Rogue

Rogue is one of the three base classes, along with Warrior and Mage.

Rogue has two evolutions:

* The Dragon Base DragonRogue.
* The Atealan Base Cryptic.

In addition, there is also the Heromart Shadow Rogue, which is mostly a cosmetic variant, but is separate from Base Classes.

* Rogue
* DragonRogue
* Cryptic

**Rogue** is the base the other two classes iterate upon.

## Skills

* Potion
	+ Required Level: 15
	+ 7 MP, 2 CD
	+ Has a 25% chance of healing you the amount one of your HP potions would heal you.

* Aimed
	+ Required Level: 11
	+ 7 MP, 4 CD
	+ Applies 'Aimed' for the next 5 turns.
		- +20 Bonus.
	+ Attacks for 1 hit of 100% damage.

* Tangle
	+ Required Level: 10
	+ 3 MP, 9 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Tangled' for 4 turns inclusive.
		- +30 Health.

* Throw
	+ Required Level: 8
	+ 4 MP, 2 CD
	+ Attacks for 1 hit of 150% Pierce damage.

* Daze
	+ Required Level: 6
	+ 17 MP, 14 CD
	+ Attacks for 2 hits of 0% damage.
	+ First hit inflicts 'Daze', a 3-turn Stun.
	+ Second hit inflicts 'Daze DOT' for 3 turns, a 33% weapon + stat damage DoT.

* Smoke
	+ Required Level: 5
	+ 6 MP, 9 CD
	+ Applies 'Smoke' for 4 turns inclusive.
		- +140 Block/Parry/Dodge.

* Rapid Attack
	+ Required Level: 3
	+ 7 MP, 2 CD
	+ The last hit of the last damaging attack must have hit, or this is disabled (including at the start of the battle).
	+ If a dagger or a scythe is equipped, perform 4 hits of 50% damage (200% total).
	+ Otherwise, perform 2 hits of 100% damage (200% total).

* Attack
	+ 0 MP, 0 CD
	+ If a dagger or a scythe is equipped, perform 2 hits of 50% damage (100% total).
	+ Otherwise, perform 1 hit of 100% damage.

* Stealth
	+ Required Level: 2
	+ 6 MP, 9 CD
	+ Disabled if you do not have a dagger or scythe equipped.
	+ Applies 'Stealth' for 4 turns inclusive.
		- +20 Crit.
	+ Applies 'Stealth' for the next 4 turns.
		- +45 Melee/Pierce/Magic.

* Surprise Attack
	+ Required Level: 4
	+ 4 MP, 1 CD
	+ Only available while the 'Stealth' Crit buff is active.
	+ Disabled if you do not have a dagger or scythe equipped.
	+ Attacks for 1 hit of 150% damage.

* Poison
	+ Required Level: 7
	+ 3 MP, 4 CD
	+ Attacks for one hit of 50% damage.
	+ Inflicts 'Poison' for 5 turns, a 20% weapon + stat damage Poison DoT.

* Mind Numb
	+ Required Level: 9
	+ 7 MP, 0 CD
	+ Attacks for one hit of 100% MP damage.

* Wild Daggers
	+ Required Level: 11
	+ 14 MP, 2 CD
	+ Attacks all enemies for 1 hit of 120% Pierce damage.

* Blind
	+ Required Level: 12
	+ 13 MP, 9 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Blind' for 3 turns.
		- -50 Bonus.

* Final Strike
	+ Required Level: 18
	+ 8 MP, 14 CD
	+ If you have a dagger or a scythe equipped, deal 4 hits of 32% damage (128% total) with +200 Crit.
	+ Otherwise, attacks for 1 hit of 125% damage with +200 crit.

## Mechanics

### Cloak Scrap

Cloak Scrap is an Artifact shared with the other base classes:

* Final Strike gains a 50% chance to grant an extra HP potion, if you are not already at 5.

### Weapon Restriction

If a Melee or Magic weapon is equipped, Stealth and Surprise Attack do nothing. In addition, Rapid Attack and Attack deal reduced hits, and Final deals slightly less damage.

## Rotation

Defensive: Daze, Rapid Attack, Final Strike, Smoke, Rapid Attack, Poison, Blind, Rapid Attack, Stealth, Surprise Attack, Rapid Attack, Surprise Attack, Poison or Throw, loop

Offensive: Poison, Rapid Attack, Final Strike, Throw, Rapid Attack, loop

## Strategy

Base classes are never the best option, use something else once you reach level 25+.

**DragonRogue** is the Dragon Rogue Base Class. It is available from Mi'Kael in Dragonsgrasp. This class requires a Dragon Amulet.

DragonRogue uses a special mechanic called **Dragon Toxins**, which can heal you a small amount each time you use a non-Trinket Skill if certain DoTs are active.

## Skills

* Potion
	+ 100 MP, 29 CD
	+ Required Level: 15
	+ Heals you the amount one of your HP potions would heal you.
	+ Attacks for 1 hit of 50% damage.
	+ Inflicts 'Dragon's Heart Toxin' for 20 turns, a 50% weapon + stat damage NaN DoT.

* Aimed
	+ 20 MP, 4 CD
	+ Required Level: 11
	+ Applies 'Aimed' for the next 5 turns.
		- +75 Bonus.
	+ Attacks for 1 hit of 100% damage.

* Wound
	+ 25 MP, 4 CD
	+ Required Level: 10
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Wound' for 4 turns inclusive.
		- +40 Health.

* Throw
	+ 10 MP, 2 CD
	+ Required Level: 8
	+ Attacks for 1 hit of 175% Pierce damage.

* Daze
	+ 30 MP, 14 CD
	+ Required Level: 6
	+ Attacks for 2 hits of 0% damage (0% total).
	+ Inflicts 'Daze' for 3 turns, a stun.
	+ Inflicts 'Daze DOT' for 3 turns, a 50% weapon + stat damage DoT.

* Smoke
	+ 30 MP, 9 CD
	+ Required Level: 5
	+ Applies 'Smoke' for 4 turns inclusive.
		- +140 Block/Parry/Dodge.
	+ Attacks for 1 hit of 50% damage.
	+ Inflicts 'Dragon's Scale Toxin' for 5 turns, a 50% weapon + stat damage NaN DoT.

* Rapid Attack
	+ 15 MP, 2 CD
	+ Required Level: 3
	+ Only available if the last hit connects from your last attack.
	+ Attacks for 4 hits for 60% damage (240% total).

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 2 hits of 50% damage (100% total).

* Stealth
	+ 25 MP, 7 CD
	+ Required Level: 2
	+ Applies 'Stealth' for the next 4 turns.
		- +45 Melee/Pierce/Magic.
	+ Applies 'Stealth' for 4 turns inclusive.
		- +20 Crit.
	+ Attacks for 1 hit of 50% damage.
	+ Inflicts 'Dragon's Shadow Toxin' for 5 turns, a 50% weapon + stat damage NaN DoT.

* Surprise Attack
	+ 25 MP, 1 CD
	+ Required Level: 4
	+ Only available while the 'Stealth' Crit buff is active.
	+ Attacks for 1 hit of (150 + 25X)% damage.
		- X is equal to stacks of **Dragon Toxins** (max 250%).

* Poison
	+ 25 MP, 4 CD
	+ Required Level: 7
	+ Attacks for 1 hit of 50% damage.
	+ Inflicts 'Poison' for 5 turns, a 75% weapon + stat damage Poison DoT.

* Dragon Soul Toxin
	+ 20 MP, 4 CD
	+ Required Level: 9
	+ Attacks for 1 hit of 50% damage.
	+ Inflicts 'Dragon's Soul Toxin' for 8 turns, a 50% weapon + stat damage NaN DoT.

* Wild Daggers
	+ 15 MP, 2 CD
	+ Required Level: 11
	+ Attacks all enemies for 1 hit of 120% damage.

* Blind
	+ 25 MP, 9 CD
	+ Required Level: 12
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Blind' for 3 turns.
		- -50 Bonus.

* Final Strike
	+ 30 MP, 14 CD
	+ Required Level: 18
	+ Attacks for 4 hits of 75% damage (300% total) with +200 Crit.

## Mechanics

### Dragon Toxins

* DragonRogue has a Dragon Toxins counter that starts at 0, and caps at 4.
	+ For each of the following effects on the targeted enemy, Dragon Toxins increases by 1:
		- 'Dragon's Heart Toxin.'
		- 'Dragon's Scale Toxin.'
		- 'Dragon's Shadow Toxin'
		- 'Dragon's Soul Toxin'
* When using a non-trinket Skill, DragonRogue heals X% HP.
	+ *Dragon Toxins leech X HP!*
	+ X is equal to Dragon Toxins.

## Rotation

Due to its defensive nature, DragonRogue does not have a strict rotation. Keep Dragon Toxins applied as much as possible, though this maybe difficult, as most of them are also tied to important defensive skills. Final, Rapid, and Surprise Attack are the strongest filler skills for raw damage.

## Strategy

DragonRogue aims to play more defensively Keep as many Dragon Toxins applied as often as possible, to maximize healing from its passive. As a note, both shields only provide BPD, and Stealth's shield is relatively weak, thus stacking Blind on top of it may be necessary to reduce damage. Poison provides the strongest DoT effect, though note that this DoT does not count as a Dragon Toxin. Nonetheless, as the strongest DoT in your arsenal, it should be used as often as possible.

Use Potion if healing is needed; note that it provides a Dragon Toxin for 20 turns, meaning that you often end up stronger after its first use. While powerful, it typically isn't worth wasting the valuable heal just to inflict a DoT.

DEX/END is highly recommended as most of the class damage is dealt through DoT effects.

**Cryptic** is the Atealan Rogue class. It is obtained by completing "Mind Chamber" from Etaos in Atrea (the Anomaly), which is accessible only after completing Book 1. This class requires a Dragon Amulet.

Cryptic uses a special mechanic called **Paranoia**, which increases Crit chance over time.

## Skills

* Steal a Potion!
	+ Required Level: 15
	+ 30 MP, 2 CD
	+ Can only be used twice per battle.
	+ Heals you the same amount as an HP potion.

* Aimed
	+ Required Level: 11
	+ 15 MP, 4 CD
	+ Applies 'Aimed' for the next 5 turns.
		- +75 Bonus.
	+ Attacks for 1 hit of 175% damage.

* Psychic Kick
	+ Required Level: 10
	+ 10 MP, 4 CD
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Psychic Break' for 2 turns inclusive.
		- +30 Health.

* Throw
	+ Required Level: 8
	+ 15 MP, 2 CD
	+ Attacks for 1 hit of 225% Pierce damage.

* Psychic Cage
	+ Required Level: 6
	+ 27 MP, 14 CD
	+ Attacks for 1 hit of 180% damage.
	+ Inflicts 'Stunned' for 3 turns, a stun.

* Illusion
	+ Required Level: 5
	+ 15 MP, 11 CD
	+ Applies 'Illusion' for 4 turns inclusive.
		- +180 Melee/Pierce/Magic.

* Rapid Attack
	+ Required Level: 3
	+ 15 MP, 2 CD
	+ Only available if the last hit connects from your last attack.
	+ Attacks for 2 hits of 175% damage (350% total).

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 2 hits of 75% damage (150% total).

* Illusionary Veil
	+ Required Level: 2
	+ 20 MP, 9 CD
	+ Disabled if you do not have a dagger or scythe equipped.
	+ Applies 'Stealth' for 4 turns inclusive.
		- +140 Block/Parry/Dodge.
	+ Applies 'Stealth' for 5 turns inclusive.
		- +30 Crit.

* Backstab
	+ Required Level: 4
	+ 15 MP, 1 CD
	+ Disabled if you do not have a dagger or scythe equipped.
	+ Only available while the 'Stealth' Crit buff from Illusionary Veil is active.
	+ Attacks for 1 hit of 250% damage with +75 Bonus.

* Mind Crush
	+ Required Level: 7
	+ 15 MP, 4 CD
	+ Attacks for 4 hits of 45% damage (180% total).
	+ Inflicts 'Neuron Discharge' for 6 turns inclusive.
		- A 60% weapon + stat damage DoT.
		- -20 All.
		- +20 Health.

* Mind Pierce
	+ Required Level: 9
	+ 10 MP, 0 CD
	+ Attacks for 3 hits of 46.66% MP damage (140% total).

* Wild Daggers
	+ Required Level: 11
	+ 25 MP, 2 CD
	+ Attacks all enemies for 1 hit of 140% damage.

* Mental Torture
	+ Required Level: 12
	+ 20 MP, 9 CD
	+ Attacks for 3 hits of 50% damage (150% total).
	+ Inflicts 'Blind' for 3 turns.
		- -60 Bonus.

* Mental Assassination
	+ Required Level: 18
	+ 25 MP, 14 CD
	+ Attacks for 1 hit of (250 + 15X)% damage with +200 Crit (max 325%).
		- X is equal to stacks of **Paranoia**.
	+ Resets 'Paranoia' stacks to 0.
		- *Paranoia critical boost reset to 0*

## Mechanics

Cryptic naturally has a 2.00x critical hit modifier, up 25% from most classes.

### Paranoia

* Cryptic has a Paranoia counter that starts at 0 and caps at 5.
* Using any Cryptic skill except Mental Assassination adds 1 stack of Paranoia.
	+ *Paranoia critical boost increased to 5X*
* Each Paranoia stack adds +10 Crit to all non-Trinket skills.
	+ Paranoia stacks are added **after** the skill's crit chance is calculated.
		- For example, using Throw on the first turn will have 0 extra Crit.
* Mental Assassination resets Paranoia to 0 stacks when used.

### Weapon Restriction

If a Melee or Magic weapon is equipped, Illusionary Veil and Backstab cannot be used.

## Rotation

As a defensive class, Cryptic does not need to follow a strict damaging rotation. Instead, the class aims to cycle between its 3 defensive skills to have a high defensive uptime. Lead with Illusionary Veil (BPD shield), then use Illusion (MPM shield) once it wears off. After Illusion wears off, use Mental Torture to mitigate damage during unshielded turns. Reuse defensive skills as they come off cooldown.

Between defensive skills, use damaging skills such as Mind Crush, Rapid, Throw, and Backstab. In particular, Mind Crush should be used as often as possible due to its DoT and -All effect. Don't click Final unless as a finisher or if your Crit won't matter for the next five turns. Steal pots as needed and attempt to optimize them with as much -Health stack as you can, since they are a limited resource.

## Strategy

Cryptic's main strength is in its extremely potent defensive capabilities. With two shields and a blind, it is possible to be behind a defensive skill a majority of the time granted your blind connects with the enemy. For a dodge-tank, Cryptic is also capable of outputting considerable damage due to its innate high damage percentages on Throw and Rapid as well as its increased crit rate from its passive and its high base crit modifier. In most situations, Cryptic will adhere to a strict rotation of looping defensive skills and clicking random damage filler in-between shields.

In the case of a possessing a well-fed dragon, the player is able to remain behind a shield for fourteen turns consecutively, exacerbating its defensive qualities while it consistently outputs ~700 damage per turn from Rapid and Throw. Cryptic is advised to run DEX as a primary mainstat due to Throw, one of its best abilities, being locked to pierce. Secondary stats are a toss up between END and CHA for Pet Dragon's cooldown reduction.

DEX/END is for the traditional Inn challenge dodge tank.

DEX/LUK or even DEX/STR for questing and farming by spamming Throw.

DEX/CHA for true damage maximization, from Pet Dragon's damage and the reduced cooldown on its shield.

DEX/END/CHA, wherein you minmax to your gear's CHA + CHA investment = 200, for an extremely minmaxed that balances damage, dragon efficacy, and tankiness.