage per Intelligence: 0.2 / 0.3 / 0.4
Deadly Toxins (Expert)

Increases your Poison Resistance and Poison Penetration.

Upgrade Cost: 2 / 3 / 4
Poison Resistance: 10 / 20 / 30
Poison Penetration: 5 / 10 / 15

Master

Mortal Strike (Spell)

You deliver a slow but devastating strike with both your daggers, dealing massive Mainhand damage to a single target.

Upgrade Cost: 4 / 5 / 6
Mainhand Damage: 1000% / 1250% / 1500%
Mana Cost: 35 / 40 / 45
Cooldown: 5s
Phantasmal Blades (Master)

Enemies in a cone behind the target hit are dealt Pure damage based on your Intelligence. Can chain to additional targets if upgraded.

Upgrade Cost: 4 / 5 / 6
Pure Damage per Intelligence: 1
Chains: 0 / 1 / 2
Crimson Strike (Master)

Mortal Strike gains Life Leech.

Upgrade Cost: 4 / 5
Life Leech: 2.5% / 5%

Shadow Step (Spell)

You slip into the shadows and become undetectable for a brief period. Dealing any kind of damage will end the spell early.

Upgrade Cost: 3 / 4 / 5
Duration: 5s / 7.5s / 10s
Mana Cost: 30 / 40 / 50
Cooldown: 20s
Shadow Recuperation (Master)

While Shadow Step is active your regen stats are increased massively.

Upgrade Cost: 4 / 5 / 6
All Regen: +5 / +10 / +20
Cooldown: +10s
Lingering Shadows (Master)

When Shadow Step ends you gain Evasion for a short period.

Upgrade Cost: 4 / 5 / 6
Evasion: 20%
Duration: 3s / 5s / 7s

Assassin (Passive)

Increases your Attack Crit Damage.

Upgrade Cost: 3 / 4 / 5
Attack Crit Damage: +25% / +50% / +100%
Executioner (Master)

You gain a chance to instantly kill an enemy on Low Life when scoring an Attack Critical Hit. Does not work on Bosses.

Upgrade Cost: 3 / 4
Chance: 25% / 50%
Finisher (Master)

You deal increased damage to enemies based on their missing health.

Upgrade Cost: 3 / 4
Damage per missing percent Health: +0.5% / +1%

Arcane Trickster (Passive)

Spending Mana will grand you Arcane Trickster for a period of time, granting you added Fire and Lightning damage to Attacks.

Upgrade Cost: 3 / 4 / 5
Fire Damage: 10 / 15 / 20
Lightning Damage: 10 / 15 / 20
Mana Spent to Trigger: 50
Duration: 6s / 8s / 10s
Magebane (Master)

While Arcane Trickster is active your Attacks gain a chance to inflict Silence and grants Mana Leech against enemies inflicted by Silence.

Upgrade Cost: 3 / 4 / 5
Chance: 25%
Mana Leech: 5% / 7.5% / 10%
Static Discharge (Master)

While Arcane Trickster is active Twin Daggers gain a chance to trigger a static discharge that deal Lightning damage in a small area.

Upgrade Cost: 3 / 4 / 5
Chance: 25%
Damage: 30 / 60 / 100
Searing Knives (Master)

While Arcane Trickster is active Throwing Knives unleash an additional searing knife towards a random enemy, dealing Fire damage.

Upgrade Cost: 3 / 4 / 5
Damage: 30 / 60 / 100