The Saboteur is a cunning Rogue who uses explosives and other incendiaries to cripple opponents and control the battlefield. With proper preparation, a Saboteur can destroy enemies without ever giving them a chance to join battle.
Strengths
Saboteurs mold the battlefield to suit their needs, and with careful planning, a lone Saboteur can overcome the most formidable foes in one explosive instant.
Weaknesses
A Saboteur requires significant preparation to launch each devastating assault, and is quickly overcome if confronted in direct combat before every trap is in place.
Gameplay
Gameplay Video
History
The golden desert hold of Laethys had but a single weakness: the western gate. The gate faced a canyon, spelling certain doom for any army foolish enough to march from the west. Not even the smallest team could pass through the canyon unnoticed, so destroying the gate had to be a one-man job. Or in this case, one woman, thought the Bahmi Saboteur Kushi Tolui as she finished affixing charges to the gate’s support pillars. Wiping sweat and dust from her brow, she crept toward the central brace.
“You!” She whirled at the cry. A trio of sentries stood behind her, desert sun flashing on their spear-points. “It would be wise to surrender.”
“Wise, maybe, but no fun at all.” Kushi grinned and threw a small canister toward them, which ruptured into a cloud of choking gas. Littering her path with caltrops, she made a break for the brace.
Reaching the center of the gate, Kushi set about constructing a bomb, hands moving faster than the eye could see. The sentries were not far behind. One of them triggered a mine she had set, the explosion knocking him clear off the gate, but the other two were undeterred. She sighed. “You just don’t know when to quit, do you?”
As the first of them closed to melee, Kushi surprised him by reaching out and sticking a small object to his chest. He peered at her in confusion before clubbing her with the butt of his spear. The second sentry joined in, and they wore her down with brutal blows. Bloody and battered, Kushi finally collapsed. One of them snorted at her and asked, “Is that all?”
A smile spread across her cracked lips as she winked at them. It was then they noticed the dozens of small metal objects sticking to their persons. They looked at her and then at the bomb sitting beside her. “You wouldn’t,” the foremost guard stammered. “You’ll be caught in the explosion!”
Kushi looked out to the canyon behind them. The Telaran forces marched through the chasm. The paladin Amardis rode at their head, armor gleaming in the hot sun. Meanwhile, Laethys’s minions swarmed the canyon walls, and in the distance, hordes of ogres approached from behind. If the gate didn’t drop, they would be overcome.
She stood, spitting out blood, and said, “I am ready to meet my ancestors. Are you?” Kushi detonated the charges and leapt from the wall.
The gate fell before the Telaran army with a many-colored explosion. Beginning with a massive concussive force at the heart of the gate, the fire spread quickly, triggering a chain reaction that dropped all its supports. It crumbled into a messy pile of wood and flame, opening the lair of Laethys herself.
As the dust settled, Kushi’s body became visible near the wreckage. Amardis ran to her side. Coughing, opening an eye, the Bahmi wheezed, “It’s done?”
“It’s done,” said Amardis with a smile. “Laethys is ours.”
Abilities
Branch Skills
| Icon | Name | Description |
|---|---|---|
| Nimble Fingers | Increases your Dexterity by 3% | |
| Long Range Bombing | Increases the range you can hurl your Bombs by 2 meters and reduces the cooldown of your Bombs by 1 second. | |
| Remote Clipping | Increases the range you can attach your Charges by 2 meters. | |
| Barbed Trap | Places a trap that causes the enemy to bleed for weapon plus 42 Physical damage over 10 seconds when triggered. Only 1 trap can be placed at a time. The trap exists for 60 seconds. All traps share a common cooldown. | |
| Improved Blast Charge | Your Blast Charge ignores 25% of your enemy’s Armor when detonated. | |
| Improved Explosive Power | Increases the damage of your Charges by 3%. | |
| Combat Survival | Reduces the duration of all Stuns, Roots and Snares applied onto you by 25%. | |
| Silent Setup | You have a 33% chance of not adding threat to the enemy when attaching Charges. | |
| Entangling Trap | Places a trap that roots the enemy and enemies within 3 meters for 8 seconds when triggered. Damage breaks the effect. Only 1 trap can be placed at a time. The trap exists for 60 seconds. All traps share a common cooldown. | |
| Improved Detonate | Increases the damage of your Detonate by 5%. | |
| Time Bomb | Attaches a Time Bomb onto the enemy, which explodes after 8 seconds, dealing weapon plus 51 to 54 Earth damage to the enemy and enemies around them. (Cooldown: 8 seconds) | |
| Improved Spike Charge | Increases the duration of your Spike Charge by 3 seconds. | |
| Charge Booster | The magnitude of each type of Charge attached to the enemy is increased by 1. | |
| Annihilation Bomb | Hurls a bomb at the enemy, dealing weapon plus 53 to 57 Earth damage to the enemy and enemies around them. Affected enemies are stunned for 2 seconds. (Cooldown: 30 seconds) | |
| Bomb Specialist | Increases the damage of your Bombs by 3%. | |
| Improved Entangling Trap | Increases the radius of the Root effect caused by your Entangling Trap by 4 meters. Requires Entangling Trap Rank 1. | |
| Trapper | Your Traps no longer have a cooldown. | |
| Demolition Specialist | You can detonate the Charges you have added on 1 other enemy within 8 meters of the main target. | |
| Carpet Bombing | When activated, the next 3 Bombs do not trigger a cooldown. (Cooldown: 2 minutes) | |
| Residual Shrapnel | Your Shrapnel Charge deals an additional 50% damage over 6 seconds. | |
| Land Mines | Sets 4 Land Mines around the Rogue. Each Land Mine deals weapon plus 128 to 132 Earth damage and knocks the enemy up into the air when triggered. The Land Mines exist for 60 seconds. (Cooldown: 15 seconds) |
Root Skills
| Name | Description |
|---|---|
| Fragmentation Bomb | Hurls a bomb at the enemy, dealing weapon plus 15 to 17 Physical damage to the enemy or enemies around them. |
| Adhesive Bomb | Hurls a bomb that causes the ground to be viscous, reducing the movement speed of enemies within the area by 70%. Lasts 8 seconds. |
| Blast Charge | Attaches a Charge onto the enemy, dealing weapon plus 11 to 13 Physical damage per Charge when detonated. Up to 5 Charges can be attached onto the enemy. Energy is refunded if the Rogue is out of combat. Awards 1 Combo Point. |
| Detonate | A Finisher that deals weapon plus Physical damage and detonates the Charges you have attached onto the enemy. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. This attack never misses, and cannot be parried, dodged, or blocked. 1 Point: 7 damage 2 Points: 12 damage 3 Points: 17 damage 4 Points: 19 damage 5 Points: 24 damage |
| Spike Charge | Attaches a Charge onto the enemy, causing the enemy to bleed for weapon plus 28 Physical damage per Charge over 9 seconds when detonated. Up to 5 Charges can be attached onto the enemy. Energy is refunded if the Rogue is out of combat. Awards 1 Combo Point. |
| Chemical Bomb | Hurls a bomb that contaminates the target area, dealing weapon plus 38 Earth damage over 8 seconds to enemies within the area. |
| Shrapnel Charge | Attaches a Charge onto the enemy, dealing weapon plus 17 to 19 Physical damage per Charge to the enemy and enemies around them when detonated. Up to 5 Charges can be attached onto the enemy. Energy is refunded when the Rogue is out of combat. Awards 1 Combo Point. |
| Caltrop Charge | Attaches a Charge onto the enemy, dealing weapon plus 17 to 20 Earth damage and reducing movement speed by 10% per Charge when detonated. Lasts 8 seconds. Up to 5 Charges can be attached onto the enemy. Energy is refunded when the Rogue is out of combat. Awards 1 Combo Point. |
| Debilitating Trap | Places a trap that reduces the Attack and Spell Power of the enemy and enemies within 7 meters by 35 for 10 seconds when triggered. Only 1 trap can be placed at a time. The trap exists for 60 seconds. All traps share a common cooldown. |
| Splinter Charge | Attaches a Charge onto the enemy, dealing weapon plus 21 to 24 Earth damage and reducing the enemy’s Armor by 4% per Charge when detonated. Up to 5 Charges can be attached onto the enemy. Energy is refunded when the Rogue is out of combat. Awards 1 Combo Point. |
| Concussion Charge | Attaches a Charge onto the enemy, stunning the enemy for 1 second per Charge when detonated. Up to 5 Charges can be attached onto the enemy. Energy is refunded when the Rogue is out of combat. Awards 1 Combo Point. |
| Embers Charge | Attaches a Charge onto the enemy, dealing weapon plus 29 to 31 Earth damage and causing the enemy to take an additional 2% damage per Charge from all attacks when detonated. Up to 5 Charges can be attached onto the enemy. Energy is refunded when the Rogue is out of combat. Awards 1 Combo Point. |
| Booby Trap | Places a trap that deals weapon plus 101 to 105 Physical damage to surrounding enemies when triggered. Only 1 trap can be placed at a time. The trap exists for 60 seconds. All traps share a common cooldown. |
| Choking Gas Bomb | Hurls a bomb that suffocates enemies within the area, causing them to be silenced. Lasts 8 seconds (Cooldown: 30 seconds) |
| Last Stand | In a moment of desperation, the ROgue detonates all of their explosives, dealing weapon plus 363 to 369 Earth damage to the Rogue and surrounding enemies. |
| Rapid Setup | When activated, the next Charge ability attaches 5 Charges and adds 5 Combo Points to the enemy. (Cooldown: 1 minute) |