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Rogue

Rogue

41Spells
10PhysicalEarth
11PoisonFire
11SubtletyAir

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Poisons

A poison hits the target at the start of each of its turns, until it runs out.

Deadly PoisonKingsbaneToxic Trap

From behind

You hit « from behind » when you stand on the side opposite the one the target faces. A unit faces the cell of its last step or its last spell, never because it was moved.

Cheap ShotSneaky BladeParalyzing StrikeBlade RouletteSymbols of DeathEviscerate

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

TripPommel StrikeParalyzing StrikeNeedle TrapRazor's EdgeBetween the Eyes

Traps

Set on a cell, a trap is invisible to the opponent and triggers when an enemy walks onto it.

Needle TrapRepelling TrapToxic TrapPit

Summons

Your summons play right after you, and their life is a share of your max HP. A summoned body is a destructible obstacle that lasts a few turns.

Decoy

Specialization passives

Physical

Opportunism: +15% damage from behind (stacks with Cheap Shot).

Poison

Virulence: your DoTs ALSO tick at the end of YOUR turn.

Subtlety

Ghost: +2 Dodge; AP/MP removal +20%.

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 Cheap Shot 3 1–1 Earth
29 to 39 (Earth damage)+50% damage attacking from behind
  • On a critical hit: 44 to 59
  • Cells in range
  • 2 casts per turn
1 Planted Dagger 3 1–5 Earth
17 to 23 (Earth damage)Your next hit on the target counts as a hit from behind (2 turns)
  • On a critical hit: 26 to 35
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
1 Trip 2 1–1 Air
9 to 12 (Air damage)Removes 1 MP
  • On a critical hit: 14 to 18
  • Cells in range
2 Roll 2 1–2 Neutral
+20% damage to your next melee spell this turnRolls to the target cell
  • Cells in range
  • No line of sight needed
  • Cooldown: 2 turns
4 Fan of Knives 4 0–0 Earth
22 to 30 (Earth damage)Circle of radius 2 around you
  • On a critical hit: 33 to 45
    6 Feint 2 1–1 Air
    12 to 16 (Air damage)Pushes back 1 cell
    • On a critical hit: 18 to 24
    • Cells in range
    9 Smoke Veil 2 0–0 Neutral
    −20% damage taken (1 turn)
    • Cooldown: 3 turns
    13 Smoke Bomb 3 1–4 Air
    −2 Range (2 turns)Circle of radius 2
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns
    16 Vanish 2 0–0 Neutral
    Invisible until your next offensive action (2 turns)+30% damage on the next hit (2 turns)
    • Cooldown: 5 turns

    Physical

    LevelSpellAP RangeElementEffect
    10 Ambush 4 1–1 Earth
    44 to 60 (Earth damage)
    • On a critical hit: 66 to 90
    • Only on an unwounded target
    • Cells in range
    • Cooldown: 3 turns
    10 Twin Blades 3 1–1 Earth
    26 to 35 (Earth damage)+25% damage if recast on the same target this turn
    • Split over 2 hits
    • On a critical hit: 39 to 53
    • Cells in range
    • 2 casts per turn
    20 Execution 4 1–1 Earth
    32 to 44 (Earth damage)+100% damage on a target below 30% HP
    • On a critical hit: 48 to 66
    • Cells in range
    • Cooldown: 2 turns
    20 Blade Dance 5 1–3 Earth
    26 to 35 (Earth damage)Teleports the caster to the target cellLine of 3 cells
    • On a critical hit: 39 to 53
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns
    35 Sneaky Blade 2 1–1 Earth
    12 to 16 (Earth damage)+30% damage attacking from behind
    • On a critical hit: 18 to 24
    • Cells in range
    35 Pommel Strike 2 1–1 Earth
    9 to 12 (Earth damage)Removes 1 APThe target turns around: you are behind it
    • On a critical hit: 14 to 18
    • Cells in range
    • Cooldown: 2 turns
    50 Adrenaline Rush 2 0–0 Neutral
    Your recast-bonus spells: +1 cast per turn, and their recast damage bonus gains 15 points (3 turns)
    • Cooldown: 5 turns
    50 Between the Eyes 4 1–1 Earth
    26 to 35 (Earth damage)Removes 3 APRooted (1 turn)
    • On a critical hit: 39 to 53
    • Cells in range
    • Cooldown: 3 turns
    65 Blade Roulette 3 0–0 Earth
    19 to 25 (Earth damage)+50% damage attacking from behindCircle of radius 1 around you
    • On a critical hit: 29 to 38
      80 Grappling Hook 2 2–6 Neutral
      Teleports the caster to the target cell
      • Cells in range
      • Line of sight required
      • Cooldown: 3 turns

      Poison

      LevelSpellAP RangeElementEffect
      10 Deadly Poison 3 1–4 Fire
      10 Fire damage per turn (3 turns)
      • Cells in range
      • Line of sight required
      10 Venom Nova 4 0–0 Fire
      12 to 16 (Fire damage)Copies your poisons from the most afflicted target onto the othersCircle of radius 2 around you
      • On a critical hit: 18 to 24
      • Cooldown: 2 turns
      20 Paralysing Venom 3 1–1 Fire
      10 to 14 (Fire damage)The target takes 2 Fire damage per AP spent (2 turns)
      • On a critical hit: 15 to 21
      • Cells in range
      • Cooldown: 2 turns
      20 Virulent Vial 4 1–5 Fire
      7 to 9 (Fire damage)Leaves a ground zone dealing 7 damage per turn (2 turns)Circle of radius 1
      • On a critical hit: 11 to 14
      • Cells in range
      • Line of sight required
      • Cooldown: 2 turns
      35 Vicious Thrust 3 1–4 Fire
      13 to 17 (Fire damage)+6 damage on a target under one of your poisons
      • On a critical hit: 20 to 26
      • Cells in range
      • Line of sight required
      35 Toxic Mist 4 0–0 Fire
      −1 Range (2 turns)Leaves a screen on the ground that blocks line of sight (1 turn)Circle of radius 2 around you
      • Cooldown: 2 turns
      50 Envenom 4 1–1 Fire
      15 to 21 (Fire damage)
      • On a critical hit: 23 to 32
      • Cells in range
      • Cooldown: 1 turn
      50 Mark of Death 3 1–4 Fire
      +25% damage taken (3 turns)
      • Cells in range
      • Line of sight required
      • Cooldown: 5 turns
      65 Kingsbane 4 1–1 Fire
      15 to 21 (Fire damage)10 Fire damage per turn (3 turns)
      • On a critical hit: 23 to 32
      • On its death, your poisons spread to enemies within 2 cells
      • Cells in range
      • Cooldown: 3 turns
      80 Acid Rip 2 1–1 Fire
      12 to 16 (Fire damage)Removes 1 buff from the enemy
      • On a critical hit: 18 to 24
      • Cells in range
      • Cooldown: 1 turn
      80 Toxic Trap 2 1–4 Fire
      7 Fire damage per turn (2 turns)Invisible trap, triggers when crossedCircle of radius 1
      • At most 2 active traps
      • Cells in range
      • Line of sight required
      • 2 casts per turn

      Subtlety

      LevelSpellAP RangeElementEffect
      10 Paralyzing Strike 3 1–1 Air
      20 to 28 (Air damage)Removes 1 MP
      • On a critical hit: 30 to 42
      • Cells in range
      10 Garrote 3 1–1 Air
      19 to 25 (Air damage)Its spells cost +1 AP (1 turn)
      • On a critical hit: 29 to 38
      • Cells in range
      • Cooldown: 3 turns
      10 Decoy 2 1–4 Earth
      Summons a body (25% of your max HP)Destructible body (2 turns)
      • Cells in range
      • Line of sight required
      • Cooldown: 4 turns
      Invocation, fixe
      10 Pit 3 1–4 Earth
      9 to 12 (Earth damage)Pulls 1 cellInvisible trap, triggers when crossed
      • On a critical hit: 14 to 18
      • At most 2 active traps
      • Cells in range
      • Line of sight required
      • Cooldown: 2 turns
      20 Shadowstep 3 1–6 Air
      +20% damage on the next hit (2 turns)Teleports the caster to the target cell
      • Cells in range
      • No line of sight needed
      • Cooldown: 3 turns
      20 Needle Trap 3 1–4 Air
      27 to 37 (Air damage)Removes 2 MPInvisible trap, triggers when crossed
      • On a critical hit: 41 to 56
      • Cells in range
      • Line of sight required
      • Cooldown: 1 turn
      35 Repelling Trap 2 1–4 Air
      7 to 9 (Air damage)Pushes back 2 cellsInvisible trap, triggers when crossed
      • On a critical hit: 11 to 14
      • At most 2 active traps
      • Cells in range
      • Line of sight required
      • Cooldown: 1 turn
      35 Razor's Edge 4 1–3 Air
      19 to 25 (Air damage)Removes 1 MPLine of 3 cells
      • On a critical hit: 29 to 38
      • Cells in range
      • Line of sight required
      • Cooldown: 1 turn
      50 Shuriken Storm 4 0–0 Air
      17 to 23 (Air damage)Circle of radius 2 around you
      • On a critical hit: 26 to 35
        50 Symbols of Death 2 0–0 Neutral
        +25% damage from behind (2 turns)Your AP and MP removals: +1 (2 turns)
        • Cooldown: 5 turns
        65 Eviscerate 4 1–1 Air
        34 to 46 (Air damage)+50% damage attacking from behind+40% damage on a target below 30% HP
        • On a critical hit: 51 to 69
        • Cells in range