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| <td> {{:Rogue|desc=VeilOfShadows}} </td> | | <td> {{:Rogue|desc=VeilOfShadows}} </td> |
| <td> {{Ability_Data|VeilOfShadows|CooldownDuration}} </td> | | <td> {{Ability_Data|VeilOfShadows|CooldownDuration}} </td> |
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| | <td style=" text-align:middle"> [[File:Perk Wall Ride.png|link=|x96px]] <br> Wall Ride </td> |
| | <td> {{:Rogue|desc=WallRide}} </td> |
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| </tr> | | </tr> |
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| </noinclude><includeonly>{{#switch:{{lc:{{{desc|}}}}} | | </noinclude><includeonly>{{#switch:{{lc:{{{desc|}}}}} |
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| |ambush=When coming out of hide, you gain {{Ability_Data|Ambush|MoveSpeedBonus}} and {{Ability_Data|Ambush|PhysicalPowerBonus}} for {{Ability_Data|Ambush|Duration}}. If the melee attack is successful, the effect disappears. | | |ambush=When coming out of hide, you gain {{Ability_Data|Ambush|MoveSpeedBonus}} for {{Ability_Data|Ambush|Duration}}. If the melee attack is successful, the effect disappears. {{NeedsTesting|Still says that a melee effect will remove the buff even though the physical power bonus buff was removed, is this still the case?}} |
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| |backattack=When attacking a target from behind (120 degrees) gain {{Ability_Data|Backattack|PhysicalPowerBonus}}. | | |backattack=When attacking a target from behind (120 degrees) gain {{Ability_Data|Backattack|PhysicalPowerBonus}}. |
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| |trapsandlocks=You can unlock locked locks without a lockpick and detect traps within {{Ability_Data|TrapsAndLocks|AuraRadius}} to disarm them. | | |trapsandlocks=You can unlock locked locks without a lockpick and detect traps within {{Ability_Data|TrapsAndLocks|AuraRadius}} to disarm them. |
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| |trickster=While using throwing weapons, gain {{Ability_Data|Trickster|ActionSpeed}}. {{NeedsTesting|Does this work on all throwables like drums?}} | | |trickster=While using throwing weapons, gain {{Ability_Data|Trickster|ActionSpeed}} and {{Ability_Data|Trickster|MoveSpeedBonus}}. Increased {{Ability_Data|Trickster|ItemSwapSpeed}}. {{NeedsTesting|Does this work on all throwables like drums?}} |
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| | |veilofshadows=When your health falls below {{Ability_Data|VeilOfShadows|HelathRatio}}, you immediately enter stealth for {{Ability_Data|VeilOfShadows|StartDuration}} and gain a {{Ability_Data|VeilOfShadows|MoveSpeedBonus}}. Stealth is not broken even after moving for {{Ability_Data|VeilOfShadows|CanMoveWhileHideDuration}}. |
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| |veilofshadows=When your health falls below {{Ability_Data|VeilOfShadows|HelathRatio}}, you immediately enter stealth for {{Ability_Data|VeilOfShadows|StartDuration}} and gain a {{Ability_Data|VeilOfShadows|MoveSpeedBonus}}. | | |wallride=Allows you to climb along walls for up to {{Ability_Data|WallRide|MaximumStacks}} steps and perform an additional jump by kicking off a wall. You will automatically fall after hanging on a wall for {{Ability_Data|WallRide|Duration}}. You cannot start climbing again until after landing on the ground. |
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| |caltrops=Drops Caltrops at your feet that deal {{Ability_Data|Caltrops|PhysicalBaseDamage}} and slows by {{Ability_Data|Caltrops|HitslowMoveSpeed}} within a {{Ability_Data|Caltrops|Range}} radius to the next character that steps on them for {{Ability_Data|Caltrops|HitslowDuration}}. <br> Caltrop stays on the ground for {{Ability_Data|Caltrops|CaltropLifetime}}. <br> {{Ability_Data|Caltrops|Charges}}. {{NeedsTesting|Does the 1.5m range mean it can slow multiple players? Or is this range actually how close a character needs to be to trigger the caltrops?}} | | |caltrops=Drops Caltrops at your feet that deal {{Ability_Data|Caltrops|PhysicalBaseDamage}} and slows by {{Ability_Data|Caltrops|HitslowMoveSpeed}} within a {{Ability_Data|Caltrops|Range}} radius to the next character that steps on them for {{Ability_Data|Caltrops|HitslowDuration}}. <br> Caltrop stays on the ground for {{Ability_Data|Caltrops|CaltropLifetime}}. <br> {{Ability_Data|Caltrops|Charges}}. {{NeedsTesting|Does the 1.5m range mean it can slow multiple players? Or is this range actually how close a character needs to be to trigger the caltrops?}} |
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| |dualstrike=Strike simultaneously with both daggers, delivering a powerful blow that combines the damage of both weapons. {{NeedsTesting|What is the extent of the effects that get applied? Maybe something like Ignite counts twice?}} | | |dualstrike=Strike simultaneously with both daggers, delivering a powerful blow that combines the damage of both weapons. {{NeedsTesting|What is the extent of the effects that get applied? Maybe something like Ignite counts twice?}} |
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| |hide=Become invisible for {{Ability_Data|Hide|Duration}}. It is possible to change your equipment in this state. You are revealed when you attempt an action, such as moving, attacking, using a skill. Additionally, you will be revealed when you are bumped into. {{Ability_Data|Hide|Charges}}. | | |hide=Become invisible for {{Ability_Data|Hide|ActiveDuration}}. It is possible to change your equipment in this state. You are revealed when you attempt an action, such as moving, attacking, using a skill. Additionally, you will be revealed when you are bumped into. After being revealed, you suffer a {{Ability_Data|Hide|PhysicalPowerBonus}} penalty for {{Ability_Data|Hide|DebuffDuration}}. Has {{Ability_Data|Hide|Charges}}. |
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| |playdead=Play dead and lie down like a corpse. Recover {{Ability_Data|PlayDead|RecoverableBaseHealing}} ({{Ability_Data|PlayDead|Scaling}}) every {{Ability_Data|PlayDead|Tickinterval}}. | | |playdead=Play dead and lie down like a corpse. Recover {{Ability_Data|PlayDead|RecoverableBaseHealing}} ({{Ability_Data|PlayDead|Scaling}}) every {{Ability_Data|PlayDead|Tickinterval}}. |
Description
Rogues in Dark and Darker are skilled thieves, assassins, and infiltrators, who rely on cunning, agility and stealth to accomplish their objectives. They are experts at avoiding detection, picking locks, disarming traps, and gathering information. Rogues can also deal lethal damage from a distance or up close, using ranged weapons or sneak attacks. They can also use their sleight of hand to steal from their enemies, making them a valuable asset when it comes to acquiring rare items and treasures.
Class Info
The Rouge is a master of deception able to silently slip between the shadows to work his dastardly deeds. His dexterous hands enable him to quickly loot riches, pick locks, and disable various traps.
Weapon of choice - Daggers
- Pros
- High movement speed.
- Quick attack speed.
- Quickly interact with objects.
- Can pick locks without a lock pick. (Traps and Locks perk)
- Can detect & disable traps. (Traps and Locks perk)
- Moves more silently. (Creep perk)
- Cons
- Low Health.
- Low damage bonus.
- Low magic resistance.
- Limited ranged options.
You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
Ambush |
When coming out of hide, you gain 10% Move Speed Bonus for 3s. If the melee attack is successful, the effect disappears.
Needs further testing!
Still says that a melee effect will remove the buff even though the physical power bonus buff was removed, is this still the case? Contribute by joining the Spells & Guns discord!
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Back Attack |
When attacking a target from behind (120 degrees) gain 30% Physical Power Bonus. |
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Creep |
While crouching for at least 0.5s, the distance that your footsteps can be heard is reduced and gain 10% Move Speed Bonus. Also reduce monster detection radius by 50%. |
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Dagger Mastery |
While swinging or throwing a dagger, gain 15% Physical Power Bonus and 1 True Physical Damage. |
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Double Jump |
You gain the ability to jump an additional time in the air. |
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Hide Mastery |
Increases the Hide skill duration to 1.5x and multiplies the cooldown by 0.7x. |
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Jokester |
Grant self and all party members 2 All Attributes within 6m. |
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Lethal Mark |
A target hit by a throwing knife loses -30% Physical Damage Reduction Mod for 8s. This effect does not stack on the same target. |
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Pickpocket |
Steal items from a chosen nearby enemy by using the "interact" key. Stolen item is chosen randomly from enemies inventory. Items currently equipped by enemies cannot be stolen. Additionally, your hide will not be revealed when you are bumped into. Items worn in utility slots do not appear on the waist. Pickpocket is not permitted in Arena. |
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Poisoned Weapon |
A successful attack applies poison that deals 4 Neutral Magical Base Damage (50% Scaling) over 4s and causes the target to suffer -10% Incoming Physical Healing Mod and -10% Incoming Magical Healing Mod. The poison can stack up to 5 times at once and all stacks refresh when adding more stacks. |
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Stealth |
While hiding, gain the ability to move 10 steps while crouching or slow walking. Also gain 3 Move Speed Add per remaining step. |
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Thrust |
While swinging or throwing a dagger, gain an additional 15% Armor Penetration. |
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Traps and Locks |
You can unlock locked locks without a lockpick and detect traps within 4.5m to disarm them. |
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Trickster |
While using throwing weapons, gain 30% Action Speed and 10% Move Speed Bonus. Increased 50% Item Swap Speed.
Needs further testing!
Does this work on all throwables like drums? Contribute by joining the Spells & Guns discord!
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Veil of Shadows |
When your health falls below 30%, you immediately enter stealth for 6s and gain a 10% Move Speed Bonus. Stealth is not broken even after moving for 2s. |
48s |
Wall Ride |
Allows you to climb along walls for up to 10 steps and perform an additional jump by kicking off a wall. You will automatically fall after hanging on a wall for 16s. You cannot start climbing again until after landing on the ground. |
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You can equip a total of 2 skills.
Caltrops |
Drops Caltrops at your feet that deal 10 Physical Base Damage and slows by -50% Move Speed Bonus within a 1.5m radius to the next character that steps on them for 3s. Caltrop stays on the ground for 60s. 3 Charges.
Needs further testing!
Does the 1.5m range mean it can slow multiple players? Or is this range actually how close a character needs to be to trigger the caltrops? Contribute by joining the Spells & Guns discord!
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100% Scaling |
28s |
Cut Throat |
When you successfully hit a target, silence them for 2s, disabling the target's skills/spells/performance abilities. |
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18s |
Dual Strike |
Strike simultaneously with both daggers, delivering a powerful blow that combines the damage of both weapons.
Needs further testing!
What is the extent of the effects that get applied? Maybe something like Ignite counts twice? Contribute by joining the Spells & Guns discord!
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18s |
Hide |
Become invisible for 8s. It is possible to change your equipment in this state. You are revealed when you attempt an action, such as moving, attacking, using a skill. Additionally, you will be revealed when you are bumped into. After being revealed, you suffer a -30% Physical Power Bonus penalty for 3s. Has 2 Charges. |
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32s |
Play Dead |
Play dead and lie down like a corpse. Recover 1 Recoverable Healing (150% Scaling) every 2s. |
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6s |
Rupture |
The next successful attack causes the target to bleed for 15 Physical Base Damage over 5s. The Buff is consumed when an attack hits an object or target. Can be stacked up to 5 times if Ruptured multiple times. |
75% Scaling |
24s |
Shadowstep |
Grants a buff for 12s. While the buff is active, your next attack using or throwing a dagger instantly moves you behind the target on hit. The effect is consumed if a target is not hit.
Needs further testing!
What counts as a valid target to teleport to? Contribute by joining the Spells & Guns discord!
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24s |
Smoke Pot |
A smoke pot is deployed creating a smoke screen. The smoke screen lasts 8s and covers a 6m area. While an enemy target is within the smoke screen it slows them by -5% Move Speed Bonus. |
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60s |
Sneak Attack |
Your next melee attack deals an additional 15 Physical Base Damage (0% Scaling). If the target is not in combat, it deals an additional 10 Physical Base Damage (0% Scaling). |
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24s |
Tumbling |
When used, backtumbles in the opposite direction the player is facing. |
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0.5s |
Weakpoint Attack |
When you successfully hit a target, reduce their armor rating by -30% Item Armor Rating Bonus for 3s. Only when melee attacking. |
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24s |
| Main Hand + Two Handed |
[[]] |
| Main Hand + One Handed |
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| Off Hand |
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| Utility |
[[]] |
| Head |
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| Chest |
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| Legs |
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| Hands |
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| Feet |
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| Back |
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| Main Hand + Two Handed |
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| Main Hand + One Handed |
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| Off Hand |
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| Utility |
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| Head |
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| Chest |
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| Legs |
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| Hands |
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| Feet |
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| Back |
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These Stats do not include starting armor.
- Armor penetration abilities do not affect negative PDR, which means they have no effect on Monsters except some bosses
- Prioritize bringing bandages instead of potions into a raid, because potions last less time and therefore also heal less on Rogues due to their abysmal Buff Duration stat.
- Use your invisibility skill to ambush enemy players or de-aggro monsters.
- Use your throwing knives, they can do quite a bit of damage. You can even apply your on hit debuff skills and poison with them.
- You are not as durable as a Fighter, don't take big group fights head on, prioritize ambushing their low health or supportive team mates, to quickly turn the tides of battle into your favor. If you are forced to fight head-on, use your superior movement speed to your advantage by spacing yourself out of the enemy's range.
- If you are hiding in the dark, be sure to unequip your potions from your quick-slots, since they glow in the dark and would give your position away. In the same vein, enemies can see your weapons glowing in the dark if you use your buff abilities or Poison Weapon.
- You can use Hide while jumping up in the air if you crouch or shift walk, this will confuse the enemy and make your movements unpredictable.
- You cannot use your Hide skill while holding a light source in your hands.
- Keep in mind that swapping weapons and items makes noise, even if you are invisible.
- Damaging an airborne enemy now correctly applies an additional 2% damage. This behavior was previously a bug.
All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.