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Melee · Burst Striker

Rogue

A quick, cunning blade that finds every opening and exploits it without mercy.

Rogue in-game sprite, male and female
  • Skirmisher
  • d8 hit die
  • DEX
  • Cunning

Available from the start.

Overview

Role
Melee · Burst Striker
Archetype
Skirmisher (melee basic attack)
Hit die
d8
Hit points
24 at level 1, +15 per level (+3 per CON modifier point, every level)
Primary ability
Dexterity
Armour
Light
Weapons
Daggers, Rapiers, Swords, Bows, Crossbows
Resource
Cunning: 90 + 4 per level, refills 5/s; every basic attack that hits restores 1
Ability score improvements
Levels 4, 8, 10, 12, 16, 19
Subclass
Level 3: Thief or Assassin
Starting kit
Dagger, Dagger, Leather Armor
Suggested scores
STR 13 · DEX 15 · CON 14 · INT 8 · WIS 12 · CHA 10

Class features

  1. Lv 1
    Sneak Attack Bonus damage once per second against a marked or engaged target, or one below 50% HP.
  2. Lv 2
    Cunning Action You dash, dodge and dash again with ease: +6% move speed, and your dashes come back 8% sooner.
    • +6% Move Speed
    • +8 Dash Haste
  3. Lv 3
    Ambidexterity A dagger or blade in your off-hand strikes once per attack for 40% damage.
  4. Lv 5
    Uncanny Dodge Halve the damage of one hit every 4 seconds.
  5. Lv 7
    Evasion Area damage: half the time you avoid it entirely, otherwise you take only half.
  6. Lv 9
    Blindsense You feel danger before you see it.
    • +8% Dodge
  7. Lv 11
    Reliable Talent Your attack rolls never total less than 10.
  8. Lv 13
    Twin Fangs The second blade stops being a courtesy: +15% off-hand damage.
    • +15 dualWieldPct
  9. Lv 15
    Slippery Mind Hostile magic finds no purchase on you.
    • +8% All Resistances
  10. Lv 20
    Stroke of Luck Fortune bends to favour your blade.
    • +5% Crit Chance
    • +15% Crit Damage

Level 1–20 progression

Everything a Rogue gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Rogue level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
7+3
  • Evasion
  • Fan of Knives
  • Supreme Sneak Thief
  • Infiltration Expertise Assassin
8+3
  • Ability Score Improvement
9+4
10+4
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
16+5
  • Ability Score Improvement
17+6
18+6
19+6
20+6
  • Stroke of Luck

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + DEX modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Rogue skills

Shadow Strike

Lv 1 Melee strike piercing

A blindingly fast stab from the shadows.

What it does for a new Rogue at level 1; in game the numbers follow your hero

  • Strikes every foe in a 70° arc in front of you (1.5 tiles reach) for 5–15 piercing damage.
  • Rolls to hit against armor (+5 to hit).
Type
Melee strike
Cost
10
Cooldown
3s
Damage
1d8 + weapon hit piercing
Hit
Attack roll vs AC
Reach
1.1 tiles
Arc
70°

Damage dice by level Lv 1 1d8Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Shadow Strike mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1103s—Learned
2Lv 1103s+11%Damage +8%
3Lv 2102.7s+14%Cooldown −8%
4Lv 4102.7s+17%
5Lv 5102.6s+20% +1d+1 damage die
6Lv 6102.6s+23% +1dStabs cause Bleeding (20%) · Bleeding 20% · 3s
7Lv 872.6s+26% +1dCost −20%
8Lv 1072.6s+29% +1d
9Lv 1272.5s+32% +1dReach and arc +15% · radius 1.3 · arc 81°
10Lv 1422.5s+50% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Bleeding 40% · 3s

Rank 4: pick one

  • Twin Fangs Arc and reach +40%, damage −10%.
  • Gutting Strike Bleeding chance +35%; bleeds last 50% longer.

Rank 8: pick one

  • Shadow Tempo Cooldown −25%, damage −10%.
  • Backstab Damage +25%, cost +30%.

Rank 10, Mastered: Knife in the Dark: cost −25% and Bleeding chance +20%.

Cunning Dash

Lv 2 Dash piercing

Dart past a foe, blade trailing — and for a moment after, you're nearly impossible to pin down (+25% dodge).

What it does for a new Rogue at level 2; in game the numbers follow your hero

  • Dashes 4 tiles, hitting every foe you pass through for 5–13 piercing damage.
  • Rolls to hit against armor (+5 to hit).
  • Then for 2.5 s you gain +25% dodge.
  • You can't be hit while dashing, and it breaks roots.
Type
Dash
Cost
15
Cooldown
10s
Damage
1d6 + weapon hit piercing
Hit
Attack roll vs AC
Distance
4 tiles
Grants you
+25% Dodge

Damage dice by level Lv 2 1d6Lv 6 2d6Lv 13 3d6Lv 19 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Cunning Dash mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 11510s—Learned
2Lv 1159.9s+3%Dash distance +15% · range 4.6
3Lv 2158.8s+6%Cooldown −10%
4Lv 4158.7s+9%
5Lv 5148.6s+12% +1d+1 damage die
6Lv 6148.5s+15% +1dTrailing blade causes Bleeding (30%) · Bleeding 30% · 3s
7Lv 8148.4s+18% +1dDash distance +15% · range 5.2
8Lv 10148.3s+21% +1d
9Lv 12108.2s+24% +1dCost −25%
10Lv 1438.1s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · range 6

Rank 4: pick one

  • Shadow Step Distance +40%, cooldown −10%.
  • Slashing Pass Damage +20%, Bleeding chance +20%.

Rank 8: pick one

  • Blur Cooldown −15%.
  • Tumbling Strike Foes you pass are Stunned (35%) instead of Bleeding.

Rank 10, Mastered: Wind Through Knives: distance +20% and cost −25%.

Poison Blade

Lv 5 Melee strike poison

Coat your blade and let the venom finish the job.

What it does for a new Rogue at level 5; in game the numbers follow your hero

  • Strikes every foe in a 70° arc in front of you (1.5 tiles reach) for 6–19 poison damage.
  • Rolls to hit against armor (+6 to hit).
  • 65% chance per hit to leave a foe Poisoned for 6.4 s (poison damage every second; stacks up to 5. Each stack cuts healing received by 10%).
Type
Melee strike
Cost
20
Cooldown
8s
Damage
2d6 + weapon hit poison
Hit
Attack roll vs AC
Reach
1.1 tiles
Arc
70°
Applies
Poisoned 60% · 6s

Damage dice by level Lv 5 2d6Lv 10 3d6Lv 14 4d6Lv 18 5d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Poison Blade mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1208s—Learned
2Lv 1207.9s+3%Poison chance +10% · Poisoned 70% · 6s
3Lv 2207.8s+6%Poison lasts 20% longer · Poisoned 70% · 7.2s
4Lv 4197.8s+9%
5Lv 5197.7s+12% +1d+1 damage die
6Lv 6196.8s+15% +1dCooldown −10%
7Lv 8196.7s+18% +1dPoison chance +15% · Poisoned 85% · 7.2s
8Lv 10196.6s+21% +1d
9Lv 12186.6s+24% +1dReach and arc +20% · radius 1.3 · arc 84°
10Lv 14136.5s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Poisoned · 9s

Rank 4: pick one

  • Virulent Toxin Poison lasts 60% longer; damage −10%.
  • Envenomed Arc Reach and arc +40%: poison the whole pack.

Rank 8: pick one

  • Toxic Tempo Cooldown −20%.
  • Deathcap Venom Damage +25%, cost +30%.

Rank 10, Mastered: Master Poisoner: poison always takes hold and lasts 30% longer.

Fan of Knives

Lv 7 Projectile piercing

Spin and fling a ring of throwing knives in every direction.

What it does for a new Rogue at level 7; in game the numbers follow your hero

  • Fires 5 projectiles in a ring (6 tiles range), each dealing 4–7 piercing damage.
  • Rolls to hit against armor (+6 to hit).
Type
Projectile
Cost
20
Cooldown
7s
Damage
1d4 + DEX mod piercing
Hit
Attack roll vs AC
Scales with
Dexterity
Projectiles
5 (300° spread)
Range
6 tiles

Damage dice by level Lv 7 1d4Lv 11 2d4Lv 15 3d4Lv 19 4d4

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Fan of Knives mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1207s—Learned
2Lv 1206.9s+3%+1 knife · 6 projectiles
3Lv 2206.9s+6%Range +15% · range 6.9
4Lv 4196.8s+9%
5Lv 5196.7s+12%+1 knife · 7 projectiles
6Lv 6156.7s+15%Cost −20%
7Lv 8156.6s+18%Knives cause Bleeding (25%) · Bleeding 25% · 3s
8Lv 10156.5s+21%
9Lv 12146.4s+24%+1 knife · 8 projectiles
10Lv 1496.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 7.8 · Bleeding 45% · 3s

Rank 4: pick one

  • Blade Flurry +3 knives, knives −30% damage.
  • Serrated Edges Knives pierce through every foe; damage −10%.

Rank 8: pick one

  • Envenomed Knives Knives Poison (40%) instead of Bleeding.
  • Weighted Knives Damage +20%, range −20%.

Rank 10, Mastered: Steel Blossom: range +15% and Bleeding chance +20%.

Death Mark

Lv 9 Projectile piercing

Mark a foe for a swift, silent end.

What it does for a new Rogue at level 9; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 7–25 piercing damage.
  • Rolls to hit against armor (+7 to hit).
  • Always leaves foes Marked for 5.3 s (singled out: takes 15% more damage from the party).
  • On a Marked foe it strikes 40% harder and consumes it, and the cast gives a Malice back.
Type
Projectile
Cost
30
Cooldown
14s
Damage
3d6 + weapon hit piercing
Hit
Attack roll vs AC
Projectiles
1
Range
9 tiles
Applies
Marked · 5s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Death Mark mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13014s—Learned
2Lv 13013.9s+3%Mark lasts 20% longer · Marked · 6s
3Lv 22913.7s+16%Damage +10%
4Lv 42913.6s+19%
5Lv 52912.3s+22%Cooldown −8%
6Lv 62912.2s+25%Range +20% · range 10.8
7Lv 82812s+28%Mark lasts 20% longer · Marked · 7s
8Lv 102811.9s+31%
9Lv 122811.8s+34%The dagger pierces through its mark · pierces
10Lv 142011.6s+62%Mastered (+15% damage, −25% cost, plus its signature bonus) · Marked · 9.5s

Rank 4: pick one

  • Twin Marks +1 dagger; daggers −40% damage. Mark two targets.
  • Execution Damage +25%, cooldown +10%.

Rank 8: pick one

  • Silent Hunt Cooldown −15%.
  • Deep Mark Marks last twice as long; cost −30%.

Rank 10, Mastered: Death Sentence: marks last 50% longer and damage +10%.

Caltrops

Lv 13 Area piercing

Scatter a field of barbed caltrops that hobble (Root) and shred anything crossing it.

What it does for a new Rogue at level 13; in game the numbers follow your hero

  • Fills an area for 6 s: every foe in a 2-tile radius up to 7 tiles away takes 2–5 piercing damage every second.
  • Foes roll a Dexterity save against your DC 16: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 38% chance per hit to leave a foe Rooted for 1.3 s (held in place: can't move, but can still attack and cast. Dashing tears free).
  • Its effect only lands on foes that fail the save.
Type
Area
Cost
20
Cooldown
14s
Damage
1d6 + DEX mod piercing
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Dexterity
Radius
2 tiles
Range
7 tiles
Lasts
6s
Applies
Rooted 35% · 1.2s

Damage dice by level Lv 13 1d6Lv 17 2d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Caltrops mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12014s—Learned
2Lv 12013.9s+3%Radius +15% · radius 2.3
3Lv 22013.7s+6%Duration +15% · 6.9s
4Lv 41913.6s+9%
5Lv 51913.4s+22%Damage +10%
6Lv 61513.3s+25%Cost −20%
7Lv 81513.2s+28%Radius +15% · radius 2.6
8Lv 101513s+31%
9Lv 121412.9s+34%Root chance +20% · Rooted 55% · 1.2s
10Lv 14912.7s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 2.9 · Rooted 70% · 1.2s

Rank 4: pick one

  • Poisoned Spikes Foes are Poisoned instead of rooted; damage +15%.
  • Minefield Radius +40%, damage −15%.

Rank 8: pick one

  • Lingering Traps Duration +30%.
  • Quick Set Cooldown −15%.

Rank 10, Mastered: Killing Floor: radius +15% and root chance +15%.

Smoke Bomb

Lv 17 Buff

Vanish in choking smoke: you and nearby allies are hard to hit and deadly, and foes reel.

What it does for a new Rogue at level 17; in game the numbers follow your hero

  • For 5 s, you and every ally within 3.5 tiles gain +25% dodge and +15% crit chance.
  • Foes within 3.5 tiles of you: 44% chance to be Stunned for 1.3 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
Type
Buff
Cost
25
Cooldown
22s
Scales with
Dexterity
Duration
5s
Allies within
3.5 tiles
Applies
Stunned 40% · 1.2s
Grants you
+25% Dodge, +15% Crit Chance
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Smoke Bomb mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12522s—Learned
2Lv 12521.8s+3%Duration +15% · 5.8s
3Lv 22521.6s+6%Stun chance +10% · Stunned 50% · 1.2s
4Lv 42421.3s+9%
5Lv 52421.1s+12%Smoke strength +10% · +27.5% Dodge, +16.5% Crit Chance
6Lv 62419.1s+15%Cooldown −8%
7Lv 82418.9s+18%Cloud radius +20% · radius 4.2
8Lv 102318.7s+21%
9Lv 121818.5s+24%Cost −20%
10Lv 141218.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +31.3% Dodge, +18.8% Crit Chance

Rank 4: pick one

  • Blinding Powder Stun chance +30%; stuns last 50% longer.
  • Shroud Duration +30%.

Rank 8: pick one

  • Ghost Cooldown −15%.
  • Assassin's Veil Smoke strength +25%, cost +25%.

Rank 10, Mastered: One With Shadow: smoke strength +15%.

Thief skills

Fast Hands

Lv 3 Buff Thief

Everything you do, you do a little faster.

What it does for a new Rogue at level 3; in game the numbers follow your hero

  • For 8 s, you gain +20% cooldown reduction.
Type
Buff
Cost
20
Cooldown
20s
Scales with
Dexterity
Duration
8s
Grants you
+20% Cooldown Reduction
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Fast Hands mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12020s—Learned
2Lv 12019.8s+3%Duration +15% · 9.2s
3Lv 22019.6s+6%Haste strength +10% · +22% Cooldown Reduction
4Lv 41919.4s+9%
5Lv 51917.6s+12%Cooldown −8%
6Lv 61517.4s+15%Cost −20%
7Lv 81517.2s+18%Duration +10% · 10s
8Lv 101517s+21%
9Lv 121416.8s+24%Haste strength +10% · +24% Cooldown Reduction
10Lv 14916.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +27% Cooldown Reduction

Rank 4: pick one

  • Quicksilver Strength +30%, duration −20%.
  • Nimble Duration +30%.

Rank 8: pick one

  • Hasted Hands You also become Hasted.
  • Pickpocket's Rhythm Cooldown −15%.

Rank 10, Mastered: Blur of Hands: strength +15%.

Assassin skills

Assassinate

Lv 3 Melee strike piercing Assassin

A single, perfectly placed killing strike.

What it does for a new Rogue at level 3; in game the numbers follow your hero

  • Strikes every foe in a 60° arc in front of you (1.6 tiles reach) for 7–25 piercing damage.
  • Rolls to hit against armor (+5 to hit).
  • On a Marked foe it strikes 40% harder and consumes it, and the cast gives a Malice back.
Type
Melee strike
Cost
25
Cooldown
12s
Damage
3d6 + weapon hit piercing
Hit
Attack roll vs AC
Reach
1.2 tiles
Arc
60°
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Assassinate mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12512s—Learned
2Lv 12111.9s+3%Cost −15%
3Lv 22111.8s+6%Reach +15% · radius 1.4 · arc 69°
4Lv 42111.6s+9%
5Lv 52011.5s+12% +1d+1 damage die
6Lv 62010.4s+15% +1dCooldown −8%
7Lv 82010.3s+18% +1dWounds Bleed (35%) · Bleeding 35% · 3s
8Lv 102010.2s+21% +1d
9Lv 121410.1s+24% +1dCost −20%
10Lv 14810s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Bleeding 55% · 3s

Rank 4: pick one

  • Shadow Lunge Reach +50%.
  • Death Blow Damage +25%, cooldown +10%.

Rank 8: pick one

  • Serial Killer Cooldown −25%, damage −10%.
  • Hemorrhage Bleeding chance +40%; bleeds last 50% longer.

Rank 10, Mastered: The Quiet End: damage +10% and Bleeding chance +20%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Thief

An opportunist whose hands move faster than the eye can follow.

Skills

Features

  1. Lv 3
    Nimble Fingers Nothing of value escapes your notice, or your pockets.
    • +10% Gold Find
    • +5% Magic Find
  2. Lv 7
    Supreme Sneak You move unseen even in plain sight.
    • +4% Dodge
  3. Lv 11
    Use Magic Device You coax more out of every trinket you carry.
    • +15 Max Resource
  4. Lv 15
    Thief's Reflexes Your hands are a blur.
    • +10% Attack Speed
  5. Lv 18
    Thief's Fortune Every opening becomes a killing one.
    • +4% Crit Chance

Assassin

A killer who strikes once, perfectly, and is gone before the body falls.

Skills

Features

  1. Lv 3
    Ambush You strike before your prey ever sees you.
    • +5% Crit Chance
  2. Lv 7
    Infiltration Expertise You find the killing angle more often.
    • +5% Crit Chance
  3. Lv 11
    Death Strike Your killing blows are utterly brutal.
    • +20% Crit Damage
  4. Lv 15
    Master Assassin You've made a study of the strongest prey.
    • +15% Damage vs Elites
  5. Lv 18
    One Thousand Cuts There is no armor your blade cannot find a way through.
    • +20% Crit Damage

Talents & roles

Rogues lean damage. The class tree and one tree for each subclass hold 52 talents; you earn a point every level and one for each act boss.

All Rogue talents Party roles

Spellbook & mechanic

Malice and the Kill Chain

One kill, then the whole pack.

Quick strikes build Malice. Night Step, a level 9 page, is a finisher, and so are Death Mark and Assassinate: when one kills, you vanish and strike the weakest foe nearby, one leap per pip, and every kill along the way gives a pip back.

Keystone: Night's Harvest · Chase legendary: The Tally Knife

Rogues choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Rogue pages and variants How the Spellbook works

Rogue unique weapons

The Ninth Knife Starter

Dagger · Weapon · drops from level 5

  • +4–12% Damage
  • +2–6 Dexterity
  • +1–3% Crit Chance
  • +1 random affix

Returning Edge. Basic attacks throw the knife 5 tiles and back, cutting every foe it passes, both ways, for 20–28% damage.

“The other eight are in the backs of people who laughed at a thief with one knife.”

Widowsilk Stiletto

Dagger · Weapon · drops from level 12

  • +10–30% Damage
  • +2–6 Dexterity
  • +20–50% Damage over Time
  • +1 random affix

Brimming Venom. Poisoned stacks up to 12 times on foes you poison (instead of 5).

Venom Bloom. A poisoned foe that dies bursts, passing all its Poisoned stacks to foes within 6 tiles.

“Wound with spider silk and dipped in something the spider was afraid of.”

Tomorrow's Grin

Rapier · Weapon · drops from level 15

  • +5–15% Damage
  • +1–4 Dexterity
  • +3–8% Move Speed
  • +1 random affix

Three Tomorrows. Your dashes hold 3 charges.

Parting Gift. Every dash ends in a free Fan of Knives at 70–85% damage.

“Its wielder was always somewhere else a moment later — usually behind you.”

Farsight, the Chartbreaker ◈ DEEP

Longbow · Weapon · drops from level 20

  • +10–28% Damage
  • +3–8 Dexterity
  • +4–10% Crit Chance ⌃
  • +1 random affix

Edge of the Map. Every 10th basic hit fires a comet-lance that pierces 12 tiles for 440–520% weapon damage and Shocks for 3s.

Stormwake. Critical hits have a 30% chance to arc through 3 foes for 100–120% weapon damage.

Off the Chart. Casting a skill with a foe within 1.5 tiles blinks you 2.5–3.5 tiles away from it. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“Its first owner shot the edge off a map. The arrow is still going.”

Rogues are Skirmishers: they can also wear the 9 Skirmisher unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.