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The Rogue

Purely martial. No magic, no divine favor — the Rogue lives in the shadows by skill and ruthlessness alone. Master of daggers, thrown weapons, and a devastating array of alchemical poisons, the Rogue excels at appearing from nowhere, ending targets before they can react, and vanishing again. No class moves through stealth as fluidly or with as much utility. Where others pass through shadows, the Rogue makes a home there.

Strengths

  • Strongest and most flexible stealth in the roster
  • Best escape and evasion toolkit of any class
  • Backstab damage from proper position is exceptional
  • Can incapacitate unsuspecting targets without breaking stealth
  • Poison variety enables creative debuffing and debilitating
  • Opens exclusive world content inaccessible to other classes
Weaknesses

  • Backstab positioning is unforgiving — wrong angle tanks damage
  • Close-range only with no reliable ranged fallback
  • No healing — bad pulls are costly and potentially fatal
  • Pre-combat poison prep adds meaningful complexity
  • Completely dependent on the stealth system to reset bad situations

AgilityPrimary
DexterityPrimary
StrengthSecondary
StaminaSecondary

Rogue gameplay centers on the opener. Engage from stealth, backstab from behind for maximum burst, then flow through a melee rotation of daggers and thrown weapons while poisons drain and debilitate the target. If a fight turns bad, snap back into stealth mid-combat and reset. Before pulls, preparation matters: selecting the right poison, setting up the perfect angle. Mastery of positioning and the stealth system unlocks solo capability that surprises everyone who hasn’t seen a skilled Rogue at work.

The Rogue is for players who love the fantasy of the precise, prepared killer. If you enjoy the anticipation of setting up a perfect opener, the satisfaction of a backstab that nearly ends a fight on its own, and the confidence of knowing your escape options are better than anyone else’s, this is your class. Also appeals to explorers — stealth opens areas of the world that are simply closed to everyone else.

Deep Elf, Deep Gnome, Dwarf, Gnome, Goblin, Halfling, Human, Troll, Wood Elf

Skills

Innate Skills

Skill Trained Cap at 50 Cap at 60 Progression
Acrobatics No ?? ?? ??
Martial No ?? ?? ??
Might No ?? ?? ??
Subterfuge No ?? ?? ??
Valor No ?? ?? ??

Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Defense No ?? ?? ??
Dodge Yes ?? ?? ??
Hand to Hand No ?? ?? ??
Offense No ?? ?? ??
Parry Yes ?? ?? ??
Dual Wield Yes ?? ?? ??
Double Attack Yes ?? ?? ??

Weapon Skills

Skill Trained Cap at 50 Cap at 60 Progression
Archery No ?? ?? ??
Bludgeoning No ?? ?? ??
Piercing No ?? ?? ??
Slashing No ?? ?? ??
Throwing No ?? ?? ??

Non-Combat Skills

Skill Trained Cap at 50 Cap at 60 Progression
Alcohol Tolerance No ?? ?? ??
Commerce No ?? ?? ??
Fishing No ?? ?? ??
Swimming No ?? ?? ??
Safe Fall Yes ?? ?? ??

Notable Gear

Ranked for Rogue’s key attributes — Primary: Strength · Secondary: Dexterity
Bane of the Twin Drakes
Bane of the Twin Drakes
Weapon · Primary
STR +10, DEX +10
Whalebone Spear
Whalebone Spear
Weapon · Primary
STR +7, DEX +14
Cursed Radiant Blade
Cursed Radiant Blade
Weapon
STR +8, DEX +8
Band of Cinder
Band of Cinder
Jewelry · Ring
STR +7, DEX +8
Sandworn Bandit’s Bracer
Sandworn Bandit’s Bracer
Armor · Wrist
STR +8, DEX +6
Boneyard Britches
Boneyard Britches
Armor · Legs
STR +7, DEX +7
Spined Pauldrons
Spined Pauldrons
Armor · Shoulders
STR +7, DEX +6
Fell Trident
Fell Trident
Weapon · Primary
STR +10

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