Beginner's guide to playing a rogue: Difference between revisions

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*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s.
*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s.
*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures.
*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures.
*[[Two-Handed Weapons]] - Higher [[Raw damage]], slower attacks, more [[Damage weighting]]hits.
*[[Two-Handed Weapons]] - Higher [[Raw damage]], slower attacks, more [[Damage weighting]] hits.
*[[Ranged Weapons]] - Lower [[Raw damage]], faster attacks, more [[Critical weighting]] hits.
*[[Ranged Weapons]] - Lower [[Raw damage]], faster attacks, more [[Critical weighting]] hits.
Allocate any left over points into either [[Combat Maneuvers]] or [[Trading]].
Allocate any left over points into either [[Combat Maneuvers]] or [[Trading]].
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*[[Combat Maneuver]] - [[Combat Maneuvers]] x2, [[Multi-Opponent Combat]] x1
*[[Combat Maneuver]] - [[Combat Maneuvers]] x2, [[Multi-Opponent Combat]] x1
*[[Picking Locks]] - [[Picking Locks]] x3 or x2, [[Disarming Traps]] x3 or x2, and [[Arcane Symbols]] x1.
*[[Picking Locks]] - [[Picking Locks]] x3 or x2, [[Disarming Traps]] x3 or x2, and [[Arcane Symbols]] x1.
*Spell Defense, [[Spiritual]] - [[Harness Power]] x1, [[Minor Spiritual Spell Research]] x1.
*Spell Defense, [[Spiritual]] - [[Harness Power]] x1, [[Minor Spiritual]] Spell Research x1.
*Spell Defense, [[Elemental]] - [[Harness Power]] x1, [[Minor Elemental Spell Research]] x1.
*Spell Defense, [[Elemental]] - [[Harness Power]] x1, [[Minor Elemental]] Spell Research x1.
Take from [[Combat Maneuvers]] or [[Trading]] if needed.
Take from [[Combat Maneuvers]] or [[Trading]] if needed.
Each level thereafter, increase all of your skills accordingly.
Each level thereafter, increase all of your skills accordingly.

Revision as of 23:16, 7 February 2015

You've just decided you want to be a rogue. This is guide is straightforward and designed to help New AND Experienced players start with strong stats and how to round out the skills you want as you train.

First I will explain the simplified version for the New players. Once we've reviewed the races, stats, and skills, I will explain a more detailed version in the same format.

Race

The races that work best with the rogue class, in order, will be Elf, Halfling, Gnome, Half-elf, Human, and Aelotoi. Why are these the best for rogues? The other classes are slower or more mystical than useful. Why in this order? Dexterity, Agility, and Strength are most important with the first few levels or a rogues adventure.

It may still be difficult to choose, and you may find yourself asking, "OK, but which one is best for me?" Try to imagine what you want your rogue to be able to do. I focus on 2 main ideas, Melee or Ranged and Combat Maneuver or Trading.

If you want to focus more on:

Now you should imagine how you can adapt to your chosen race and become more comfortable with what to say out loud to a roomful of experienced players. Now is a good time to read both pages of Official Elanthian History

For more helpful lore visit Tomes of Elanthia.

OK, now you've decided your race and how you are going to adapt your character to the world, what's important next? Stats!

Stats

I'm going to show you my preferred stats, why its important to know about this, and ways to get the most from it. This guide starts characters with these as your stats:

The first four stats focus on Physical Training points. The last four stats focus on Mental Training points. This setup will give you the highest amount of Training points for your skills and give you the most power to start your adventure strong. Some might wonder "How?", it's simple: Every 10 points in prime requisites, for a rogue would be Dexterity and Agility, will give you +1 to either physical OR mental Training points. Every 40 points in Aura and Discipline gives you +1 to physical AND mental Training points. Lastly, every 20 points in all other stats gives you +1 to physical OR mental Training points. The most Training points you can start with is 93, split between physical and mental in someway.

Later, when you've reached your 5th level in training, I suggest to go to the local Innkeeper and CHECK IN to adjust your stats to something you prefer. If you don't know what to adjust, then remove 10 points from Strength, Agility, and Dexterity, and put them in one of the following stat sets:

This is a great trick because it will allow your character to gain Strength, Dexterity, and Agility until it is maxed out at 100 again.

I do suggest to do it once again at level 10 to stay at your strongest and get a little extra from what you're already the best at.

So you've chosen your race and allocated your stats to have the max attack strength, max defense strength, and max training points. What's next? Skills!

Skills

Same as before, I'm going to show you my preferred starting skills, and why you should follow this first before adjusting them to what you want. Max out each of these skills at the beginning of each level until level 5:

  • Armor Use - To wear heavier armor and help keep damage to a minimum.
  • Physical Fitness - for more health and help keep damage at a minimum.
  • Dodging - To avoid damage all together.
  • Perception - Helps with defense and with attacking from a hidden location.
  • Two Weapon Combat - For those dual wielding.

Now max out ONE of the following:

Allocate any left over points into either Combat Maneuvers or Trading.

Once you've reached your 5th level in training, put 12 points in Ambush and 18 points in Stalking and Hiding. Take from Combat Maneuvers or Trading if needed. For levels 6-9 add the following ranks into each skill you are using:

Put any extra Training points into Combat Maneuvers or Trading, if any remain.

Now that you've reached your 10th level, add ranks to each skill PER LEVEL such as:

Take from Combat Maneuvers or Trading if needed. Each level thereafter, increase all of your skills accordingly. Refrain from changing skills once your 30 day migration period ends, or you will experience a slow and more realistic skill transfer.

See Also

Other Resources

References