This game looks like a offline mmorpg, a beefier FFXII (looks like FFXII took pointers from these type of games), and since FFXIII went back to restrictive turned based battles this looks like the way to go. Also the story in this is supposed to be better than your usual FF game.
A bit of mage spells.
Now the thing that I care about THIEF!
Rogue Specific TalentsDirty Fighting TreeDirty Fighting
*Activated
*cooldown: 25 seconds
The rogue incapacitates a target, who takes no damage from the attack but is stunned for a short time.
Combat Movement
* Passive
The quick-stepping rogue can more easily outmaneuver opponents, granting a wider flanking angle that makes backstabs easier to achieve.
Coup De Grace
* Passive
When a target is incapacitated, the opportunistic rogue strikes where it hurts the most, inflicting automatic backstabs against stunned or paralyzed targets.
Feign Death
* Sustained
* Range: Personal
* Upkeep: 40
* Fatigue: 5%
* Cooldown: 300s
The rogue collapses at the enemies' feet, causing them to lose interest and seek other targets until the rogue gives up the ruse.
Below the Belt Tree Below the Belt
* Activated
* Range: Personal
* Activation: 25
* Cooldown: 15s
The rogue delivers a swift and unsportsmanlike kick to the target, dealing normal combat damage as well as imposing penalties to defense and movement speed unless the target passes a physical resistance check.
Deadly Strike
* Activated
* Range: Personal
* Cooldown: 15s
The rogue makes a swift strike at a vulnerable area on the target, dealing normal damage but gaining a bonus to armor penetration.
Lethality
* Passive
The rogue has a keen eye for weak spots, and thus gains a bonus to critical chance for all attacks. Additionally, if the rogue's cunning score is greater than strength, sharpness of mind lets the character use the cunning modifier to affect attack damage in place of the strength modifier.
Evasion
* Passive
The rogue gains an almost preternatural ability to sense and avoid danger. This talent grants a one-in-five chance of evading a physical attack, including being stunned or knocked down.
Deft Hands TreeDeft Hands
* Passive
All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills.
Improved Tools
* Upgrade
The rogue has taken to carrying a full set of implements designed to defeat trickier locks and spring traps without harm. These tools add a further bonus when lockpicking or disarming traps, which the character's cunning score also affects.
Mechanical Expertise
* Upgrade
Through practice and research, the rogue has come to possess an encyclopedic knowledge of devices designed to prevent entry. Knowing the right technique for the job lends the rogue yet another bonus when dealing with locks or traps. The character’s cunning score also contributes to these skills.
Device Mastery
* Upgrade
Practice makes perfect, and only the most intricate locks or elaborate traps give the rogue pause at this level of mastery. A further bonus applies when lockpicking or disarming traps. The character’s cunning score also contributes to these skills.
Stealth TreeStealth
* Sustained
* Range: Personal
* Cooldown: 10s
The rogue has learned to fade from view, although perceptive enemies may not be fooled. Taking any action beyond movement, including engaging in combat or using items, will still attract attention. If the rogue initiates combat while still stealthed, the first strike is an automatic critical hit or backstab.
Stealthy Item Use
* Upgrade
The rogue has learned how to use items while sneaking.
Combat Stealth
* Upgrade
The rogue is stealthy enough to try sneaking during combat, although at a significant penalty.
Master Stealth
* Upgrade
The rogue has mastered the art of stealth, gaining significant bonuses on all stealth checks.
Thief is pimp in this game!
A thief can branch off into optional specializations. Here they are.
http://dragonage.wikia.com/wiki/SpecializationsRogue Specializations Assassins are trained killers who focus on poisons and also have an increased chance to critically hit and inflict more damage with each backstab.
Bards use their training in the arts, to become deadly spies.
Duelists are skilled fighters with impressive reflexes.
Rangers have a strong bond with nature and are often used as scouts or militia.
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The specializations for Warrior and Mage. Specialization is optional like the advanced jobs in FFXI
Warrior Specializations Berserkers are fierce warriors who harness their inner rage to gain strength and health at a cost to finesse fighting.
Champions are warriors who are confident and skilled at leadership.
Reavers are terrifing fighters who devour the souls of their enemies.
Templars are a militaristic branch of the Chantry charged with policing mages. Because of this, they possess talents designed to withstand and dispel magic.
Mage SpecializationsArcane Warriors are mages who have channeled magic into their bodies, making them effective fighters.
Blood Mages pursue a darker path of magic that is fueled by blood.
Shapeshifters are mages who have learned to alter the form of their bodies.
Spirit Healers draw on the help of the benevolent spirits of the fade to focus on healing their allies.