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

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You are looking at this page because when you think about a rogue you think about speed, precision, deft hand-eye coordination, while dealing raw physical damage while staying securely hidden in shadows
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 [[skill]]s you want as you train.


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


It may still be difficult to choose, and you may find yourself asking, "OK, but which one is best for me?"
It may still be difficult to choose, and you may find yourself asking, "OK, but which one is best for me?"
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*[[Armor Use]] - To wear heavier armor and help keep damage to a minimum.
*[[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.
*[[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.
*[[Perception]] - Helps with defense and with attacking from a hidden location.
*[[Two Weapon Combat]] - For those dual wielding.
*Optional:[[Two Weapon Combat]] - For those dual wielding.
Now max out ONE of the following:
Max out ONE defense type:
*[[Shield Use]] - Negatively impacts [[Dodging]]. Can completely [[block]] physical damage, can be upgraded to [[block]] [[bolt]] damage and increase [[Defense strength]]. Great for the less agile of [[race]]s. Can be used with [[Edged Weapons]]. Can be used to attack with during combat using a [[combat maneuver]] called [[Shield Bash]]. Use command [[cman]] sbash (target) in game.
*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s.
*[[Dodging]] - Able to [[dodge]] physical, or [[bolt]] damage completely. Good defense taken advantage by the quickest of [[race]]s. Able to provide [[defense strength]] while freeing both hands for [[Two-Handed Weapons]], [[Two Weapon Combat]], Or [[Ranged Weapons]].
*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures.
Finally, max out ONE attack type:
*[[Two-Handed Weapons]] - Higher [[Raw damage]], slower attacks, more [[Damage weighting]] hits.
*[[Ranged Weapons]] - Lower [[Raw damage]], faster attacks, more [[Critical weighting]] hits.
*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s, usable with [[Two Weapon Combat]] or [[Shield Use]].
*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures, usable with [[Two Weapon Combat]] or [[Shield Use]].
*[[Two-Handed Weapons]] - Higher [[Raw damage]]. Slow attacks. Higher chance for [[Damage weighting]] hits.
*[[Ranged Weapons]] - Lower [[Raw damage]]. Fast attacks. Higher chance for [[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]].


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.
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:
For each level until 10 add the following ranks into each [[skill]] you are using:
*[[Armor Use]] x2
*[[Armor Use]] x2
*[[Shield Use]] x2
*[[Shield Use]] x2
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*[[Stalking and Hiding]] x3
*[[Stalking and Hiding]] x3
*[[Perception]] x3
*[[Perception]] x3
Put any extra [[Training point]]s into [[Combat Maneuvers]] or [[Trading]], if any remain.
Put any extra [[Training point]]s into [[Combat Maneuvers]], [[Trading]], if any remain.


Now that you've reached your 10th level, add ranks to each [[skill]] PER LEVEL such as:
Now that you've reached your 10th level, add ranks to each [[skill]] PER LEVEL such as:
*[[Trading]] - [[First Aid]] x2 per level, [[Survival]] x2 per level, [[Trading]] x2 per level.
*[[Trading]] - [[First Aid]] x2 per level and [[Survival]] x2 per level. [[Trading]] x2 per level or Pickpocket x2 per level.
*[[Combat Maneuver]] - [[Combat Maneuvers]] x2, [[Multi-Opponent Combat]] x1
*[[Combat Maneuver]] - [[Combat Maneuvers]] x2 and [[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. - Extra defense against undead or spiritual targets.
*Spell Defense, [[Spiritual]] - [[Harness Power]] x1, [[Minor Spiritual]] Spell Research x1. - Extra defense against [[undead]] or [[spiritual]] creatures.
*Spell Defense, [[Elemental]] - [[Harness Power]] x1, [[Minor Elemental]] Spell Research x1. - Extra defense against living or physical targets
*Spell Defense, [[Elemental]] - [[Harness Power]] x1, [[Minor Elemental]] Spell Research x1. - Extra defense against living or physical [[creature]]s
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.
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*[[Dodging]] +6
*[[Dodging]] +6
*[[Perception]] +6
*[[Perception]] +6
*[[Trading]] +Any remaining points
*[[Trading]] +Any extra points


Modified at level 5:
Modified at level 5:
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*[[Disarming Traps]] +30 or +20
*[[Disarming Traps]] +30 or +20
*[[Arcane Symbols]] +10
*[[Arcane Symbols]] +10
*[[Trading]] +Any extra points.
*[[Trading]] or [[Pickpocketing]] +Any extra points.


==Level 10 Melee Human Rogue +Spell Defense, Elemental Overview==
==Level 10 Melee Human Rogue +Spell Defense, Elemental Overview==


At Level 0.
Base [[Stats]]:
*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100, [[Discipline]]:90
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20

[[Skill]]s:
*[[Armor Use]] +4
*[[Ranged]] Weapons +4
*[[Physical Fitness]] +4
*[[Dodging]] +6
*[[Perception]] +6
*[[Combat Maneuvers]] +Any extra points

At Level 5
Base [[Stats]]:
*[[Strength]]:90, [[Constitution]]:60, [[Dexterity]]:90, [[Agility]]:90, [[Discipline]]:90
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:50, [[Influence]]:20

[[Skill]]s:
*[[Armor Use]] +12
*[[Shield Use]]
*[[Edged Weapons]] +12
*[[Ambush]] +12
*[[Physical Fitness]] +12
*[[Stalking and Hiding]] +18
*[[Perception]] +18
*[[Combat Maneuvers]] +Any extra points

At Level 10.
Base [[Stats]]:
Base [[Stats]]:
*[[Strength]]:80, [[Constitution]]:60, [[Dexterity]]:80, [[Agility]]:80, [[Discipline]]:90
*[[Strength]]:80, [[Constitution]]:60, [[Dexterity]]:80, [[Agility]]:80, [[Discipline]]:90
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*[[Harness Power]] +10
*[[Harness Power]] +10
*[[Minor Elemental]] +10
*[[Minor Elemental]] +10
*[[Combat Maneuver]] +Any extra points.


==See Also==
==See Also==

Revision as of 03:58, 8 February 2015

You are looking at this page because when you think about a rogue you think about speed, precision, deft hand-eye coordination, while dealing raw physical damage while staying securely hidden in shadows

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 of 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.
  • Perception - Helps with defense and with attacking from a hidden location.
  • Optional:Two Weapon Combat - For those dual wielding.

Max out ONE defense type:

Finally, max out ONE attack type:

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 each level until 10 add the following ranks into each skill you are using:

Put any extra Training points into Combat Maneuvers, 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.

Level 0,5, and 10 Ranged Elf Rogue +Picking Locks Overview

At level 0:

Base Stats

Skills

Modified at level 5:

Base Stats

Skills

Modified at level 10:

Base Stats

Skills

Level 10 Melee Human Rogue +Spell Defense, Elemental Overview

At Level 0.

Base Stats:

Skills:

At Level 5

Base Stats:

Skills:

At Level 10.

Base Stats:

Skills:

See Also

Other Resources

References