Second job

Rogue

Power of change. Jack of all trades.

Plays as
Physical damage, Magic damage
Difficulty
Moderate
Skills
22
Weapons
Daggers, Swords and Bows

At a glance

Changes from
Thief

How it plays

Rogue

This job is the first on the "Power of Change" job tree. A tree focused on creating openings or protection around difficult situations.

The Assassin and Rogue guilds have united themselves in order to better allocate their resources and share training. With this, the Rogues had the opportunity to learn multiple approaches to combat, providing creative ways to fight.

Weapons Available: Daggers, Swords, Bows.

Skill Trees

The Rogue is a job class that can specialize in conditional damage, special damage, control, protection or magic damage. It can't dual wield but can use multiple weapon specialties to build new styles around it. Even providing cover to allies while wielding a bow to attack from afar. Max Job Level for Rogue is 50. A Rogue can choose one of 4 Specializations or Unchain its limits once it hits Base Level 99.

The job change quest

Start
Assassin Guild Receptionist, Assassin Guild assas_03 80,16
Required
Thief Job Level 50
What you do
  • The same quest as Assassin, start to finish.
  • At the end the guild master asks which way you want to go. Say subterfuge.
What you get
The Rogue job

The guild is underground. The way in is a hatch in the Sograt Desert, at moc_fild16 205,294.

Skills

All 22 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.

ActiveSupportivePassive

Active11

Supportive6

  • Chase Walk SupportiveYourself Lv 5

    Enters a special Hiding status in which caster can move without being detected by skills. However, the caster will leave footprints and can be damaged by skills that target the ground. Ineffective against Insect, Demon and Boss monsters.

    Skill has a 2s fixed cast time.

    Learn firstHiding Lv 1

    The numbers (opens the database, another site)
  • Coin Flip SupportiveYourself Lv 5

    Consumes 1 Zeny to flip a Coin. If it lands showing heads, the caster will gain 1 Coin, but if it shows tails, the caster will lose 1

    Coin. The caster can have a maximum of 10 Coins, and increasing this skill's level raises the success rate of flipping a Coin that will show heads.Coins are displayed as glowing orbs around the caster.

    Coins are used as catalysts for some skills

    The numbers (opens the database, another site)
  • Frost Diver SupportiveOne ally Lv 10

    Skill can be autocast with Autospell

    The numbers (opens the database, another site)
  • Magic Pierce SupportiveOne ally Lv 5

    Ignores part of the enemy's MDEF against spells

    Can be used on others.

    The numbers (opens the database, another site)
  • Cover SupportiveOne ally Lv 5

    Protects a party member by receiving all damage intended for the targeted ally. Cover only works when level difference between caster and party member is less than 15. The skill's effect is canceled when the party member moves out of the skill's range or dies.

    Requires Cooldown reduction to use on multiple players

    Learn firstShield Mastery Lv 1

    The numbers (opens the database, another site)
  • Reflect Shield Supportive Lv 10

    Reflect a certain amount of damage back to the enemy after they inflict damage with short Physical Ranged attacks.

    Requires Shield.

    Learn firstShield Mastery Lv 1

    The numbers (opens the database, another site)

Passive5

In the database Every number for every one of these Damage formulas, SP per level, cooldowns, cast times, weapon requirements and what each skill ignores. (opens the database, another site)

What this job is and how it plays is transcribed from the original server's own wiki. Every skill, with the text the game itself shows, lives in the database. Where the Refuge changed something, it is called out above.