
Allows one to get items far above the current loop level and sustains them throughout a run. Most likely the best trait at this point in time. Picky (Amazing) – Lowers the number of items received on the camp tile by 3, while increasing the quality of exchange for trophies.Terrible on the rogue, pretty pointless unless one is resource farming. Pickpocket (Poor) – 50% chance to steal a resource shard from an enemy while countering.For long runs can lead to absurd health gain. Great sustainability throughout a run, the earlier you pick it up the better. Old Scars (Amazing) – Max HP is increased by 1 for each received trophy.Should be avoided unless there’s no better option. Falls off quickly and is not that great, to begin with.
Nothing is Sacred (Poor) – +3 HP after a kill. However, it’s so little your levels would be better focused on another trait. Marauder (Average) – Fighting against 3 or more enemies will grant you an additional trophy. Great synergy with Fuss and allows for much faster trophy farming. Master of Fencing (Good) – 10% chance to simultaneously attack two targets. Marginal damage increase, however, halves the crit damage of the three hits as well, would focus other traits first. Lightning Fast (Average) – The Hero has a 20% chance to perform a 3-hit combo, with each hit dealing 50% damage. Can allow for greater damage output, however, with Rogue your HP should never really be dropping this low if you’re playing well. Lethal Weakness (Average) – Every 10% of lost HP gives you a 0.5% chance to instantly deal 1000% damage. If Crit% is high this can allow for a sizable damage increase, a must-have for a crit build. Gift of Blood (Amazing) – On a hit, the Hero can summon blood lightning. Allows for a rogue to face hordes of enemies without getting as hurt, helpful for trophy farming. Fuss (Good) – Rogue receives 7% less damage for every enemy, starting after the second enemy. Allows for additional DPS and will occasionally throw off enemy targeting, however, it falls off quickly and is negligible compared to other traits. Child of the Forest (Average) – A ratwolf has a 75% chance to join you in battle. These synergies with certain tiles as noted below. Allows for evasion, counter, crit chance % and crit damage%, as well as attack speed to be increased by a sizable amount with this character.Īdditionally, an amulet slot to gain a magic shield can be gained using the arsenal. This makes synergizing one’s equipment extremely beneficial. With Rogue, if all equipment has a buff, the buff with be increased by an additional 10%. The rogue has differing slots than warrior and necromancer.
However, they can aid one greatly during large battles early on. A late game does not matter significantly. While rogue has both counters and evades, evade should be prioritized higher as damage avoidance is better than damage output earlier on.
Rogue with proper builds can infinitely loop rather easily.Gear that buffs both critical chance % and damage % will allow for optimal damage output. Critical damage is the single most significant damage increase for this character.Attack Speed enhances rogue significantly, utilizing Forests/Thickets/Beacons/Gear to buff it will allow for an immense DPS boost.Raw Damage is not as big of a factor as with other characters, since it doubled with two weapons and then subject to additional critical bonuses.As the class has innate vampirism, the camp supply item Count’s Chair can be used to increase vampirism by a marginal amount.