Rogue¶
"The lock was open before they finished saying no."
Role: Striker / utility. You win fights by not being where the swing lands, and by being where the coin purse already is. Daggers, shadows, locked doors, light fingers.
At a glance¶
| Stat bonuses | Dexterity +5, Speed +3, Guile +2, Wits +1 |
| Allowed weapons | Sword, Dagger, Bow |
| Starting skills | Daggers (6), Stealth (4), Sneak (3), Pickpocketing (3), Dodge (4) |
| Starting kit | Dagger, Leather Armor, Hooded Cloak, 3× Lockpick, Rope, Torch, Health Potions, Bandages |
| Best faction | Thieves Guild - your unlocks gate behind them (rival: Town Guard) |
| Best merc team | Shield & Sparks - paladin holds attention, tinkerer opens what you can't |
First 30 minutes¶
You start with three lockpicks. Use them.
-
Look around the tavern. There's at least one locked chest visible from the Rusty Tankard if you look hard. Practice on it.
look examine chest pick lock chest -
Find the Thieves Guild. Ghelmyon's underworld doesn't advertise talk to shady-looking NPCs at the docks, listen for rumors.
/find shady -
Don't pickpocket in front of guards. Pickpocketing in a safe area is engine-blocked (no XP, no loot). Find a market crowd; the guard patrols rotate.
-
Buy:
Buy Why More lockpicks (×3) They break. They always break. Torch (×2) Sneak needs darkness too - but you'll be indoors a lot Bandages (×3) You're squishy
Skills to focus first¶
- Sneak (3 → 5) - opens combat on your terms. Sneak attacks crit.
- Dagger Stab (6 → 8) - your default attack; backstab multipliers stack with Sneak.
- Lockpicking - learnable from the Thieves Guild trainer once you've got neutral rep.
After rank 5 in Stealth, you unlock Hide (mid-combat invisibility) and Filch (in-combat pickpocket). Both are scenario-changers.
Suggested merc team¶
Shield & Sparks - the paladin draws aggro, you flank. The tinkerer's traps cover the exits when a job goes sideways.
Skip Wrecking Crew - they're loud, you're sneaky. They break stealth the moment combat starts.
Quest or grind?¶
Heists over quests. Notice-board quests are fine, but the real
Rogue progression is /heist scenarios - the Ashworth villa is
your tutorial heist. See /heist list for what's available, and
expect intel-gathering to take a few in-game days before the actual
job.
Pickpocket and shop-lift in town between heists for cash + Guile XP. But not in front of guards. Especially not in front of guards.
Mid-game arc¶
- Reach Thieves Guild friendly rep. Unlocks the back-room fence (sell stolen goods), the lockpick crafter, and intel for the next heist.
- Get a real cloak. The starter hooded cloak is gear-tier 1. Upgrade to a shadowweave or whisper cloak for stealth bonuses.
- Pick a specialization path (Assassin or Trickster) at Daggers rank 5. Assassin = crit/poison/burst. Trickster = utility/escape/ distraction.
Training & Practice¶
Where the work happens between adventures.
Cross-class venues. There's no dedicated rogue training-center
yet - the Thieves Guild keeps its job-board cards close, and a public
office for picking-pockets-for-credit was never going to fly with the
magistrate. Three sibling venues take rogue-aligned work in the
meantime: scout tickets at the North Gate Rally Yard
(north_gate_caravan_rally) credit Streetwise and Track; lockpicking
shows up at the Academy Tinker Bench (academy_tinker_bench)
whenever a strongbox-repair task lands; and the pickpocketing +
city-knowledge side of the kit is queued for a future venue planned
in the next training-center batch (a proper Thief job-board). For
now, rogue progression rides faction work, heist contracts, and the
crime gradient - see /heist list and the Thieves Guild faction
article for the live picture.
Capstone - Killing Blow¶
Unlocked at rank 30 in daggers. Your next attack auto-crits. If you are hidden when it lands, it deals an additional 50% of the target's current HP as damage.
One breath. One strike. The blade finds the gap.
Once per day. The reason every Rogue carries a dagger even when they prefer swords. Hidden first; capstone second; +50% current HP on top of a guaranteed crit is fight-ending.
See also¶
- Survival essentials
- Utility & tools - lockpick / thieves' tools breakdown
- Recommended kits by class
- Thieves Guild faction
- Grigg's three teams
- Rare and unique items - selling a named piece is a signal; the fence and the original owner both remember