You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
Name | Description | Scaling |
---|---|---|
![]() Ambush |
The first attack within 3 seconds after exiting the Hide skill benefits from +50% increased Physical Power Bonus. | |
![]() Back Attack |
Increases Physical Power Bonus by +30% when attacking from behind a target. | |
![]() Creep |
When crouch walking, the volume of the footstep sound is significantly reduced and Movement Speed Bonus is increased by +5%. | |
![]() Dagger Expert |
Increases Physical Power Bonus by +10% when attacking with a dagger. | |
![]() Double Jump |
You can jump again while jumping. Landing from this double jump results in a 2 second debuff that inflicts a reduced flat -30 Move Speed. | |
![]() Hand Crossbow Mastery |
Allows the Rogue to equip the Hand Crossbow. | |
![]() Hidden Pockets |
Items worn in utility slots do not appear on the waist. | |
![]() Jokester |
The Rogue lightens the mood, giving theirself and all party members around them a +2 All Attributes buff. | |
![]() Lockpick Expert |
Ability to pick locks without a lockpick. | |
![]() Pickpocket |
You can steal an enemy's item from the dungeon by using the "interact" key. Items currently equipped by enemies cannot be stolen. Stolen item is random. </td | |
![]() Poisoned Weapon |
A successful attack applies poison that deals 4 Magical Damage over 4 seconds. The poison can stack up to 5 times at once. | 50% |
![]() Shadow Runner |
Move Speed Bonus is increased by +15% for 3 seconds when coming out of the Hide skill. | |
![]() Stealth |
When using the Hide skill, you can move 10 steps while crouching or slow walking without breaking invisibility. | |
![]() Thrust |
Grants +15% increased Armor Penetration when swinging with Daggers. Does not apply to Short Sword, Rapier, Hand Crossbow, or any other non-Dagger weapon. | |
![]() Trap Detection |
Highlights nearby traps. Highlighted traps can be disarmed by the player. |
Do Explosive bottles or Oil lanterns apply the poison?
What other class has perks to make one skill not worthless? Imagine if Fighter had 3 perks that make Sprint or Second Wind worth using. If a Rogue wants to use Hide, you are nearly forced to take Stealth, with the other 2 being optional. Rogue suffers from severe perk tax.
I wish Ironmace could decide on what they want Rogue to be, because it doesn't have much of an identity. They do damage over time with Poisoned Weapon and Rupture and have Double Jump, but Double Jump is nerfed into oblivion. Hide is one of the most controversial skills in the game but has become central to the current Rogue's identity.
A lot of people have been saying Bard’s flute song unchained harmony does not account for luck when used to open chests. Does the traps and locks skill also share this attribute?
Tumble scales with dex/action speed. No idea on the ratios. The distance might also scale on movement speed. See this video as evidence: https://www.youtube.com/watch?v=2BKjXqz7aMs
Does armor penetration effect rupture? Say you have 15% armor pen stacked and attack a 50% PDR fighter. Will they take the 50% reduced damage from rupture or will armor pen mean they take more of it?
Hp potions do heal less if they last less time the only exception to this is barbarian's potion chugger skill which is likely the cause of some confusion, barbarianspotion chugger skill doesn't reduce your buff duration but rather changes the duration of the potion through some other means which also doesn't effect the total health restored (plus adds 20% to the heal) rogues and no other class benefit from having negative buff duration at all
HP Potions don't heal less if their buff lasted less , because its actually healing more as its an OVER time duration , not DURING .
It scales, but does it apply poison or other on hit effects like rupture when stepped on?
Does Cutthroat erase an active ignite on a wizard or a flame walk on a warlock? I just silenced an ignite wizard and I believe the wizard still had ignite on after silencing but not sure.
or maybe AGI?
Can some explain how exactly does poison scales? besides Magical Power Bonus, does it work with True/Add Magical Damage?
If I'm Dual Wielding a dagger and short sword, would the short sword gain Physical Damage Bonus from the Perk?
Basically what I'm asking is if the barbarian has their shouts/achilles up already, and I hit them with cutthroat, will they go away? Or is the idea to run it with ambush to prevent phantomize/etc after the fact.
Also if a wizard or cleric is in the middle of channeling a spell, can they still let it go, or does it just stop working?
Thanks
Confirmed as of hotfix #18; losing any invisibility potion buff (poor/common/uncommon tested) will grant either equipped 'Ambush' and 'Shadowrunner' perk buffs even without having "Hide" on the bar.
Also before someone asks, 'Stealth' does NOT let you move while an invisibility potion is active.
Does true magical damage help or just Will / Magical Power?
Does it reduce the target's armor by 15% or does it ignore 15% of the target's armor? Like the guy has 20% protection is he going to ignore 15% of the 20% or is he going to reduce the target's armor from 20% to 5%?
Does this effect crossbows and knives?
Grants +15% increased Armor Penetration ONLY for daggers
cant this skill be extended for more tics ? and what stats govern how much dmg this skill out puts, is it magic based or physical ?
does thrust affects pve ?
Has this skill been determined to reduce all defenses (Physical/Magical)? Or just a certain specific one?