Rogues are all about avarice and through the use of stealth and subtlety it is their aim to become as rich as they possibly can. Adept at sleight of hand, they are masters of acquiring others wealth through picking pockets, lifting bags, or even a crude snatch and run. Whilst they are able combatants when pressed (having a good knowledge of the body's weak spots) they should seek to avoid direct combat, fleeing rather than standing and fighting if caught with their hand in another's pocket...
The Rogue Guild is a strong family for those who have grown up with none. They also has an iron hand in the form of Assassins and Bandits, who may be called upon to keep the house in order, or rarely to perform a sanctioned assassination. Above all a Rogue should be unnoticed, those who attract too much attention from the Town Council should expect a severe reprimand from their peers.
Note: Rogues cannot perform some Tricks if they are more Positively Aligned than the Trick states in it's description
Permitted Armour: Leather and Cloth.
Wizard in Charge: Dval
|Armoury: Secondary||Blade: Secondary||Insight: Secondary||Bargaining: Primary|
|Attack: Secondary||Knife: Primary||Murder: Primary|
|Defence: Primary||Projectile: Secondary||Riding:Tertiary|
|Double Wielding: Primary||Thrown: Secondary||Skullduggery: Primary|
|Melee: Tertiary||Whip: Secondary||Stealing: Primary|
|Shields: Tertiary||Stealth: Primary|
Location: Near Radagast's Exclusive Casino in Outland. (See Maps).
Directions to Drakenwood Square: 2u, 2w, climb chute, jump bar, 2s, 3w, 3nw, 19w, n, .
Directions from Drakenwood Square: , s, 19e, 3se, 3e, 2n, jump bar, enter chute, 2e, 2d.
Venril, a grumpy vendor.
Chonjara, master poisoner and alchemist.
The Blackboard, for keeping track of Rogue activities.
A list of knives and daggers for those new to them.
Some public-spirited chaps who guard the entrance...
A host of secret exits and hidden tunnels...allegedly...
|Sly Peek||5||Stealth||Look without others seeing||--|
|Strip Corpse||5||Bargaining||Bury a corpse to gain extra cash||--|
|Lunge||15||Murder||Damaging attack with chance of extra effects||--|
|Pick Locks||15||Skullduggery||Attempt to unlock doors/containers||--|
|Sneak Around||15||Stealth||Attempt to move without others noticing||--|
|Appraise Value||25||Skullduggery||Gauge the value of an item in silver||--|
|Coil and Throw||25||Thrown||Damaging attack with chance of extra effects||--|
|Snatch Object||25||Stealing||Attempt to grab a carried item||Nice|
|Whip Flick||25||Whip||Damaging attack with chance of extra effects||--|
|Move Stealthily||Lv. 6||Stealth||Enter/leave rooms undetected||--|
|Apply Disguise||30||Skullduggery||Look like one of several beings from a list||--|
|Dodge||30||Defence||Raise Defence/lower Attack briefly with extra effects||--|
|Filch Valuables||30||Stealth||Get items without others seeing||--|
|Place Valuables||30||Stealth||Drop items without others seeing||--|
|Slash Bag||30||Stealing||Cause a victim's bag to spill its contents||Nice|
|Pick Pockets||35||Stealing||Steal some coins from a victim||Nice|
|Assess Victim||40||Stealing||Check success chance of theft on a person||--|
|Poison Blade||40||Skullduggery||Apply a basic D.O.T Poison to a Knife||Neutral|
|Twist Knife||40||Murder||Damaging attack, enhances Poison effects||Nice|
|Eavesdrop||45||Stealth||Listen in on an adjacent room||--|
|Lace Poison||45||Skullduggery||Poison food/drink||Neutral|
|Deflect Attacks||50||Defence||Block one round of a foe's attacks||--|
|Defuse Traps||50||Skullduggery||Disarm a trap||--|
|Steal Object||50||Stealing||Take a carried item without the victim knowing||Nice|
|Trip Up Opponent||50||Murder||Stun a foe for several rounds||--|
|Whip Lash||50||Whip||Damaging attack with chance of extra effects||--|
|Backstab||60||Murder||Damaging/stun initial attack||Neutral|
|Haggle For Goods||60||Bargaining||Buy for less and sell for more||--|
|Hide In Shadows||60||Stealth||Become invisible indoors||--|
|Sharpen Knife||60||Skullduggery||Make a Knife do more damage||--|
|Shard Whip||65||Skullduggery||Make a Whip better perform Murder Tricks||--|
|Knock Out||75||Murder||Knock a mortally wounded foe unconscious||--|
|Snatch Wielded||75||Stealing||Attempt to grab a wielded item||Nice|
|Specialise||Lv. 16||--||Choose one of 3 Rogue Specialisations||--|
|Distract||80||Bargaining||Improve another Rogue's Trick chances||--|
|Improved Hide||80||Stealth||Become invisible outdoors||--|
|Grab Purse||85||Stealing||Attempt to take all of a victims money at once||Nice|
|Serrate Knife||85||Skullduggery||Make a Knife better perform Murder Tricks||--|
|Whip Flay||90||Whip||Damaging attack with chance of extra effects||Nice|
|Bag Opponent||100||Murder||Blind/strangle a foe with one of your Bags for a time||--|
|Eavesdrop All||100||Stealth||Listen in to all adjacent rooms||--|
|Sarakhan Defence||100||Defence||Block all incoming attacks for several rounds||--|
|Snatch Worn||110||Stealing||Attempt to grab a worn item||Nice|
|Improved Bag||130||Murder||Improved Bag effectiveness||--|
At Level 16 Rogues may choose a Specialisation, a focus for their activities, and intensive training allows them to excel in their chosen field. While some improvements are obvious (such as the improved strength of a Bandit from the rigorous training) others require an investment of Experience such as improved skill maximums..
Leaving a Specialisation is possible, but you will NEVER be able to rejoin that it, you will lose up to 33% of your current experience and all abilities and bonuses. If you foolishly leave all of the available specialisations you will forfeit the right to any of the bonuses and will be branded an 'Outcast'. With that in mind, here are the available specialisation options...
The masters of silent killing. Not only are they expert at driving their knives into vital body parts of their enemies they can also manufacture poisons to kill or debilitate their foes in more subtle ways. Training constantly to be unseen allows experienced assassins to wander the realms almost completely invisible, leaving no trace. Perfect for getting into those heavily defended castles to remove an irritating target. Assassins gain the below benefits...
|Poison Resistance||N/A||--||Greater resistance to Poison effects.||--|
|Apply Disguise||30||Skullduggery||Add Assassin to Disguise List||--|
|Gather Chemicals||80||Skullduggery||Gather plants in wilderness for poisons||Neutral|
|Improved Poison||80||Skullduggery||More effective, can poison all edged weapons||Neutral|
|Skill Bonus||Lv. 18||--||+5 maximum Knife & Murder||--|
|Improved Backstab||100||Murder||Increased damage and success rate||Neutral|
|Synthesize Poison||100||Skullduggery||May create advanced poisons||Neutral|
|Skill Bonus||Lv. 22||--||+5 maximum Knife & Murder||--|
|Blend Shadows||130||Stealth||Move without breaking concealment||--|
From the brutish thuggery of ogres like Thud to the swashbuckling, stylish swordplay of a gentleman rogue the bandit is the expert on dirty fighting. Although they would never admit to being so, the bandits are as close as a rogue ever gets to being a fighter. Bandits train very heavily to improve their physique and are generally stronger and can take more punishment than other rogues. Bandits gain the bonuses listed below...
|Apply Disguise||30||Skullduggery||Add Female & Male Brigand to Disguise List||--|
|Garotte||80||Murder||Stun foe and yourself for a short time||Neutral|
|Skill Bonus||Lv. 18||--||--|
|Improved Lunge||100||Murder||Increased damage||--|
|Skill Bonus||Lv. 22||--||--|
|Improved Twist||115||Murder||Increased damage||Nice|
|Improved Trip||130||Murder||Increased duration on foe, lessened on you if failed||--|
Experts in stealing. Disguising themselves as simple beggars they can remain in town unnoticed, looting coin after coin from the passers by. They have also mastered the art of stealing from the shadows. At high levels of stealth a cutpurse can steal from their victims and return to hiding, so long as they remain undetected. As well as their stealing skills they are experts in bargaining, being able to talk almost as much money from their victims as they filch. Cutpurses train heavily and as a result they learn to turn a phrase better, making them seem more charming and the constant stealing makes their fingers much more nimble. Cutpurses get the advantages listed below...
|Skill Bonus||Lv. 18||--||+1 Dexterity, +5 maximum Bargaining and Stealing||--|
|Slip Object||90||Stealing||Give items to people without them noticing...||Nice|
|Cut Gem||100||Skullduggery||Improve the value of a Gem||--|
|Cut Purse||115||Stealing||Cause someone to drop all their cash||Nice|
|Skill Bonus||Lv. 22||--||+1 Dexterity, +5 maximum Bargaining and Stealing||--|
Artrell: A nasty blender is what you are. Often Assassins, Artrell have some difficulty with encumberance but their sheer number of attacks coupled with poisons can be devastating. Very fragile however. Artrell Bandits are also surprisingly scary. Warmage or Monk choices later can add truly terrifying levels of offense.
Dwarf: Mean. A Dwarf suits the Bandit lifestyle more than others, with Blade and Knife being a favoured combination. Hardy and hard-hitting, they tend to fail at their Tricks more than most though. They often find Ranger (Bear) or Fighter improves their lives at later levels.
Faerie: Nasty, little stabby things. You're fast, hit a lot and can fly, but you are easily hurt and poor at prolonged combat. They make good Assassins and reasonable Cutpurses. Monk or Warmage highly recommended.
Giant: Tragic. Giants can make vaguely entertaining Bandits with Blades and maybe a Whip, but are utterly terrible at everything. In theory later moves to the rare Cleric or Fighter Classes could help, but your better off Reincarnating...
Human: You can be whatever you want to be, and your skills are dirt cheap. No major advantages though, aside from a durability often lacking in Rogues.
Satyr: Too similar to Dwarves to comment on further.
There is no reason not to explore additional Classes at later levels as a Rogue. Anything that adds to your bag of tricks is another advantage...
Rogue-Cleric: Mad. With your likely negative alignment you gain nothing aside from a symbol and improved prayers. It's possible for Bandits who follow Brangwen however and the rare one can be powerful. Very difficult and limited.
Rogue-Druid: Utility indeed, with a follower and magical healing. Your survivability increases but the outdoors requirements, alignment and wilderness slant of Druids can be an issue. Generally a big boost in capability for every Specialisation.
Rogue-Fighter: Simple,effective and thus suited to the Bandit. You gain much more in terms of physical damage capability but nothing else.
Rogue-Monk: An absolute dream come true. Any Specialisation benefits from this Class but Cutpurses will find their already low combat ability improves the most and the move to Cloth helps with encumbrance. Your longevity and defensive ability skyrockets. Complex to learn though and your Race will dictate your State more than anything.
Rogue-Ranger: Truly excellent, with the greatest utility and familiarity for Rogues in learning. Clan is everything with Eagle being good for Cutpurses, Wolf for Assassins and Bear for Bandits. Better armour, followers and all round adaptability.
Rogue-Warmage: Strong. You can be hurt more, but your sheer offensive potential with preparation is stunning. Assassins gain a lot from this, Bandits less so.