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Rogue Spellbook

Malice and the Kill Chain: One kill, then the whole pack.

Malice and the Kill Chain

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

The mechanic arrives with your first Spellbook page, at level 4; before that a Rogue plays as it always did. See the Rogue class guide for the core skills and subclasses.

Rogue pages

7 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.

Vial Toss

Page pick at level 4 · Area · 15 Cunning · 6.5s cooldown

Lob a vial into the thick of the pack: it bursts into a poison cloud that hangs for 2.5 seconds.

Builds: Green Hour · The Saboteur

Variants (one active at a time)

  • Venom Veil mastery 2 The vial breaks at your feet and the cloud walks with you for 4 seconds.
  • Skipping Vial mastery 5 The vial skips along a six-stride line across your aim, leaving a wall of poison.
  • Cask Bomb mastery 8 A cask, not a vial: it bursts at once, wider (2.4 strides) and 50% harder, with no cloud; ready in 8 seconds.

Swallow Knives

Page pick at level 4 · Projectile · 15 Cunning · 5.5s cooldown

Fling a handful of knives that each hunt a different foe: a crowd takes one blade apiece, and the cuts Bleed.

Builds: Knifewind · The Saboteur

Variants (one active at a time)

  • Full Hand mastery 2 Ten knives, each 45% weaker: reach deeper into the crowd.
  • Glancing Steel mastery 5 Three knives, and each leaps on to two more foes.
  • Pinning Knives mastery 8 The blades pin what they strike: a good chance to Root (1 second).

Bladespring Trap

Page pick at level 4 · Area · 15 Cunning · 10s cooldown

Throw a coil of sprung blades across the pack's path: a six-stride line that cuts and Roots whatever crosses it for 5 seconds.

Builds: The Saboteur

Variants (one active at a time)

  • Long Wire mastery 2 A ten-stride wire that seals a whole hall, 15% weaker.
  • Chain Reaction mastery 5 Each cut also snaps at one more foe past the wire, 25% lighter.
  • Lure Wire mastery 8 The wire sings: foes within 5 strides turn on you for 1.5 seconds, straight across it.

Wheel-Knife

Page pick at level 9 · Projectile · 14 Cunning · 5.5s cooldown

Hurl a spinning blade that slices through every foe in a long line.

Builds: Corpse to Corpse · The Saboteur

Variants (one active at a time)

  • Rebound mastery 2 The blade no longer pierces: it ricochets through four more foes instead, 25% harder.
  • Fanned Wheels mastery 5 Three wheels in a fan, each at 60% damage.
  • Hooked Edge mastery 8 Hooked blades pin what they cut (Rooted) and fly twelve strides; ready in 7 seconds.

Night Step

Page pick at level 9 · Melee strike · 6 Cunning · 1s cooldown

Blink to a foe up to 6 tiles away and strike it. Spends all your Malice: +22% damage for each pip, and it finishes off a weakened foe. When it kills, you step on to the weakest foe within 5 tiles and strike again, one leap per pip spent; leaps that kill are free, and the first kill gives a pip back. Under 2 Malice it strikes for less and never leaps.

Builds: Corpse to Corpse · Knifewind

Variants (one active at a time)

  • Bloodtrail mastery 2 Each kill in the chain leaves the foes within 1.5 tiles of the body Bleeding (2 stacks).
  • Shadow Return mastery 5 When the chain ends you step back to where you started, with 15% more dodge for 2 s.
  • Patient Blade mastery 8 Cast only at a full Malice: the first strike is a sure crit and the chain gets 2 more leaps.

Venom Burst

Page pick at level 14 · Area · 25 Cunning · 13s cooldown

Rupture the poison in the pack: a toxic burst around you poisons every foe, cashes in 45% of the venom they carry and spreads it to a neighbour.

Builds: Green Hour

Variants (one active at a time)

  • Miasma mastery 2 The burst lingers as a cloud that walks with you for 3 seconds, pulsing new poison onto everything in it; ready in 16 seconds.
  • Enervating Rot mastery 5 Cash in only: no new poison and no spread, but it cashes in 70% of the venom they carry and Weakens every foe it hits for 5 seconds.
  • Concentrate mastery 8 A tight burst (1.8 strides) that hits two and a half times as hard: the boss variant.

Blasting Charge

Page pick at level 18 · Projectile · 28 Cunning · 8s cooldown

Sling a sapper's charge: it bursts on the first foe it meets, throwing the pack around it into the air (a chance to Stun).

Builds: The Saboteur

Variants (one active at a time)

  • Cluster Charge mastery 2 Three charges in a fan, each at 60% damage: a wider blast field.
  • Hopping Charge mastery 5 A smaller bang (1.4 strides) that sticks and hops on to four more foes.
  • Demolition mastery 8 A bigger blast (3.4 strides) at 40% more damage; the cooldown is 60% longer.

How you get them

  • Page picks. A Rogue gets page picks at levels 4, 9, 14 and 18: one page from up to 3 offered.
  • The mentor. Pages you passed over can be bought from the class mentor for 30 gold × your level squared.
  • Variants. Every page has variants that change how it plays. Choose the active one on the hero sheet's Spellbook tab.

How the Spellbook works