Game Mechanics Compendium of Chaos XI: Classy Conundrum: Rogue

Casey Howley

Steampunker
Hello Terraria Community! My name is Casey, and welcome to my Compendium of Chaos!
You might be wondering about the title of this thread. You see, I've spent the better part of a month tinkering with a great deal of ideas, and putting everything in one thread would be a bad idea.
So, this is to be a series of posts, with the connected title: Compendium of Chaos.

sigh
Okay, well, I said I wasn't gonna do these, but I couldn't stop thinking about 'em, so here we are.
Welcome to Classy Conundrum, a sub-series of the Compendium of Chaos focused on new classes.
I am sure to get some flak for these, but I deserve it.
This one is Classy Conundrum: Rogue, focused on a hypothetical Rogue class, a successor to the defunct "Thrower class" that sorta kinda existed previously.
Inspired by Calamity's Rogue, of course, but with my own changes and touches.

Some notes to preemptively address some potential concerns:
  • This post, and the others in this sub-series, are heavily inspired by content from the Calamity and Thorium mods. Shoutout to those teams, you're doing great work.
    • Some items may be directly taken from their source works. In these cases it is simply because I think the item works more-or-less fine as presented there, or is just fun conceptually.
  • No, I don't think Terraria needs new classes. But I dolike the idea of new classes.
    • That aside, it'd be cool if any of these ideas make it even if for an existing class rather than a new class.
  • These classes act somewhat as hybrid classes, and as such may break some of the rules or perceived rules that exist. I apologize for this in advance.
  • I tried my best to give actual numbers for items included in these suggestions, but they're far from perfect, and may lean too much toward either end of the power spectrum.
    • On that note, crafting recipes may be too lenient or too resource-heavy as well.
    • This is not to say I won't accept feedback, it's simply to have the note more visible so I don't have to repeat myself.

Core Mechanics
Damage Type: Rogue
Rogue weapons are indicated by a new damage type: Rogue.
Rogue damage increases with the usual sources, generic and class-specific damage buffs, as well as the class-specific Stealth mechanic, detailed below.

New Mechanic: Stealth
Stealth is a new mechanic used by the Rogue class. Various Rogue accessories and gear pieces grant increases to maximum stealth, or effects to modify stealth.

Stealth is intended a risk-reward mechanism. It builds up when not attacking, even faster while stationary, and grants you passive benefits, but taking damage reduces it.
By default, taking damage removes all of your accumulated stealth, but some accessories reduce this.
Stealth Generation is roughly 25% per second while moving, and twice as fast while stationary.
Final Stealth Generation is roughly equal to (0.25 * Max Stealth) * (1 + Sum of Stealth generation bonuses)

Stealth grants increased rogue damage and critical strike chance, increased movement speed, and reduced agro.
Approximate Bonuses per point of Stealth:
Damage: +0.5%
Crit: +0.25%
Movement: +0.5%
Aggro: -3

Author's Note: Current numbers for Stealth generation are roughly equivalent to Calamity, because I'm still not 100% on the balance between the buffs, reduction, and generation rate. It should work out well enough for the hypothetical, but I have no idea if the balance is right for practical gameplay without making a mod to test it. And, I might do that in time, but not right now. Regardless, I apologize if the benefits are too strong, gained too quickly, etc.

Rogue Armor
Thief Garb
3 Defense
+15 Max Stealth
Set Bonus: 10% chance to generate copper coins when dealing damage to enemies
Crafted @ Loom: 60x Silk

Bandit Armor
15 Defense
+30 Max Stealth
10% increased rogue damage
Set Bonus: 10% increased rogue critical strike chance, 20% chance to generate copper coins when dealing damage to enemies
Crafted @ Loom: 150x Bone + 15x Tattered Cloth

Desert Scout Armor
22 Defense
+45 Max Stealth
12% increased rogue damage
8% increased rogue critical strike chance
10% increased movement speed
Set Bonus: Create a miniature sandstorm at your location by double-tapping [down]. While in the sandstorm, you generate stealth faster and attract less aggro.
Set Effect: Creates sand particles while moving.
Crafted @ Loom: 30x Cobalt Bar or Palladium Bar + 15x Ancient Cloth

Champion’s Armor
45 Defense
+55 Max Stealth
18% increased melee and rogue damage
12% increased melee and rogue critical strike chance
12% increased melee speed
8% increased movement speed
Set Bonus: 12% increased movement speed (20% total), 20% increased projectile velocity
Crafted @ Hardmode Forge: 45x Adamantite Bar or Titanium Bar + 30x Bronze Fragments

Hallowed Shroud
8 Defense
+70 Max Stealth
8% increased rogue defense and critical strike chance
16% increased movement speed
Crafted @ Hardmode Forge: 12x Hallowed Bar

Trickster Armor
47 Defense
+80 Max Stealth
23% increased rogue damage
19% increased rogue critical strike chance
25% increased movement speed
Set Bonus: Double-tap [Down] to create an illusory doppelgänger at your location. Your doppelgänger doesn't move or attack, but does draw enemy aggro. Enemies targeting your doppelgänger take 25% increased damage from your rogue weapons. This effect has a cooldown.
“What can I say? I’m a mischievous scamp.”
Crafted @ Hardmode Forge: 54x Chlorophyte Bar + 12x Unicorn Horn + 15x Crystal Shard


Shadowed Sun Armor
52 Defense
+90 Max Stealth
30% increased rogue damage
21% increased rogue critical strike chance
30% increased movement speed
Set Bonus: 15% increased stealth generation, Dealing rogue damage sometimes creates shadow motes which increase your stealth when collected.
Crafted @ Loom: 60x Eclipsed Textile

Event Horizon Armor
66 Defense
+100 Max Stealth
33% increased rogue damage
24% increased rogue critical strike chance
35% increased movement speed
Set Bonus: Grants the ability to dash. This dash allows you to move through enemies. Enemies you pass through take a small amount of rogue damage and increase your stealth by a lot. Enemies are less likely to target you.
Set Effect: Slightly warps visuals around the player.
Crafted @ Ancient Manipulator: 45x Black Hole Fragment + 36x Luminite Bar

Rogue Weapons
Rogue weapons are divided into the following categories:
Bombs, which have a short throwing range and explode
Boomerangs, which fly a medium distance before returning
Daggers, which have a medium throw distance
Javelins, which have a long throw distance
Caltrops, which have a short throw distance but linger on the ground for a while.
Most Rogue weapons aren't consumable, unless otherwise specified.

Bombs
Boomer

Similar to Bombs, but doesn't destroy tiles.
“You're okay, Boomer.”
15 Damage
25 Use Time
4% Crit Chance
Crafted @ Workbench: 15x Bomb?

Hellfire Bomb
Explodes on contact, and inflicts On Fire!
20 Damage
20 Use Time
4% Crit Chance
Crafted @ Anvil: 10x Hellstone + Boomer

Bouncin’ Betty
Bounces three times, exploding on each bounce.
15 Damage
25 Use Time
4% Crit Chance
Crafted @ Solidifier: Boomer + 10x Pink Gel

Fire Water
Deals weak contact damage. Creates lingering fire on the ground, and inflicts Frostburn.
“Once used to hunt vampires.”
30 Damage
20 Use Time
4% Crit Chance
Source: Found in Dungeon Chests
Author's Note: The suggested tooltip above appears on multiple weapons; keep an eye out.
When you see it, just know that it was directly inspired by a sub-weapon from the Castlevania series!


Monkey Barrel
Explodes on contact with enemies, rolls on the ground.
“If it hits ya, it’s gonna hurt!”
50 Damage
25 Use Time
4% Crit Chance
Source: Dropped by the Wall of Flesh
Author's Note: This is one from Calamity, with a few changes. Of course, still inspired by Donkey Kong.


Curse Water
Deals weak contact damage. Explodes into a fiery X, leaves lingering fire on the ground, and inflicts Cursed Inferno.
37 Damage
20 Use Time
4% Crit Chance
Crafted @ Alchemy Table: Fire Water + 20x Cursed Flame + 15x Soul of Night

Demon Blood
Deals weak contact damage. Creates lots of lingering fire on the ground, and inflicts Ichor.
30 Damage
15 Use Time
4% Crit Chance
Crafted @ Alchemy Table: Fire Water + 20x Ichor + 15x Soul of Night

The Irradiator
Explodes on contact and creates a lingering area which deals damage over time and inflicts Irradiated.
70 Damage
20 Use Time
4% Crit Chance
Crafted @ Hardmode Anvil: 12x Hallowed Bar + Barrel + 20x Soul of Fright

Ornamentation
Ornament themed bomb. Explodes on contact and releases four mini-ornament bombs that also explode on contact. Mini-ornament bombs deal 50% of the weapon’s listed damage.
60 Damage
15 Use Time
4% Crit Chance
Source: Dropped by Everscream

Dyson Sphere
Unaffected by gravity. Creates a gravity well that pulls in enemies for a bit before imploding.
“Won’t you come?”
95 Damage
20 Use Time
4% Crit Chance
Crafted @ Ancient Manipulator: 18x Black Hole Fragments
Author's Note: Explaining the joke:
"Dyson Sphere" in this case is a joke (and pseudo-reference to YouTuber GrayStillPlays) about Black Holes being like cosmic vaccums, and Dyson being a popular brand of vacuum cleaner. It is not a reference to the hypothetical megastructure.

Boomerangs
Enchanted Hatchet

Tosses an enchanted hatchet which returns after being thrown.
20 Damage
23 Use Time
4% Crit Chance
Crafted @ Workbench: Iron or Lead Hatchet + Fallen Star
Source: Found in Golden Chests
Author's Note: I believe this one's also from Calamity.


Cross-erang
Throws a cross at your enemies. Travels farther than normal boomerangs and pierces.
“Once used to hunt vampires.”
23 Damage
20 Use Time
4% Crit Chance
Crafted @ Anvil: 5x Gold Bar or Platinum Bar + 5x Demonite Bar or Crimtane Bar + 10x Purification Powder

Jersey’s Devilrang
Throws a bat-demon-shaped boomerang. Inflicts Shadowflame on hits.
“Because I’m a bat, man.”
36 Damage
22 Use Time
4% Crit Chance
Source: Found in Shadow Chests

Tranquility
Throws two boomerangs in opposite directions that fly in a large circle around you.
42 Damage
15 Use Time
4% Crit Chance
Crafted @ Hardmode Anvil: Enchanted Boomerang + Light Shard + Dark Shard
Author's Note: Inspired by Calamity's Equanimity in appearance and recipe only.


Divine Cross
Throws a divine cross at your enemies. Travels farther than normal boomerangs and pierces. Two mini-crosses orbit the main cross as it travels.
75 Damage
18 Use Time
4% Crit Chance
Crafted @ Hardmode Anvil: Cross-erang + 12x Hallowed Bar + 20x Soul of Light

Cyclone
Throws a sharkron boomerang which fires mini-sharkrons as it travels.
60 Damage
16 Use Time
4% Crit Chance
Source: Dropped by Duke Fishron

Singularity
Throws a slow-moving, infinitely piercing boomerang. Creates an orbiting fragment on each hit, up to 4 fragments. Fragments deal 25% of the weapon’s base damage.
100 Damage
25 Use Time
4% Crit Chance
Crafted @ Ancient Manipulator: 18x Black Hole Fragment

Gale Force One
Throws a fast-moving boomerang which launches whirlwinds horizontally as it travels.
“Once used by a heroic werewolf.”
167 Damage
16 Use Time
4% Crit Chance
Source: Dropped by the Moon Lord

Daggers
Iron Hatchet

Sturdy, iron axe, great for throwing.
8 Damage
15 Use Time
4% Crit Chance
Crafted @ Anvil: 7x Iron Bar + 3x Wood

Lead Hatchet
Sturdy, lead axe, great for throwing.
9 Damage
15 Use Time
4% Crit Chance
Crafted @ Anvil: 7x Lead Bar + 3x Wood

Feather Knives
Throws a spread of feathers. Occasionally summons additional feathers from the sky.
14 Damage
13 Use Time
4% Crit Chance
Crafted @ Skymill: 10x Sunplate + 25x Feather

Gold Tracer
Gilded blade, balanced for throwing.
“May the Lord guide thee.”
10 Damage
14 Use Time
4% Crit Chance
Crafted @ Anvil: 8x Gold Bar

Platinum Tracer
Strong metal blade, balanced for throwing.
“Replica of a weapon once wielded by an ancient Lord’s personal assassin.”
11 Damage
14 Use Time
4% Crit Chance
Crafted @ Anvil: 8x Platinum Bar

Enchanted Dagger
Thrown dagger empowered by magic. Flies in a straight line. May throw up to two additional knives with each use.
“Once used to hunt vampires.”
12 Damage
15 Use Time
4% Crit Chance
Crafted @ Anvil: 100x Throwing Knife + Fallen Star

Crystal Kunai
Consumable
Thrown dagger made of crystals. Shatters on impact.
40 Damage
12 Use Time
6% Crit Chance
15x Crafted @ Workbench: Crystal Shard

Shiver Lining
Thrown shuriken made of hardened ice. Inflicts Frostbite on hit. Unaffected by gravity and drops icicles below it as it travels.
30 Damage
15 Use Time
4% Crit Chance
Crafted @ Hardmode Anvil: Frost Core + 100x Shuriken + 10x Mythril Bar or Orichalcum Bar

The Viper
Throws two, fast-flying daggers in a slight V shape, which inflict Acid Venom on hits.
40 Damage
12 Use Time
4% Crit Chance
Source: Dropped by Plantera

Jack’s Fransica
Thrown axe imbued with malevolent energy. Projectiles glow and seek out enemies.
55 Damage
10 Use Time
4% Crit Chance
Source: Dropped by Pumpking

Heavy Throwing Axe
Heavy, rusted throwing axe. Has a sharper falling trajectory. Increases damage based on travel distance.
“Once used to hunt vampires.”
75 Damage
15 Use Time
4% Crit Chance
Source: Armored Bones

World-Cutter
Thrown dagger that travels in a straight line. Creates a ring of ten daggers around the hit enemy that travel toward it.
“MUDA MUDA MUDA”
16 Damage
25 Use Time
4% Crit Chance
Source: Dropped by Moon Lord

Javelins
Hunting Stick

Comes in additional flavors based on wood type?
6 Damage
24 Use Time
4% Crit Chance
Crafted @ Workbench: 8x Wood

Copper Javelin
Has shorter than average range.
8 Damage
24 Use Time
4% Crit Chance
Crafted @ Anvil: 8x Copper + 3x Wood

Tin Javelin
9 Damage
24 Use Time
4% Crit Chance
Crafted @ Anvil: 8x Tin + 3x Wood

Malintent
Demonite javelin. Travels farther and faster than average, but doesn’t pierce.
“Ralphie, hurry! Fly far, fly fast!”
15 Damage
24 Use Time
4% Crit Chance
Crafted @ Anvil: 10x Demonite

Malpractice
Crimtane javelin. Stronger than average and pierces more, but travels slower.
18 Damage
24 Use Time
4% Crit Chance
Crafted @ Anvil: 10x Crimtane

Champion’s Spear
Stronger, non-consumable Javelin. Travels faster and pierces more?
45 Damage
24 Use Time
4% Crit Chance
Crafted @ Hardmode Anvil: 100x Javelin + 10x Bronze Fragments + 15x Soul of Night

Rainbolt
Rainbow Javelin. Travels quickly in a straight line and pierces infinitely. Creates a lingering rainbow trail which continues to do damage.
70 Damage
24 Use Time
4% Crit Chance
Source: Dropped by the Empress of Light

Probinator
Fires a fast-moving javelin which sticks on contact, dealing damage over time and inflicting Electrified.
80 Damage
24 Use Time
4% Crit Chance
Source: Dropped by Martian Saucer

Caltrops
Caltrop

Consumable
Hurts anything that steps on it. Acts as a weaker version of the spiky ball.
8 Damage
15 Use Time
4% Crit Chance
30x Crafted @ Anvil: Iron Bar or Lead Bar

Thorn Ball
Poisons and shoots thorns when stepped on.
Can only hit one enemy(?), but produces three thorns that deal the weapon’s listed damage on hit.
12 Damage
15 Use Time
4% Crit Chance
Crafted @ Workbench: 4x Stinger + 7x Jungle Spore + 5x Vine

Darkfire Caltrop
Non-Consumable Caltrop
Works like the Spiky Ball. Inflicts Shadowflame.
30 Damage
15 Use Time
7% Crit Chance
Source: Dropped by Goblin Warlock

Sentinel Sphere
Creates gravity ignoring spiked spheres.
50 Damage
15 Use TIme
4% Crit Chance
Source: Dropped by Deadly Sphere

Rogue Accessories
Sneaky Sunglasses
+5 maximum stealth
Taking damage consumes 10% less stealth
“So I can, So I can”
Source: Found in golden chests


Trick Glove
Consumable rogue weapons gain a 10% chance not to be consumed.
Source: Found in wooden chests and sold by Skeleton Merchant

Padded Boots
+10 maximum stealth
5% increased stealth generation
Crafted @ Loom: 10x Silk + 5x Flinx Fur

Swift Feather
Increases rogue weapon velocity
Source: Found in Skyware chests

Elven Boots
Allows the wearer to run super fast
+10 maximum stealth
Increases stealth generation by 5%, even moreso while running (+5%)
Crafted @ Tinkerer's Workshop: Hermes Boots + Padded Boots

Projector Rail
Slightly increases rogue weapon velocity
Increases rogue weapon piercing and grants rogue weapons armor penetration
Crafted @ Anvil: 10x Iron Bar or Lead Bar + 15x Wire

Serrated Blade
Gives rogue weapons a chance to inflict Bleeding
Source: Rare drop from Blood Zombies and Dripplers

Serrated Projector
Slightly increases rogue weapon velocity
Increases rogue weapon piercing and grants rogue weapons armor penetration
Gives rogue weapons a chance to inflict Bleeding
Crafted @ Tinkerer's Workshop: Projector Rail + Serrated Blade

Rogue Emblem
15% increased rogue damage
Source: Dropped by the Wall of Flesh

Golden Touch
Gives rogue weapons a chance to inflict Midas
Source: Rarely dropped by Pirates

Trick Mirror
Grants a 10% chance to duplicate rogue weapons
Crafted @ Hellforge: 10x Glass + 8x Soul of Light + 8x Soul of Night

Bag of Tricks
Grants a 15% chance to duplicate rogue weapons and for consumable rogue weapons not to be consumed.
Crafted @ Tinkerer’s Workshop: Trick Glove + Trick Mirror

Smoke Bomb
Grants a brief period of invisibility when damaged
Taking damage consumes 5% less stealth
Source: Dropped by Wraiths

Bronze Idol
Increases rouge weapon velocity
Increases rouge weapon damage based on velocity
Crafted @ Hardmode Forge: 12x Bronze Fragments

Curse-Sharpened Blade
Gives rogue weapons a chance to inflict Bleeding and Cursed Inferno
Rogue weapon hits increas your movement speed
Crafted @ Hardmode Anvil: Serrated Blade + 12x Cursed Flame + 5x Demonite Bar

Blood-Sharpened Blade
Gives rogue weapons a chance to inflict Bleeding and Ichor
Rogue weapon hits increase your health regeneration
Crafted @ Hardmode Anvil: Serrated Blade + 12x Ichor + 5x Crimtane Bar

Hallowed Idol
Greatly increases rogue weapon velocity
Increases rogue weapon damage based on velocity
Crafted @ Hardmode Anvil: Swift Feather + Bronze Idol + 8x Hallowed Bar

Ninja Shroud
+15 maximum stealth
12% increased rogue damage
Taking damage consumes 20% less stealth
Crafted @ Tinkerer's Workshop: Avenger Emblem + Sneaky Sunglasses

Rotten Talisman/Assassin’s Boots
+10 maximum stealth
8% increased rogue damage and critical strike chance
Increases stealth generation by 10% while stationary
Enemies are less likely to target you
Crafted @ Tinkerer's Workshop: Padded Boots + Putrid Scent

Bloody Talisman/Raider’s Boots
+10 maximum stealth
+8 defense
Increases movement speed and stealth generation while moving (10%)
Enemies are more likely to target you
Crafted @ Tinkerer's Workshop: Padded Boots + Flesh Knuckles

Elven Gear
Allows the ability to dash, climb walls, and run quickly
Gives a chance to dodge attacks
+15 maximum stealth
Increases stealth generation by 10%, even moreso while running (+5%). Dodging attacks generates stealth and increases critical strike chance.
Crafted @ Tinkerer's Workshop: Elven Boots + Master Ninja Gear

Buffs and Debuffs
Ninja Stealth
Buff
Grants Invisiblity and gives a chance to dodge attacks (5%).
Source: Ninja Potion

Sneaky
Buff
Increases maximum stealth (+10) and slightly increases stealth generation (+5%).
Source: Decoy Log

Elven Evasion
Buff
Increases critical strike chance by 7%?
Source: Elven Gear.

Irradiated
Debuff
“You're suffering from radiation poisoning!”
Affected entity takes damage over time and has reduced stats.
Source: The Irradiator

Miscellaneous
Ninja Potion
Consumable
Makes you invisible and gives you a chance to dodge attacks.
Crafted @ Alchemy Table: Potion of Invisibility + Shadow Fish + Deathweed

Veiled Scale
Consumable
Permanently increases stealth generation rate.
Source: Shimmer a Shadow Fish
Author's Note: This one was... sorta tacked on, so take it or leave it. It's not remotely necessary.


Decoy Log
Furniture
Grants the Sneaky buff when interacted with.
Crafted @ Sawmill: 15x Wood + 5x Silk

Bronze Fragments
Crafting Material
Broken pieces of an ancient civilization’s weapons and armor
Source: Dropped by Hoplites in Hardmode

Eclipsed Textiles
Crafting Material
Finely woven textiles imbued with the essence of the dark sun.
Source: Dropped by Eclipse enemies after Plantera has been defeated

Shadow Fish
Crafting Material
“It's really hard to see, even in your hand.”
Source: Fishing at night or in the dungeon in Hardmode.

Black Hole Fragments
Crafting Material
“It seems to absorb nearby energy.”
2x Crafted @ Ancient Manipulator: Solar Fragment + Vortex Fragment
Source: Dropped by the Solar and Vortex Pillars

Vanilla Changes
Boomerangs
Boomerangs are changed to deal Rogue damage.

Consumable Ranged Weapons
Consumable Ranged Weapons are changed to deal Rogue damage, becoming Consumable Rogue Weapons

Shadowflame Knife, Scourge of the Corruptor, Vampire Knives
Listed weapons now benefit from both Melee and Rogue weapon bonuses*.
Their damage type is Melee by default, but changes to Rogue if the player's Rogue benefits are higher than their Melee benefits.
Author's Note: I have no idea if this is feasible, so this is skippable if it isn't.

Invisibility
Now also increases stealth generation by 10%.
 
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Cool idea, but this is basically calamity lol (I don't know much about the mod, so correct me if I'm wrong).
 
Cool idea, but this is basically calamity lol (I don't know much about the mod, so correct me if I'm wrong).
Sort of. I borrowed some stuff but my Stealth mechanic works differently.

The same cannot be said for my Cleric and Bard, but those are different posts entirely.
 
Sort of. I borrowed some stuff but my Stealth mechanic works differently.

The same cannot be said for my Cleric and Bard, but those are different posts entirely.
Alright, thanks for the clarification:)
 
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