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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.

  1. 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
    
  2. Find the Thieves Guild. Ghelmyon's underworld doesn't advertise talk to shady-looking NPCs at the docks, listen for rumors.

    /find shady
    
  3. 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.

  4. 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

  1. Sneak (3 → 5) - opens combat on your terms. Sneak attacks crit.
  2. Dagger Stab (6 → 8) - your default attack; backstab multipliers stack with Sneak.
  3. 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