Archery
1. Bursting Arrow
Requires: Level 3
Requires: Bow
This arrow explodes on impact showering the area in sharpnel and flame.
Fire damage: 8
Elemental force: 2x
Size: 5m
Cost: 30 stamina
Cooldown: 20s
Type: Activated ability
2. Shattering Arrow
Requires: Level 9
Requires: Bursting Arrow
Points required in Archery: 2
Bursting Arrow is now more powerful and can be used more frequently.
Fire damage: 600% vs. BRITTLE targets
Elemental force: 400% vs. BRITTLE targets
Cooldown: -5s
Type: Upgrade
3. Smoking Arrow
Requires: Level 7
Requires: Bursting Arrow
Bursting Arrow now generates a cloud of smoke that veils allies from enemy attacks.
Obscure chance: 100% for all party members
Type: Upgrade
4. Hail of Arrows
Requires: Level 5
Requires: Bursting Arrow
Points required in Archery: 2
Requires: Bow
The archer unleashes an entire quiver into the air. For a short time after, the missles rain down on enemy ranks.
Physical damage: 3 every 1s
Duration: 4s
Size 10m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability
5. Storm of Arrows
Requires: Level 9
Requiers: Hail of Arrows
Points required in Archery: 5
Hail of Arrows now sweeps across a greater area of the battlefield and slows most enemies to a crawl.
Enemy atack speed: -50%
Enemy movement speed: -50%
Size: 15m
Type: Upgrade
6. Archers Lance
Requires: Level 7
Requires: Pinning Shot
Requires: Bursting Arrow
Points required in Archery: 3
Requires: Bow
This arrow carries such force that it tears through every enemy along its deadly path.
Physical damage: 19 vs. all enemies along path
Physical force: 2x vs. all enemies along path
Critical chance: 100% vs. targeted enemy
Cost: 40 stamina
Cooldown: 30s
Type: Activated ability
7. Punishing Lance
Requires: level 11
Requires: Archers Lance
Points required in Archery: 6
Archers Lance scythes through weaker opponents.
Effect: Instantly kills weaker enemies
Physical damage: +9 vs. all BRITTLE targets along path
Physical force: 400% vs. all BRITTLE targets along path
Type: Upgrade
8. Pinning Shot
Requires: Level 2
Requires: Bow
The archer looses an arrow that immobilizes a target for a short time.
Physical damage: 19
Physical force: 2x
Pinning chance: 80% vs. normal enemies
Duration: 8s
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability
9. Improved Pinning Shot (Unconfirmed information, may not be 100% correct)
The archer can now use Pinning Shot more often and it immobilize enemies longer.
Duration: +2s
Cooldown: -5s
Type: Upgrade
10. Disorienting Shot
Requires: Level 8
Requires: Pinning Shot
Points required in Archery: 3
The damage inflicted by Pinning Shot becomes so severe that it oten leaves enemies unable to defend themselves.
Physical damage: +9
DISORIENT chance: 100% vs. pinned enemies
Type: Upgrade
Sabotage
1. Rush
Requires: Level 3
The rogue rushes forward, attempting to knock down the target and all nearby enemies.
Physical force: 16x
Cost: 15 stamina
Cooldown: 15s
Type: Activated ability
2. Charge
Requires: Level 7
Requires: Rush
The rogue covers more ground with Rush, knocking enemies down along the path.
Type: Upgrade
3. Blitz
Requires: Level 9
Requires: Rush
Points required in Sabotage: 2
The rogue bowls enemies over with a Rush attack that now inflicts damage.
Physical damage: 11
Type: Upgrade
4. Fatiguing Fog
Requires: Level 7
Requires: Rush
Points required in Sabotage: 3
The rogue envelops enemies in a dense fog that slows them to a near crawl.
Enemy attack speed: -50%
Enemy movement speed: -50%
Duration: 10s
Size: 6m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability
5. Overpowering Fog
Requires: Level 13
Requires: Fatiguing Fog
Points required in Sabotage: 5
Fatiguing Fog becomes so oppressive that it leaves most enemies DISORIENTED, reducing their defenses and make them vulnerable to follow-up attacks from a warrior or mage.
DISORIENT chance: 100% vs. normal enemies
Type: Upgrade
6. Impenetrable Fog
Requires: Level 11
Requires: Fatiguing Fog
Fatiguing Fog now lingers in teh air and veils allies from enemy attacks.
Obscure chance: 100% for all party members
Type: Upgrade
7. Miasmic Flask
The rogue lobs an explosive flask into a group of enemies, briefly stunning them.
Stun chance: 100% vs. normal enemies
Duration: 4s
Size: 5m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability
8. Improved Formula
Requires: Level 3
Miasmic Flasks are now available moer frequently, and the stun effect lasts longer.
Duration: +2s
Cooldown: -5s
Type: upgrade
9. Confusion
Requires: Level 5
Points required in Sabotage: 2
The rogue tricks nearby enemies, causing some to fight among themselves for a short time.
Confuse chance: 50% vs. normal enemies
Duration: 10s
Size: 4m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability
10. Chaos
Requires: Level 9
Requires: Confusion
Points required in Sabotage: 6
Confusion persists longer, and enemies who were attacking each other now leave their defenses open as well.
DISORIENT chance: 100% vs. confused targets
Duration: +10s
Type: Upgrade
Specialist
1. Speed
Requires: Level 4
While this mode is active, the rogue attacks with much greater speed. (This mode cannot be used at the same time as Precision or Power.)
Attack speed: +10%
Reserved: 20% of stamina
Cooldown: 5s
Type: Sustained mode
2. Lightning Speed
Requires: Level 8
Requires: Speed
Points required in Specialist: 3
While Speed is active, the rogues attacks become even quicker.
Attack speed: +5%
Type: Upgrade
3. Energizing Speed
Requires: Level 10
Requires: Speed
Points required in Specialist: 5
While Speed is active, the cooldown time of each of the rogues talent is now reduced.
Cooldown: 90% for all talents
Type: Upgrade
4. Precision
Requires: Level 3
While this mode is active, the rogue focuses on accuracy in order to gain bonuses to critical hits and attack. (This mode cannot be used at the same time as Speed or Power.)
Attack: +20%
Critical chance: +10%
Reserved: 15% of stamina
Cooldown: 5s
Type Sustained mode
5. Precise Attack
Requires: Level 7
Requires: Precision
Points required in Specialist: 2
While Precision is active, the rogues attacks are now even more likely to hit enemies.
Attack: +10%
Type: Upgrade
6. Precise Criticals
Requires: Level 9
Requires: Precision
Points required in Specialist: 3
While Precision is active, the rogue now has an even greater chance of landing a critical hit.
Critical chance: +5%
Type: Upgrade
7. Harmony
Requires: Level 6
Requires: Speed
Requires: Precision
Requires: Power
Points required in Specialist: 3
While in any of the Power, Precision, or Speed modes, the rogue gains an additional bonus from the other two.
Attack speed: +5% in Power or Precision
Attack: +10% in Speed or Power
Critical chance: +5% in Speed or Power
Stun chance: 1% vs. normal enemies in Speed or Precision
Type: Passive ability
8. Power
Requires: Level 5
While this mode is active, the rogue throws more force into each shot or strike, hoping to stun enemies. Given the speed of the rogues attack, the chance to stun is significant. (This mode cannot be used at the same time as Precision or Speed.)
Stun chance: 3% vs. normal enemies
Reserved: 20% of stamina
Cooldown: 5s
Type: Sustained mode
9. Stunning Power
Requires: Level 11
Requires: Power
Points required in Specialist: 5
While Power is active, the rogue becomes even more liekly to stun foes.
Stun chance: +3% vs. normal enemies
Type: Upgrade
10. Slashing Power
Requires: Level 9
Requires: Power
Points required in Specialist: 3
The rogues attacks become so forceful that opponents who are stunned by Power begin to bleed, suffering addtional damage for a short time.
Physical damage: 11 vs. stunned targets
Type: Upgrade
Scoundrel
1. Blindside
Requires: Level 5
The rogue beceoms capable of more potent attacks when engaging distracted opponents. Any target not actively engaging the rogue suffers increased damage from any of the rogues attacks.
Damage: 120% vs. enemies engaging other allies
Type: Passive ability
2. Twist the Knife
Requires: Level 5
Requires: Blindside
Points required in Scoundrel: 2
The rogue is more concerned with victory than ensuring a fair fight. Against any stunned enemy, the rogue now inflicts automatic critical hits.
Critical chance: 100% vs. stunned targets
Type: Passive ability
3. Follow-Through
Requires: Level 7
Requires: Back-to-Back
Points required in Scoundrel: 2
The rogue thrives on continued momentum in combat, dashing from one attack to the next. The rogue now regains more stamina than normal from every basic attack.
Stamina regeneration: +1% per basic attack
Type: Passive ability
4. Back-to-Back
Requires: Level 3
The rogue stealths and moves to a targeted allys side, appearing an instant later, ready to render aid.
Cost: 15 stamina
Cooldown: 30s
Type: Activated ability
5. Invisible Friend
Requires: Level 7
Requires: Back-to-Back
Points required in Scoundrel: 2
When using Back-to-Back, the rogue now remains stealthed for a short time. This effect occurs even if the rogue has not learned the Stealth talent.
Stealth chance: 100%
Duration: 10s
Type: Upgrade
6. Armistice
Requires: level 4
The rogue distracts all enemies surrounding a single party member, drawing them away from that ally and redirecting them toward whichever ally each considers the second-greatest threat on teh battlefield.
Threat reduction: 100%
Size: 10m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability
7. Truce
Requires: Level 8
Requires: Armistice
Points required in Scoundrel: 3
The rogue can now use Armistice more frequently, granting respite for party members who inflict significant damage but who are unable to survive enemy onslaughts.
Cooldown: -5s
Type: Upgrade
8. Goad
Requires: Level 6
Requires: Armistice
The rogue incites all enemies in an area into attacking a chosen ally instead of their current targets. Besides simply direction foe to cluster around a particularly hardy party member, this effect complements spells or talents that provide bonuses based on the number of enemies surrounding a companion, like Bravery, Grave Robber, Savvy, or Wrath of the Elvhen.
Threat redirection: 100% to targeted companion
Size: 6m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability
9. Corral
Requires: Level 10
Requires: Armistice
Points required in Scoundrel: 4
Goad now draws enemies from across a larger area toward the chosen companion.
Size: 10m
Type: Upgrade
10. Brand
Requires: Level 6
Requires: Back-to-Back
Rogue are collaborators and conspirators by nature, not solo powerhouses. After the rogue Selects an enemy for allies to destory, any warriors or mages in the party become much more likely to land critical hits against the unfortunate designee.
Critical chance: +10% vs. target for warriors and mages
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability
Subterfuge
1. Stealth
Requires: Level 3
The rogue fades from view, stalking the battlefield. Enemies immediately cease attacking the stealthed rogue, although any action beyond movement will break the cover.
Stealth chance: 100%
Movement speed: 60%
duration: 10s
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability
2. Silent Running
Requires: Level 7
Requires: Stealth
Points required in Subterfuge: 2
The rogue no longer suffers a movement penalty while stealthed.
Movement speed: 100%
type: Upgrade
3. Camouflage
Requires: Level 9
Requires: Stealth
Points required in Subterfuge: 3
The rogue now stays hidden for longer, and dropping into stealth is less tiring.
Duration: +5s
Cost: -10 stamina
Type: Upgrade
4. Ambush
Requires: Level 4
Requires: Stealth
Points required in Subterfuge: 2
The rogue Executes an automatic critical hit if striking from stealth. This ability also combines with other talents, such as Hail of Arrows or Backstab.
Critical chance: 100% when stealthed
Type: Passive ability
5. Lingering Shroud
Requires: Level 6
Requires: Stealth
Points required in Suberfuge: 2
The rogue is master of concealment. If the rogue is obscured and stealthed at the same time, the rogue is able to take a single action, like making an attack or using an item, while still maintaining stealth. Only the obscure effect is lost. The rogues second action will still break stealth. When paired with other abilities that enhance stealth. When paried with other abilities that enhance stealth, like Ambush or Shadow Veil, this can be a powerful advantage.
Type: Passive ability
6. Evade
The rogue leaps backward. Enemies within melee range will often seek an easier target instead.
Theat reduction: Based on enemy rank
Size: 5m
Cost: 15 stamina
Cooldown: 10s
Type: Activated ability
7. Tactical withdrawal
Requires: Level 3
Requires: Evade
The suddenness of the rogues escape now frequently leaves enemies stunned.
Stun chance: 100% vs. normal enemies
Type: Upgrade
8. Chameleons Breath
Requires: Level 4
Requires: Evade
The rogue tosses a flask that shatters in a haze of smoke, obscuring nearby allies for a short time, which means that enemy attacks are much more likely to miss them.
Obscure chance: 100% for all party members
Duration: 10s
Size: 5m
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability
9. Chameleons Cloud
Requires: Level 8
Requires: Chameleons Breath
Points required in Subterfuge: 2
The rogue gains access to a more potent version of Cameleons Breath that persists longer and can obscure a larger group of allies.
Duration: +5s
Size: 8m
Type: Upgrade
10. Subtlety
Requires: Level 6
Requires: Evade
Points required in Subterfuge: 2
The rogue is adept at the art of subtlety and distraction, generating significantly less threat from all attacks and abilities. As a result, enemies are far less likely to turn on the rogue.
Threat generation: -25%
Type: Passive ability
《龙腾世纪2》游侠专题站:https://www.ali213.net/zt/dao2/