Beginner's guide to playing a rogue

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Revision as of 03:02, 8 February 2015 by DDAVIS5 (talk | contribs) (→‎Skills)
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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

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