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Knight Online Rogue skills: archer or assassin, where do 146 points go?

2026-09-13 6 min read
Short answer

Rogue has three main trees: Archery (22 skills), Assassination (15) and Scouting (13); the top skill of all three is at 80 points. At level 83 you have 146 points, so you can open one tree to the end and carry the second to 60, or take both to 70. Archery hits nonstop with no-cooldown arrows at 250-350% damage, Assassination works with single hits at 400-600% that wait 10-60 seconds. Hide in Scouting needs 0 points — invisibility comes free.

Archer and assassin are two faces of the same class

Rogue is one class but carries two separate play styles. The Archery tree hits from range with a bow, the Assassination tree up close with daggers. The third tree, Scouting, is the shared support of both: invisibility, escape, defense and healing.

The point rule is the same as the other classes. After level 10 you get 2 points per level, at level 83 you have 146, and the points you put in a tree can't exceed your character level. So the 80-point Power Shot opens at level 80 at the earliest.

The top skill of all three main trees is at 80 points. Opening two to the end at once needs 160 points; you have 146. So the decision isn't "which one" but "which one all the way, which one halfway".

Rogue's six trees

Tree Skills Highest threshold What it gives
Base 9 50 points First arrow and blade skills, Strength Of Wolf
Archery 22 80 points Ranged damage, from 100% to 800%
Assassination 15 80 points Melee bursts, Stealth, life drain
Scouting 13 80 points Hide, escape, defense buffs, healing
Extra 7 23 points Magic Shield, Eskrima and passives
Master 3 1 point Weapon master buffs, 1 point each

69 skills in total. The comparison of all classes is on the unlocking skills page.

Two trees, two different damage logics

Archery: a rain of arrows with no cooldown

The Archery tree's strength isn't in a single hit but in firing back to back. Perfect Shot at 25 points gives 200% damage with no cooldown, Arc Shot at 40 gives 250%, Shadow Hunter at 60 gives 300%, Dark Pursuer at 70 gives 350% — all four have a cooldown of zero.

The long-cooldown skills are a separate category: Counter Strike at 52 points does 400% damage but waits 60 seconds, Blinding Strafe at 75 likewise 400% and 60 seconds. Power Shot at the top of the tree is the highest percentage in the game: 800% damage at 80 points, 400 MP, 60-second cooldown.

So the archer's rotation is clear: no-cooldown arrows keep flowing, the 60-second big hits go in between. Ice Shot and Lighting Shot at 62 and 66 points give 300% damage with a 6-second cooldown; both have 80 accuracy.

Assassination: one hit, long wait

In the Assassination tree the percentages are higher but all of them have a cooldown. Thrust at 35 points gives 400% damage and waits 10.2 seconds; Spike at 55 gives 600% damage, 11.2-second cooldown; Blinding at 72 gives 500% damage, 60-second cooldown.

Critical Point at the top of the tree isn't a damage skill: at 80 points it raises attack to 200% for 10 seconds, 60-second cooldown. That's what assassins call the "combo" — Critical Point goes on, Spike and Blinding go in back to back.

The tree also has two life-drain skills: Blood Drain at 10 points takes 5% of the target's HP, Vampiric Touch at 50 takes 10%, both wait 60 seconds. Stealth at 45 points is separate from Hide in Scouting, a stronger invisibility: it needs 270 MP and a 3-second cast.

Scouting: free Hide and three-tier defense

The first skill of the Scouting tree is Hide and its point threshold is zero. So everyone playing Rogue has invisibility without spending a single point. Cat's Eyes at 15 points and Lupine Eyes at 35 let you see the invisible.

The defense side comes in three tiers and all follow the same pattern: an AC boost for 15 seconds, in return attack drops to 10%. Evade at 10 points gives 200 AC, Safety at 30 gives 400 AC, Scaled Skin at 60 gives 800 AC. You turn them on when fleeing, off when hitting.

Light Feet at 25 points doubles run speed for 10 seconds; Minor Healing at 5 points heals 60. Smoke Screen at 80 points is a 3-second effect with a 180-second cooldown.

Top skills: how many points, earliest level

Points Earliest level Archery Assassination Scouting
60 60 Shadow Hunter · 300% Scaled Skin · 800 AC
62-63 62-63 Ice Shot · 300% Throwing Knife · 300%
66 66 Lighting Shot · 300%
70 70 Dark Pursuer · 350% Bloody Beast Wild Advent
72 72 Blow Arrow · 200% Blinding · 500%
75 75 Blinding Strafe · 400% Beast Hiding · 300% Concentration
80 80 Power Shot · 800% Critical Point · attack 200% Smoke Screen

Archery has seven separate thresholds between 60 and 80 (60, 62, 66, 70, 72, 75, 80); Assassination has five. That's why leaving Archery at 70 loses more skills than leaving Assassination at 70.

How far do 146 points go?

The workable splits are 80 + 60 and 70 + 70; 6 points are left over in both. If you think of Scouting as the third tree the math changes, because Scouting's most useful skills are at low thresholds: Hide 0, Evade 10, Light Feet 25, Safety 30 points.

So putting 30 points into Scouting gives Hide, Evade, Cat's Eyes, Light Feet and Safety all at once. Taking those 30 points off the main tree gives an 80 + 30 + 30 split: one tree to the end, the basic package from Scouting, and the remaining 30 doesn't reach the second tree's Thrust (35) but does reach its Perfect Shot (25).

Don't skip Strength Of Wolf in the Base tree either: at 30 points it raises attack to 120% for 120 seconds. Magic Shield in the Extra tree raises fire, ice, lightning and magic resistance by 120 for 30 seconds for 2 points — the cheapest insurance against mages.

Fixing a wrong split costs 79.5 million coins at level 83; reset fees rise with level. Building the split first in the skill planner is free.

Common mistakes when spending Rogue skill points

  • Trying to take both Archery and Assassination to 80. It needs 160 points, you have 146.
  • Setting points aside for Hide. It's the first skill of the Scouting tree and its threshold is zero; it comes without spending points.
  • Skipping the cooldowns. Spike gives 600% but once every 11 seconds; Power Shot 800% but once a minute.
  • Keeping Evade and Safety on while hitting. They give 200-800 AC but drop attack to 10%; they're escape skills, not fighting skills.
  • Forgetting Magic Shield. 2 points, 120 to four resistances; the cheapest and most useful skill in the Extra tree.
  • Skipping Strength Of Wolf. 30 points in the Base tree, attack 120% for 120 seconds.
  • Leaving the Master tree empty. Three skills for 3 points in total; Determination makes attack 130%.
The point thresholds, damage percentages, MP costs and cooldowns here were taken from the game client's own skill data. All 69 Rogue skills are listed one by one in the [skill guide](/en/skill-guide); to try out a split use the [skill planner](/en/skill-planner).

Frequently asked

69 skills that cost points: Base 9, Archery 22, Assassination 15, Scouting 13, Extra 7, Master 3. The top skill of Archery, Assassination and Scouting needs 80 points.

In a single hit, the assassin: Spike gives 600%, Blinding 500%, Thrust 400%, but all of them wait 10-60 seconds. In sustained hitting, the archer: Arc Shot 250%, Shadow Hunter 300% and Dark Pursuer 350% have zero cooldown. The highest percentage in the game is the archer's 80-point Power Shot, 800% — once every 60 seconds.

At 70 points one skill opens in each of the three trees: Dark Pursuer in Archery (350%, no cooldown), Bloody Beast in Assassination, Wild Advent in Scouting. Because Archery has seven separate thresholds between 60 and 80, stopping at 70 leaves more skills behind there.

Zero. Hide is the first skill of the Scouting tree and its threshold is 0 points; every Rogue has invisibility without spending points. Stealth in the Assassination tree is a separate, stronger invisibility, needing 45 points, 270 MP and a 3-second cast.

It opens at 2 points in the Extra tree. With 200 MP it raises fire, ice, lightning and magic resistance by 120 for 30 seconds, 60-second cooldown. You turn it on when you meet a mage; because its duration is half its cooldown, it's ready for one encounter in two.

Critical Point at 80 points raises attack to 200% for 10 seconds. Spike at 55 points (600%) and Blinding at 72 (500%) are fitted into those 10 seconds. Because Critical Point waits 60 seconds, the combo can be done once a minute.

No. Taking two trees to 80 needs 160 points, and at level 83 you have 146. The workable splits are 80 + 60 or 70 + 70; because Scouting's useful skills are below 30 points, 80 + 30 + 30 is common too.

The three skills in the Master tree cost one point each. Determination raises attack to 130% for 30 seconds, Belief makes magic power 130%, Whipping doubles run speed for 1,200 seconds. The one that really matters for Rogue is Determination.