Tot posted a complete description of the new spells and the Rogue, as they may be when the class comes out.
As usual, please note that these information and translations may change until the class becomes playable.
Here is a first Game Design document concerning Rogues. We tried to keep the existing mechanics while pushing further the ideas behind each branch.
As you can see, the bomb system was kept, but spells have been changed. First, bombs are no longer part of the third element branch and only two stayed in the Fire element. However, as for Sadidas and their dolls, Rogues will be able to place spells on their bombs to increase their effect. Only fire spells will allow them doing that. To summarize here is what we think for each branch:
bombs and gadgets
blades (daggers and swords)
When do they trigger?
- When their charges reach 0
- Special: When one is thrown on an enemy, it directly blows up on him.
- Special: The do not trigger when being stepped on. They do not block sight.
Range / Area of effect:
- All bombs have a range / area of effect of 2 in a line. They all have the same range and area of effect when used singles.
- However, when used in a “combo” their area of effect goes from 2 in line to a square. This means that, no matter which “combo”, each bomb will be encircled by its area of effect. Furthermore, this area of effect is displayed, and special tiles appear around each bomb. These look like the outline of combat bubble.
- When three or more bombs are within the area of effect of each other, a wall is created around each one of them. This fire wall appears on each tile next to a bomb, and deals 30 FIRE damages (evolving) to whoever walks on them.
Note: Bombs are subject to Mechanics
This bomb directly explodes in the face of an enemy or can be placed on the ground waiting for an idiot or a Iop to step on it.
4 AP 1-3 Range
Damage: 4/40 CH: 6/60
6 Charges. Can be placed on the ground (and wait for the 6 charges to expire) or thrown directly on an enemy and explode in his face.
The Rogue uses a magical barbwire like a whip to teach his enemy a lesson. When used on a bomb, this spell adds a charge to this one.
2 AP 1-4 Range
Damage: 2/18 CH: 3/26
Use on a bomb: +1 Charge
Water and Electricity never got along so well…
3 AP 1-4 Range
Damage: 3/34 CH: 4/50
Use on a bomb: triggers an electric shot on all tiles next to the bomb.
Damage: 2/24 CH: 2-35
Burning Glove is my best punch, period! “A boy from hell”
6 AP 1-4 Range
Damage: 6/65 CH: 9/100
Use on a bomb: Move closer to the bomb
2 AP 1 Range
Damage: 2/30 CH: 3/45
Cunning allows the Rogue to attract his enemy of 1 tile and take his place sneaking in his back.
2 MP 2-2Range
Damage: 4/30 CH: 6/45
Special: Attract and jump in enemy’s back. Turn the enemy around.
This spell deals high damages without sight and allows the Rogue to add a fast shot in case of critical hit.
4 AP / 1 MP 2-4 Range
Damage: 5/62 CH: 8/100
Special: Triggers a fast shot on critical hit.
Ribs allow the Rogue to deal a bleeding and perfectly targeted hit.
1 WP 1 Range
Damage: 3/30 CH: 4/45
Special: One per turn and per player
Put in good hands this magical sword expends to pierce the Rogue’s enemies, and pushes him back.
6 AP / 1 WP 1 Range Area of effect: 3 in line
Damage: 6/85 CH: 9/125
Special: Rogue steps back one tile
A good volley in the guts, that’s a real Rogue specialty.
2 AP 1-3 Range
Damage: 2/22 CH: 3/33
This shot allows the Rogue to go through armors. A very useful spell against let’s say… Those Fecas!
5 AP 1-3 Range
Damage: 5/52 CH: 8/78
Special: Ignore targets resists
This shot reaches targets hidden in corners and turns them into dead meat.
3 AP 2-6 Range shot in diagonal
Damages: 3/42 CH: 5/63
“Blam!!! That will for sure be the last thing those idiots who get in my way will hear” Remington Smisse
X AP / X MP / 1 WP 2-4 Range
Damage: -1HP per AP and MP left, -8 when level 100
Special: This spell ends turn
4 AP 1-3 Range Area of effect: Triangle
Damage: 4/50 CH: 6/78
This specialty allows the Rogue to change his earth attacks into fire but keeping the damage bonus. Can only be used once per turn.
LVL 0: Change Earth shots to Fire. +5% dmg
LVL 9: Change Earth shots to Fire. +50% dmg
Special: Once per turn
Detonator can trigger a bomb while increasing its damages.
Lvl 0: -1 Charge, +2% damage for the triggered bomb
Lvl 9: -1 Charge, +20% damage for the triggered bomb
This spell allows you to pick up a bomb and move it somewhere else, or throw it on an enemy. Leveling this spell increases the picking up and throwing range.
4 AP 1-2 Range
Pick up a bomb
OR throw a bomb
OR inflict 1 neutral damage to an enemy and push him back
2 AP 1-7 Range
Pick up a bomb
OR throw a bomb
OR inflict 10 neutral damage to an enemy and push him back
The Rogue cannot use spells when carrying a bomb
Roguabot is an ingenious tool that Rogues can use to control their bombs and that can also extend his shots.
5 AP / 1WP 1-3 Range
10 HP / 1 MP
Push (pushes a bomb)
Barbfire level 1
Detonator level 1
2 AP / 1 WP 1-7 Range
10 HP / 4 MP
Push (pushes a bomb)
Barbfire level 30
Detonator level 1
States on Roguabot:
“Immune to explosions”
“Extender: This state allows the Rogue to shoot further.
- Extending takes the shape of a triangle and in the direction the Rogue points to. This means that a stupid Rogue can shoot himself.
- To compensate for the area of effect, a 30% loss applies to all shots performed this way.
The Area of Effect is a 9 tiles triangle
Trick allows the Rogue to push back an enemy standing next to one of his bombs or his Roguabot. The enemy is pushed randomly on another tile next to the Bomb or Roguabot.
Teleports the enemy and deals 1 neutral damage
Teleports the enemy and deals 10 neutral damage
Lvl 1: +1% damage for bombs. +3% resists against bomb damage
Lvl 20: +20% damage for bombs. +60% resists against bomb damage
Thanks to this passive spell the Rogue has a change to trigger another shot right after performing one.
Note: Triggers a new shot on a shot spell. This new shot inflicts 30% of the damages of the previous shot but with WATER damage.
Lvl 1: 2% chances of triggering Surprise Shot
Lvl 20: 40% chances of triggering Surprise Shot
The Rogues Initiative influences his Air spells.
Lvl 1: 2% of initiative converted into % of AIR damage mastery
Lvl 9: 40% of initiative converted into % of AIR damage mastery
When hit, the Rogue has a chance of running away the opposite way.
Lvl 1: +2% chances to run away from 1 to 3 tiles
Lvl 20: +40% chances to run away from 1 to 3 tiles
Special: Can be Locked
+5% chances to gain 1 AP when a bomb explodes
+2% chances to gain another AP when a bomb explodes
+100% chances to gain 1 AP when a bomb explodes
+40% chances to gain another AP when bomb explodes
Note: The first Mechanics point arrive level 10, the other level 20.