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
[[Rogue]]s are one of the most versatile [[profession]]s in Gemstone IV. The hallmark of the rogue is speed and precision, dealing physical damage while staying securely hidden in the shadows. Rogues are the main [[locksmith]]s in [[Elanthia]] and have access to the [[rogue guild]].


==Character Creation==
==[[Race]]==
The races that work best with the [[rogue]] class, in order, will be [[Elf]], [[Halfling]], [[Forest gnome|Forest]] and [[Burghal gnome|Burghal]] Gnomes, [[Half-elf]], [[Human]], and [[Aelotoi]].
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 of a [[rogue]]s adventure.


===[[Race]]===
It may still be difficult to choose, and you may find yourself asking, "OK, but which one is best for me?"
The races that work best with the rogue profession, in order, will be [[Elf]], [[Halfling]], [[Forest gnome|Forest]] and [[Burghal gnome|Burghal]] Gnomes, [[Half-elf]], [[Human]], and [[Aelotoi]]. These races have bonuses in [[Dexterity]], [[Agility]], and [[Strength]], key rogue [[statistics]].
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]].


It may still be difficult to choose a race, 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. If you want to focus more on:
If you want to focus more on:
*[[Melee]], choose one of the taller classes such as [[Human]] or [[Half-elf]]. Equal [[dexterity]] with [[strength]]
*[[Melee]], choose one of the taller classes such as [[Human]] or [[Half-elf]]. Equal [[dexterity]] with [[strength]]
*[[Ranged]], choose one of the fastest classes such as [[Elf]] or [[Halfling]]. Higher [[dexterity]] than [[strength]].
*[[Ranged]], choose one of the fastest classes such as [[Elf]] or [[Halfling]]. Higher [[dexterity]] than [[strength]].
*[[Combat Maneuver]], Choose one that has more [[strength]] such as [[Human]] for [[Melee]] or [[Elf]] for [[Ranged]].
*[[Combat Maneuver]], choose one that has more [[strength]] such as [[Human]] for [[Melee]] or [[Elf]] for [[Ranged]].
*[[Trading]], Choose one that has more [[dexterity]] such as [[Half-elf]] for [[Melee]] or [[Halfling]] for [[Ranged]].
*[[Trading]], choose one that has more [[dexterity]] such as [[Half-elf]] for [[Melee]] or [[Halfling]] for [[Ranged]].


===[[Statistics]]===
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 [http://www.play.net/gs4/info/tomes/official-elanthian-history.asp#top Official Elanthian History]
For beginning players, the following starting stats are suggested:
*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100
*[[Discipline]]:90, [[Aura]]:70
*[[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20


The first four stats focus on Physical [[training point]]s. The last four stats focus on Mental training points.
For more helpful lore visit [http://www.play.net/gs4/info/tomes/ Tomes of Elanthia.]
This setup will give you the highest amount of training points for your [[skill]]s and give you the most power ([[AS]] and [[DS]]) to start your adventure strong.


As discussed in the [[New Players' Guide]], your stats are fundamental to the game mechanics and will grow with you throughout your career. Stats are capped at 100 so players must balance early power with potential future power. In your first thirty days you have five free opportunities to change your stats, so experiment with relative strengths. 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:
OK, now you've decided your [[race]] and how you are going to adapt your character to the world, what's important next? [[Stats]]!
*Wisdom +30 for those who want add a little magic.
*Influence +20 and Constitution +10 for those focusing on [[combat maneuvers]] or [[melee]].
*Constitution +10, Logic +10, Intuition +10 for those focusing on [[trading]] or [[ranged]].


==[[Stats]]==
==[[Skill]]s==
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]]:
*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100, [[Discipline]]:90
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20
The first four stats focus on Physical [[Training point]]s. The last four [[stats]] focus on Mental [[Training point]]s.
This setup will give you the highest amount of [[Training point]]s for your [[skill]]s 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 point]]s.
Every 40 points in [[Aura]] and [[Discipline]] gives you +1 to physical AND mental [[Training point]]s.
Lastly, every 20 points in all other [[stats]] gives you +1 to physical OR mental [[Training point]]s.
The most [[Training point]]s you can start with is 93, split between physical and mental in someway.


Different skills have different training priorities. '''Core''' skills should be trained in every level, either once (1x) or twice (2x). '''Threshold''' skills are those which provide bonuses at specific thresholds and can be strategically trained in. '''Secondary''' skills provide useful abilities that each player can prioritize as they see fit. The following training plan is the most vanilla version, as rogues are very versatile fighters with a wide range of weapons and tactics available to them.
Later, when you've reached your 10th 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:
*[[Wisdom]] +30. This is preferred for those who want add a little magic.
*[[Influence]] +20 and [[Constitution]] +10. This is preferred for those focusing on [[combat maneuvers]] or [[melee]].
*[[Constitution]] +10, [[Logic]] +10, [[Intuition]] +10. This is preferred for those focusing on [[trading]] or [[ranged]].
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.


===Core===
I do suggest to do it once again, as long as you are within your 30 day migration period, somewhere between level 15-25 to stay at your strongest and get a little extra from what you're already the best at.


One Defensive Skill (2x):
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? [[Skill]]s!

*[[Dodging]] - Able to dodge physical or [[bolt]] damage completely, particularly by the quickest of races. Able to provide [[defense strength]] while freeing both hands for [[Two-Handed Weapons]], [[Two Weapon Combat]], or [[Ranged Weapons]].
*[[Shield Use]] - Can completely [[block]] physical damage and later [[bolt]] damage. Great for the less agile of races. Can be used with [[One Handed Weapons]]. Shields can also be used offensively via a [[combat maneuver]] called [[Shield Bash]].

One Offense Skill (2x):


==[[Skill]]s==
Same as before, I'm going to show you my preferred starting [[skill]]s, and why you should follow this first before adjusting them to what you want.
;Max out each of these [[skill]]s 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
*[[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.
*[[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]].
;Finally, max out ONE attack type
*[[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]].
*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures, usable with [[Two Weapon Combat]] or [[Shield Use]].
*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s, usable with [[Two Weapon Combat]] or [[Shield Use]].
*[[Ranged Weapons]] - Lower [[Raw damage]]. Fast attacks. Higher chance for [[Critical weighting]] hits.
*[[Two-Handed Weapons]] - Higher [[Raw damage]]. Slow attacks. Higher chance for [[Damage weighting]] hits.
*[[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]].


General Skills:
Once you've reached your 10th level in training, put 22 points in [[Ambush]] and 33 points in [[Stalking and Hiding]]. Take from [[Combat Maneuvers]] or [[Trading]] if needed.
For each level until 15 add the following ranks into each [[skill]] you are using:
*[[Armor Use]] x2
*[[Shield Use]] x2
*[[Edged Weapons]] x2
*[[Blunt Weapons]] x2
*[[Two-Handed Weapons]] x2
*[[Ranged]] Weapons x2
*[[Two Weapon Combat]] x2
*[[Ambush]] x2
*[[Physical Fitness]] x2
*[[Dodging]] x3
*[[Stalking and Hiding]] x3
*[[Perception]] x3
Put any extra [[Training point]]s into [[Combat Maneuvers]], [[Trading]], if any remain.


*[[Ambush]] and [[Stalking and Hiding]] (2x) - launch surprise attacks from hiding
Now that you've reached your 15th level, add ranks to each [[skill]] PER LEVEL such as:
*[[Combat Maneuvers]] (1x) - provides access to additional combat abilities that cost [[stamina]]
*[[Trading]] - [[First Aid]] x2 per level and [[Survival]] x2 per level. [[Trading]] x2 per level or [[Pickpocketing]] x2 per level.
*[[Physical Fitness]] (1x) - for more health and to help keep damage at a minimum.
*[[Combat Maneuver]] - [[Combat Maneuvers]] x2 and [[Multi-Opponent Combat]] x1.
*[[Perception]] (2x) - Helps with defense and with attacking from a hidden location.
*[[Picking Locks]] - [[Picking Locks]] x3 or x2, [[Disarming Traps]] x3 or x2, and [[Arcane Symbols]] x1.
*[[Picking Locks]] and [[Disarming Traps]] (2x) - open treasure chests that you and other adventurers find
*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 [[creature]]s
Take from [[Combat Maneuvers]] or [[Trading]] if needed.
Each level thereafter, increase all of your skills accordingly.
Refrain from changing [[skill]]s once your 30 day migration period ends, or you will experience a slow and more realistic [[skill]] transfer.


===Threshold===
==Level 0-20 Ranged Elf Rogue +Picking Locks Overview==
*[[Armor Use]] - To wear heavier armor and help keep damage to a minimum. Eight and thirty ranks are key early thresholds for heavier armor.
*[[Climbing]] and [[Swimming]] - to navigate Elanthia. Some hunting grounds cannot be accessed without these skills, but these areas are generally not for the beginning adventurer.

===Secondary Skills===
*[[Arcane Symbols]] and [[Magic Item Use]] - access spells via scrolls or items.
*[[First Aid]] - tend wounds and skin creatures.
*[[Harness Power]] - provides [[mana]] (particularly useful for some [[society]] abilities).
*[[Pickpocketing]] - steal from your fellow adventurers. Not recommended for the beginning player since they will not have enough skill to be successful against established adventurers.
*[[Spell Research]] - although costly and thus unattainable early in your career, rogues do have access to two [[spell]] circles.
*[[Survival]] - better fight nature's obstacles
*[[Trading]] - earn more money selling your loot

==Example Builds==

===Level 0-20 Ranged Elf Rogue + Picking Locks Overview===


At Level 0:
At Level 0:
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*[[Aura]]:70, [[Logic]]:70, [[Intuition]]:70, [[Wisdom]]:20, [[Influence]]:20
*[[Aura]]:70, [[Logic]]:70, [[Intuition]]:70, [[Wisdom]]:20, [[Influence]]:20


==Level 0-20 Melee Human Rogue +Spell Defense, Elemental Overview==
===Level 0-20 Melee Human Rogue +Spell Defense, Elemental Overview===
At Level 0.
At Level 0.
Base [[Stats]]:
Base [[Stats]]:
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*[[Player Guide Contest]]
*[[Player Guide Contest]]


==Other Resources==
*[http://home.comcast.net/~cabri/rogueguild.htm Midgar's Rogue Guild Erudition]

==References==
*[http://www.play.net/gs4/info/professions/rogues.asp Rogue profession on Play.net]
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue guild on Play.net]
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]
[[Category:Guides]]
[[Category:Guides]]
[[Category:Rogue]]
[[Category:Rogue]]

Revision as of 02:44, 4 March 2015

Rogues are one of the most versatile professions in Gemstone IV. The hallmark of the rogue is speed and precision, dealing physical damage while staying securely hidden in the shadows. Rogues are the main locksmiths in Elanthia and have access to the rogue guild.

Character Creation

Race

The races that work best with the rogue profession, in order, will be Elf, Halfling, Forest and Burghal Gnomes, Half-elf, Human, and Aelotoi. These races have bonuses in Dexterity, Agility, and Strength, key rogue statistics.

It may still be difficult to choose a race, 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. If you want to focus more on:

Statistics

For beginning players, the following starting stats are suggested:

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 (AS and DS) to start your adventure strong.

As discussed in the New Players' Guide, your stats are fundamental to the game mechanics and will grow with you throughout your career. Stats are capped at 100 so players must balance early power with potential future power. In your first thirty days you have five free opportunities to change your stats, so experiment with relative strengths. 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:

  • Wisdom +30 for those who want add a little magic.
  • Influence +20 and Constitution +10 for those focusing on combat maneuvers or melee.
  • Constitution +10, Logic +10, Intuition +10 for those focusing on trading or ranged.

Skills

Different skills have different training priorities. Core skills should be trained in every level, either once (1x) or twice (2x). Threshold skills are those which provide bonuses at specific thresholds and can be strategically trained in. Secondary skills provide useful abilities that each player can prioritize as they see fit. The following training plan is the most vanilla version, as rogues are very versatile fighters with a wide range of weapons and tactics available to them.

Core

One Defensive Skill (2x):

One Offense Skill (2x):

General Skills:

Threshold

  • Armor Use - To wear heavier armor and help keep damage to a minimum. Eight and thirty ranks are key early thresholds for heavier armor.
  • Climbing and Swimming - to navigate Elanthia. Some hunting grounds cannot be accessed without these skills, but these areas are generally not for the beginning adventurer.

Secondary Skills

  • Arcane Symbols and Magic Item Use - access spells via scrolls or items.
  • First Aid - tend wounds and skin creatures.
  • Harness Power - provides mana (particularly useful for some society abilities).
  • Pickpocketing - steal from your fellow adventurers. Not recommended for the beginning player since they will not have enough skill to be successful against established adventurers.
  • Spell Research - although costly and thus unattainable early in your career, rogues do have access to two spell circles.
  • Survival - better fight nature's obstacles
  • Trading - earn more money selling your loot

Example Builds

Level 0-20 Ranged Elf Rogue + Picking Locks Overview

At Level 0:

Base Stats

Skills

At Level 10:

Base Stats

Skills

At Level 15:

Skills

At Level 20:

Base Stats

Level 0-20 Melee Human Rogue +Spell Defense, Elemental Overview

At Level 0.

Base Stats:

Skills:

At Level 10:

Base Stats:

Skills:

At Level 15.

Skills:

At Level 20.

Base Stats:

See Also