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{{Player-guide |
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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. |
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|title=A Beginner's Guide to Playing a Rogue |
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|author=Various |
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|date=2015-02-06 |
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|updated=2021-04-20 |
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|topic=Rogues |
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}} |
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[[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]]. |
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==Character Creation== |
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First I will explain the simplified version for the New players. Once we've reviewed the [[races]], [[stats]], and [[skill]]s, I will explain a more detailed version in the same format. |
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==[[Race]]== |
===[[Race]]=== |
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The races that work best with the |
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]]. |
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Why are these the best for [[rogue]]s? The other classes are slower or more mystical than useful. |
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Why in this order? [[Dexterity]], [[Agility]], and [[Strength]] are most important with the first few levels or a [[rogue]]s adventure. |
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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 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: |
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Try to imagine what you want your [[rogue]] to be able to do. |
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I focus on 2 main ideas, [[Melee]] or [[Ranged]] and [[Combat Maneuver]] or [[Trading]]. |
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If you want to focus more on: |
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*[[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]] |
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*[[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]]. |
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*[[Combat Maneuver]], |
*[[Combat Maneuver]], choose one that has more [[strength]] such as [[Human]] for [[Melee]] or [[Elf]] for [[Ranged]]. |
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*[[Trading]], |
*[[Trading]], choose one that has more [[dexterity]] such as [[Half-elf]] for [[Melee]] or [[Halfling]] for [[Ranged]]. |
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===[[Statistics]]=== |
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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] |
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For beginning players, the following starting stats are suggested: |
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*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100 |
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*[[Discipline]]:90, [[Aura]]:70 |
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*[[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20 |
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The first four stats focus on physical [[training point]]s, the last four stats focus on mental training points, and the middle two stats contribute to both types. This setup will give you the highest amount of training points for your [[skill]]s and give you the most power ([[Attack strength|AS]] and [[DS]]) to start your adventure strong. |
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For more helpful lore visit [http://www.play.net/gs4/info/tomes/ Tomes of Elanthia.] |
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As discussed in the [[New Players' Guide]], your stats are fundamental to the game's mechanics and will grow with you throughout your career. Stats are capped at 100 so players must balance early power with potential power. In your first thirty days you have five free opportunities to change your stats, so experiment with relative strengths. If you do not know what to adjust, then remove 10 points from Strength, Agility, and Dexterity, and put them in one of the following [[stat]] sets: |
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OK, now you've decided your [[race]] and how you are going to adapt your character to the world, what's important next? [[Stats]]! |
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*Wisdom +30 for those who want add a little magic. |
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*Influence +20 and Constitution +10 for those focusing on [[combat maneuvers]] or [[melee]]. |
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*Constitution +10, Logic +10, Intuition +10 for those focusing on [[trading]] or [[ranged]]. |
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==[[ |
==[[Skill]]s== |
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I'm going to show you my preferred [[stats]], why its important to know about this, and ways to get the most from it. |
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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. As physical fighters rogues will also rely on '''combat maneuvers'''. 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. |
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This guide starts characters with these as your [[stats]]: |
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===Core=== |
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One Defensive Skill (2x): |
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*[[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]]. |
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*[[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]]. |
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One Offense Skill (2x): |
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*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures, usable with [[Two Weapon Combat]] or [[Shield Use]]. |
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*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s, usable with [[Two Weapon Combat]] or [[Shield Use]]. |
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*[[Ranged Weapons]] - Lower [[Raw damage]]. Fast attacks. Higher chance for [[Critical weighting]] hits. |
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*[[Two-Handed Weapons]] - Higher [[Raw damage]]. Slow attacks. Higher chance for [[Damage weighting]] hits. |
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General Skills: |
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*[[Ambush]] and [[Stalking and Hiding]] (2x) - launch surprise attacks from hiding |
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*[[Combat Maneuvers]] (1x) - provides access to additional combat abilities that cost [[stamina]] |
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*[[Physical Fitness]] (1x) - for more health and to help keep damage at a minimum. |
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*[[Perception]] (2x) - Helps with defense and with attacking from a hidden location. |
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*[[Picking Locks]] and [[Disarming Traps]] (2x) - open treasure chests that you and other adventurers find |
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===Threshold=== |
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*[[Armor Use]] - To wear heavier armor and help keep damage to a minimum. Six ranks for double leather and twenty seven ranks for brigandine armor are key early thresholds for heavier armor, while 20 ranks provide access to [[Armor Specialization]]s. |
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*[[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. |
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===Secondary=== |
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*[[Arcane Symbols]] and [[Magic Item Use]] - access spells via scrolls or items. |
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*[[First Aid]] - tend wounds and skin creatures. |
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*[[Harness Power]] - provides [[mana]] (particularly useful for some [[society]] abilities). |
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*[[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. |
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*[[Spell Research]] - although costly and thus unattainable early in your career, rogues do have access to two [[spell]] circles. |
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*[[Survival]] - better fight nature's obstacles |
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*[[Trading]] - earn more money selling your loot |
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===Combat Maneuvers=== |
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As [[square]]s rogues have easy access to a variety of [[combat maneuvers]] (accessed via [[CMAN]]), which provide a variety of combat benefits that cost [[stamina]]. Combat maneuvers are a great way to customize your training to suit your character. For example, stealth-oriented rogues would train in skills like [[Dust Shroud]], [[Shadow Mastery]], [[Silent Strike]], and [[Vanish]]. Each rank in the combat maneuvers skill provides one CMAN point, and each maneuver costs a certain amount of points per rank in the maneuver. The Dust Shroud maneuver, as an example, has five ranks with the first rank costing two CMAN points and the last rank costing six. Additional ranks improve proficiency in the maneuver and may unlock new benefits. Some maneuvers have prerequisites (e.g., Vanish requires four ranks in Shadow Mastery) and not all maneuvers are available to all professions. Rogues are one of two professions (the other being [[warrior]]s) that have access to some maneuvers via the rogue guild, which rogues can join at level 15. [[Sweep]] for example is trainable in the guild, meaning rogues do not have to spend CMAN points to use this maneuver (but must spend time training in the guild instead). |
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==Example Builds== |
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===Level 0-20 Ranged Elf Rogue + Picking Locks Overview=== |
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;At Level 0 |
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Base [[Stats]] |
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*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100, [[Discipline]]:90 |
*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100, [[Discipline]]:90 |
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*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20 |
*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20 |
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The first four stats focus on Physical [[Training point]]s. The last four [[stats]] focus on Mental [[Training point]]s. |
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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. |
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Some might wonder "How?", it's simple: |
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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. |
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Every 40 points in [[Aura]] and [[Discipline]] gives you +1 to physical AND mental [[Training point]]s. |
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Lastly, every 20 points in all other [[stats]] gives you +1 to physical OR mental [[Training point]]s. |
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The most [[Training point]]s you can start with is 93, split between physical and mental in someway. |
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[[Skill]]s |
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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: |
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*[[Armor Use]] +4 |
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*[[Wisdom]] +30. This is preferred for those who want add a little magic. |
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*[[Ranged]] Weapons +4 |
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*[[Influence]] +20 and [[Constitution]] +10. This is preferred for those focusing on [[combat maneuvers]] or [[melee]]. |
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*[[Physical Fitness]] +4 |
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*[[Constitution]] +10, [[Logic]] +10, [[Intuition]] +10. This is preferred for those focusing on [[trading]] or [[ranged]]. |
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*[[Dodging]] +6 |
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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. |
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*[[Perception]] +6 |
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*[[Trading]] +Any extra points |
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;At Level 10 |
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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. |
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Base [[Stats]] |
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*[[Strength]]:90, [[Constitution]]:70, [[Dexterity]]:90, [[Agility]]:90, [[Discipline]]:90 |
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*[[Aura]]:60, [[Logic]]:60, [[Intuition]]:60, [[Wisdom]]:20, [[Influence]]:20 |
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[[Skill]]s |
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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! |
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*[[Armor Use]] +22 |
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*[[Ranged]] Weapons +22 |
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*[[Ambush]] +22 |
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*[[Physical Fitness]] +22 |
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*[[Dodging]] +33 |
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*[[Stalking and Hiding]] +33 |
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*[[Perception]] +33 |
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*[[Trading]] +Any extra points. |
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;At Level 15 |
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==[[Skill]]s== |
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[[Skill]]s |
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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. |
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*[[Armor Use]] +30 |
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Max out each of these [[skill]]s at the beginning of each level until level 5: |
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*[[Ranged]] Weapons +30 |
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*[[Armor Use]] - To wear heavier armor and help keep damage to a minimum. |
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*[[Ambush]] +30 |
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*[[Physical Fitness]] - for more health and help keep damage at a minimum. |
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*[[Physical Fitness]] +30 |
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*[[Dodging]] - To avoid damage all together. |
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*[[Dodging]] +45 |
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*[[Perception]] - Helps with defense and with attacking from a hidden location. |
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*[[Stalking and Hiding]] +45 |
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*[[Two Weapon Combat]] - For those dual wielding. |
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*[[Perception]] +45 |
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Now max out ONE of the following: |
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*[[Picking Locks]] +45 or +30 |
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*[[Edged Weapons]] - Good against fast and/or living [[Creature]]s. |
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*[[Disarming Traps]] +45 or +30 |
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*[[Blunt Weapons]] - Good against slow and/or [[Undead]] creatures. |
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*[[Arcane Symbols]] +15 |
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*[[Two-Handed Weapons]] - Higher [[Raw damage]], slower attacks, more [[Damage weighting]]hits. |
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*[[Trading]] or [[Pickpocketing]] +Any extra points. |
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*[[Ranged Weapons]] - Lower [[Raw damage]], faster attacks, more [[Critical weighting]] hits. |
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Allocate any left over points into either [[Combat Maneuvers]] or [[Trading]]. |
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;At Level 20 |
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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. |
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Base [[Stats]] |
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For levels 6-9 add the following ranks into each [[skill]] you are using: |
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*[[Strength]]:80, [[Constitution]]:80, [[Dexterity]]:80, [[Agility]]:80, [[Discipline]]:90 |
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*[[Armor Use]] x2 |
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*[[Aura]]:70, [[Logic]]:70, [[Intuition]]:70, [[Wisdom]]:20, [[Influence]]:20 |
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*[[Shield Use]] x2 |
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*[[Edged Weapons]] x2 |
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*[[Blunt Weapons]] x2 |
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*[[Two-Handed Weapons]] x2 |
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*[[Ranged]] Weapons x2 |
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*[[Two Weapon Combat]] x2 |
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*[[Ambush]] x2 |
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*[[Physical Fitness]] x2 |
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*[[Dodging]] x3 |
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*[[Stalking and Hiding]] x3 |
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*[[Perception]] x3 |
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Put any extra [[Training point]]s into [[Combat Maneuvers]] or [[Trading]], if any remain. |
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===Level 0-20 Melee Human Rogue +Spell Defense, Elemental Overview=== |
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Now that you've reached your 10th level, add ranks to each [[skill]] PER LEVEL such as: |
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;At Level 0 |
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*[[Trading]] - [[First Aid]] x2 per level, [[Survival]] x2 per level, [[Trading]] x2 per level. |
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Base [[Stats]]: |
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*[[Combat Maneuver]] - [[Combat Maneuvers]] x2, [[Multi-Opponent Combat]] x1 |
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*[[Strength]]:100, [[Constitution]]:60, [[Dexterity]]:100, [[Agility]]:100, [[Discipline]]:90 |
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*[[Picking Locks]] - [[Picking Locks]] x3 or x2, [[Disarming Traps]] x3 or x2, and [[Arcane Symbols]] x1. |
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*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:20, [[Influence]]:20 |
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*Spell Defense, [[Spiritual]] - [[Harness Power]] x1, [[Minor Spiritual Spell Research]] x1. |
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*Spell Defense, [[Elemental]] - [[Harness Power]] x1, [[Minor Elemental Spell Research]] x1. |
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[[Skill]]s: |
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Take from [[Combat Maneuvers]] or [[Trading]] if needed. |
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*[[Armor Use]] +4 |
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Each level thereafter, increase all of your skills accordingly. |
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*[[Ranged]] Weapons +4 |
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Refrain from changing [[skill]]s once your 30 day migration period ends, or you will experience a slow and more realistic [[skill]] transfer. |
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*[[Physical Fitness]] +4 |
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*[[Dodging]] +6 |
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*[[Perception]] +6 |
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*[[Combat Maneuvers]] +Any extra points |
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;At Level 10 |
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Base [[Stats]]: |
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*[[Strength]]:90, [[Constitution]]:60, [[Dexterity]]:90, [[Agility]]:90, [[Discipline]]:90 |
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*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:50, [[Influence]]:20 |
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[[Skill]]s: |
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*[[Armor Use]] +22 |
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*[[Shield Use]] +22 |
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*[[Edged Weapons]] +22 |
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*[[Ambush]] +22 |
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*[[Physical Fitness]] +22 |
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*[[Stalking and Hiding]] +33 |
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*[[Perception]] +33 |
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*[[Combat Maneuvers]] +Any extra points |
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;At Level 15 |
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[[Skill]]s: |
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*[[Armor Use]] +30 |
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*[[Ranged]] Weapons +30 |
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*[[Ambush]] +30 |
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*[[Physical Fitness]] +30 |
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*[[Dodging]] +45 |
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*[[Stalking and Hiding]] +45 |
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*[[Perception]] +45 |
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*[[Harness Power]] +5 |
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*[[Minor Elemental]] +10 |
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*[[Combat Maneuver]] +Any extra points. |
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;At Level 20 |
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Base [[Stats]]: |
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*[[Strength]]:80, [[Constitution]]:60, [[Dexterity]]:80, [[Agility]]:80, [[Discipline]]:90 |
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*[[Aura]]:70, [[Logic]]:50, [[Intuition]]:50, [[Wisdom]]:80, [[Influence]]:20 |
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==Tactics== |
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Just as important as stats and training are a rogue's tactics. Having the best build ever won't get you very far if you just stand in the open whacking at critters in stance offensive. Starting out, simple stance dancing will be enough, but as you gain levels, you'll want to refine your tactics as you encounter new foes. |
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Whether you chose a melee or ranged build, it's important to remember that rogues are designed to kill quickly, taking advantage of the shadows to inflict critical wounds to vulnerable parts of an enemy that either disable or kill them outright. The shadows as well as good timing also serve to keep a rogue save from the attacks of their foes. Below are general tips to help develop your tactics as well as ones more specific to ranged and melee builds. |
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===General=== |
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*Timing is important. Try to always stay in [[stance]] defensive and/or in the shadows until a critter performs some sort of action, then immediately switch to offensive and attack. This will allow you to get back into a defensive stance or the shadows before the critter can attack. |
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*Know when to retreat. If there are too many critters in the room to keep them all incapacitated and it becomes difficult to time your attacks to avoid theirs, there's no shame in stepping a room or two away and picking them off in more favorable circumstances. |
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*Learn what body parts are most vulnerable to the weapon you're using and focus on them. For most critters this will be the eyes, head, and/or neck. |
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===Melee=== |
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*Some critters will be too tall to go straight for the eyes or head. Attacking their legs or using a maneuver such as [[Shield Bash]] or [[Hamstring]] can bring those body parts into range. |
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*Don't automatically go for the weapon that hits the hardest. Once you have the skill to reliably [[AIM (verb)|aim]] for the eyes weapons such as [[dagger]]s or [[rapier]]s are faster, easier to aim, and can easily crit kill, esp when used on lightly armored critters. |
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*Ambush from hiding to push down the critter's stance and inflict bigger crits. |
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===Ranged=== |
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*Stick to the shadows as soon as you can reliably avoid detection or falling out of the shadows when firing (somewhere between levels 15-25, depending on your training and what you're hunting). Critters can't attack what they can't find and AIMing your shots from hiding will lower their DS via a stance pushdown. |
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*Use the biggest bow that you can fire with an RT of 5 seconds or less so you can get back into the shadows when you fall out of hiding. Long bows are ideal, but if your [[STR]] isn't high enough to get your DS down to at least 5 seconds going with a short or composite bow will be a better choice. |
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*CMAN [[Vanish|VANISH]] is your friend. Getting stuck in the open in stance offensive while in RT is the surest way to die as a sniper, this skill will allow you to get back into the shadows while still in RT |
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*Crowd control is key. Keep all your encounters one on one when possible and use skills such as [[Divert|DIVERT]] to get rid of whatever wanders in. Up to three critters can be manageable if you can keep at least two of them stunned, prone, or otherwise incapacitated. More then that and the best move is likely to step into another room. |
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*Aim for the eyes. As soon as you can reliably hit the eyes with AIMed shots (around level 25ish), go for it. Puncture crits to the eyes are the most reliable way to ensure a one-shot kill and, with a high enough endroll, it's a guaranteed death crit. |
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==See Also== |
==See Also== |
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*[[Rogue Guild]] |
*[[Rogue Guild]] |
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*[[Player Guide Contest]] |
*[[Player Guide Contest]] |
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*[[Starchitin's rogue sniper guide]] |
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==Other Resources== |
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*[http://home.comcast.net/~cabri/rogueguild.htm Midgar's Rogue Guild Erudition] |
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==References== |
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*[http://www.play.net/gs4/info/professions/rogues.asp Rogue profession on Play.net] |
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*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue guild on Play.net] |
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*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net] |
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[[Category:Guides]] |
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[[Category:Rogue]] |
[[Category:Rogue]] |
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[[Category:Professional Guides]] |
[[Category:Professional Guides]] |
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[[Category:New Player| ]] |
[[Category:New Player| ]] |
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[[Category:Combat Mechanics]] |
Latest revision as of 18:33, 30 October 2024
Title: A Beginner's Guide to Playing a Rogue
Author: Various
Date Published: 2015-02-06
Updated: 2021-04-20
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:
- 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.
- 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.
Statistics
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 points, the last four stats focus on mental training points, and the middle two stats contribute to both types. 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's mechanics and will grow with you throughout your career. Stats are capped at 100 so players must balance early power with potential power. In your first thirty days you have five free opportunities to change your stats, so experiment with relative strengths. If you do not 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. As physical fighters rogues will also rely on combat maneuvers. 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):
- 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):
- 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 Creatures, 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.
General Skills:
- Ambush and Stalking and Hiding (2x) - launch surprise attacks from hiding
- Combat Maneuvers (1x) - provides access to additional combat abilities that cost stamina
- Physical Fitness (1x) - for more health and to help keep damage at a minimum.
- Perception (2x) - Helps with defense and with attacking from a hidden location.
- Picking Locks and Disarming Traps (2x) - open treasure chests that you and other adventurers find
Threshold
- Armor Use - To wear heavier armor and help keep damage to a minimum. Six ranks for double leather and twenty seven ranks for brigandine armor are key early thresholds for heavier armor, while 20 ranks provide access to Armor Specializations.
- 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
- 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
Combat Maneuvers
As squares rogues have easy access to a variety of combat maneuvers (accessed via CMAN), which provide a variety of combat benefits that cost stamina. Combat maneuvers are a great way to customize your training to suit your character. For example, stealth-oriented rogues would train in skills like Dust Shroud, Shadow Mastery, Silent Strike, and Vanish. Each rank in the combat maneuvers skill provides one CMAN point, and each maneuver costs a certain amount of points per rank in the maneuver. The Dust Shroud maneuver, as an example, has five ranks with the first rank costing two CMAN points and the last rank costing six. Additional ranks improve proficiency in the maneuver and may unlock new benefits. Some maneuvers have prerequisites (e.g., Vanish requires four ranks in Shadow Mastery) and not all maneuvers are available to all professions. Rogues are one of two professions (the other being warriors) that have access to some maneuvers via the rogue guild, which rogues can join at level 15. Sweep for example is trainable in the guild, meaning rogues do not have to spend CMAN points to use this maneuver (but must spend time training in the guild instead).
Example Builds
Level 0-20 Ranged Elf Rogue + Picking Locks 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
- Armor Use +4
- Ranged Weapons +4
- Physical Fitness +4
- Dodging +6
- Perception +6
- Trading +Any extra points
- At Level 10
Base Stats
- Strength:90, Constitution:70, Dexterity:90, Agility:90, Discipline:90
- Aura:60, Logic:60, Intuition:60, Wisdom:20, Influence:20
- Armor Use +22
- Ranged Weapons +22
- Ambush +22
- Physical Fitness +22
- Dodging +33
- Stalking and Hiding +33
- Perception +33
- Trading +Any extra points.
- At Level 15
- Armor Use +30
- Ranged Weapons +30
- Ambush +30
- Physical Fitness +30
- Dodging +45
- Stalking and Hiding +45
- Perception +45
- Picking Locks +45 or +30
- Disarming Traps +45 or +30
- Arcane Symbols +15
- Trading or Pickpocketing +Any extra points.
- At Level 20
Base Stats
- Strength:80, Constitution:80, Dexterity:80, Agility:80, Discipline:90
- Aura:70, Logic:70, Intuition:70, Wisdom:20, Influence:20
Level 0-20 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
- Armor Use +4
- Ranged Weapons +4
- Physical Fitness +4
- Dodging +6
- Perception +6
- Combat Maneuvers +Any extra points
- At Level 10
Base Stats:
- Strength:90, Constitution:60, Dexterity:90, Agility:90, Discipline:90
- Aura:70, Logic:50, Intuition:50, Wisdom:50, Influence:20
- Armor Use +22
- Shield Use +22
- Edged Weapons +22
- Ambush +22
- Physical Fitness +22
- Stalking and Hiding +33
- Perception +33
- Combat Maneuvers +Any extra points
- At Level 15
- Armor Use +30
- Ranged Weapons +30
- Ambush +30
- Physical Fitness +30
- Dodging +45
- Stalking and Hiding +45
- Perception +45
- Harness Power +5
- Minor Elemental +10
- Combat Maneuver +Any extra points.
- At Level 20
Base Stats:
- Strength:80, Constitution:60, Dexterity:80, Agility:80, Discipline:90
- Aura:70, Logic:50, Intuition:50, Wisdom:80, Influence:20
Tactics
Just as important as stats and training are a rogue's tactics. Having the best build ever won't get you very far if you just stand in the open whacking at critters in stance offensive. Starting out, simple stance dancing will be enough, but as you gain levels, you'll want to refine your tactics as you encounter new foes.
Whether you chose a melee or ranged build, it's important to remember that rogues are designed to kill quickly, taking advantage of the shadows to inflict critical wounds to vulnerable parts of an enemy that either disable or kill them outright. The shadows as well as good timing also serve to keep a rogue save from the attacks of their foes. Below are general tips to help develop your tactics as well as ones more specific to ranged and melee builds.
General
- Timing is important. Try to always stay in stance defensive and/or in the shadows until a critter performs some sort of action, then immediately switch to offensive and attack. This will allow you to get back into a defensive stance or the shadows before the critter can attack.
- Know when to retreat. If there are too many critters in the room to keep them all incapacitated and it becomes difficult to time your attacks to avoid theirs, there's no shame in stepping a room or two away and picking them off in more favorable circumstances.
- Learn what body parts are most vulnerable to the weapon you're using and focus on them. For most critters this will be the eyes, head, and/or neck.
Melee
- Some critters will be too tall to go straight for the eyes or head. Attacking their legs or using a maneuver such as Shield Bash or Hamstring can bring those body parts into range.
- Don't automatically go for the weapon that hits the hardest. Once you have the skill to reliably aim for the eyes weapons such as daggers or rapiers are faster, easier to aim, and can easily crit kill, esp when used on lightly armored critters.
- Ambush from hiding to push down the critter's stance and inflict bigger crits.
Ranged
- Stick to the shadows as soon as you can reliably avoid detection or falling out of the shadows when firing (somewhere between levels 15-25, depending on your training and what you're hunting). Critters can't attack what they can't find and AIMing your shots from hiding will lower their DS via a stance pushdown.
- Use the biggest bow that you can fire with an RT of 5 seconds or less so you can get back into the shadows when you fall out of hiding. Long bows are ideal, but if your STR isn't high enough to get your DS down to at least 5 seconds going with a short or composite bow will be a better choice.
- CMAN VANISH is your friend. Getting stuck in the open in stance offensive while in RT is the surest way to die as a sniper, this skill will allow you to get back into the shadows while still in RT
- Crowd control is key. Keep all your encounters one on one when possible and use skills such as DIVERT to get rid of whatever wanders in. Up to three critters can be manageable if you can keep at least two of them stunned, prone, or otherwise incapacitated. More then that and the best move is likely to step into another room.
- Aim for the eyes. As soon as you can reliably hit the eyes with AIMed shots (around level 25ish), go for it. Puncture crits to the eyes are the most reliable way to ensure a one-shot kill and, with a high enough endroll, it's a guaranteed death crit.
See Also
- New Players' Guide (a comprehensive beginner's guide for new players of any profession)
- Rogue Guild
- Player Guide Contest
- Starchitin's rogue sniper guide