TorilMUD Rogue Guide

By: Eza/Zanonezia, Ashiwi, Treladian, and others

Rogue Guide

I have used a copy & pasted version of Cherzra's Warrior Guide to write some of this up. There are several places where I didn't change the wording, so I offer credit on that to him.


Contents

  1. Starting Out
  2. Skills
  3. Zoning
  4. Tips & Tricks

1 - Starting Out

The Newbie Guide has a lot of information for starting players.

1.1 - Choosing a Race
Human

Humans are the race by which all others are measured. They have no significant strengths or weaknesses; therefore they make nice Rogues. They have decent strength, agility, dexterity and constitution. Excellent class for the beginner Rogue. It's a good idea to start out in Waterdeep, as this is where just about everything goes on the goodie side.

Drow Elf

Drow elves are an excellent race for a beginner Rogue on the evil side. They have very high agility and intelligence and very nice dexterity, enough to sometimes give them an extra attack if they have as high dex as possible. Their strength and constitution are lower than other races, but there is a lot of +stat/+max_stat gear around that can make up for what you lack. They start out in Dobluth Kyor, which is where just about everything goes on in the evil side. Drow have innate levitate, darkness, faerie fire, ultravision and underdark sneak.

Grey Elf

Grey elves have very high agility and intelligence and very nice dexterity, which makes them well suited to be Rogues, getting an extra attack sometimes like Drow. Their strength and constitution are lower than other races, but there is a lot of +stat gear around that can make up for what you lack. They have innate infravision and outdoor sneak. Their hps are, however, quite low, which can be a big detriment especially when taking lots of area damage.

Mountain Dwarf

Dwarves make excellent Rogues due to their very high strength, which gives added criticals. They aren't quite as dexterous as humans, far from halflings. They have decent wisdom and innate infravision. A downfall of a Dwarf rogue is the matter of alignment. The guards of the dwarven hometown, Mithril Hall, are aggro to evil aligned players, making an evil dwarf's dying that much more of a problem.

Duergar Dwarf

Duergar make excellent Rogues due to their very high strength. They aren't as dexterous as drow, but they have decent wisdom. They have innate invisibility, strength, underdark sneak and enlarge.

Gnome

Gnomes have above average dex and agil, as well as the same con as humans, but their low strength can be a detriment. They have innate infravision. A gnome must be wary of its alignment because evil gnomes will have a bit of trouble from the guards of their hometown due to them being aggro to evil aligned players.

Halfling

Halflings are the Rogue of choice by the masses on the goodie side. Their amazing dexterity often gives them an extra attack in combat, much more often than grey elves or drow. Their strength is the second lowest of any race, but they have the same hps as humans. Halflings have innate infravision.

Yuan-Ti

Yuan-Ti can be a challenging class for a Rogue, as you lose EQ slots, thus lowering your hitroll and damageroll. They do, however, have many innates - infravision, snakebite, tailsweep, befriend reptile, scaleskin and vipermind. Since Vipermind can be used to give the Yuan-ti a bonus in hitroll and damageroll, many say that the loss of EQ slots doesn't make that much of a difference.

Orc

Orc Rogues are the evil equivelant of human Rogues. They have all around decent stats, so they make good Rogues. Their hometown is far detached from almost everything, so if you don't mind being a bit secluded your first few levels, an orc is a decent choice. Get innate Summon Horde at level 40.

1.2 - Rolling a Rogue

The auto roller will automatically roll rogues with the minimum required stats. These are: strength 65, agility 75, dexterity 75 and constitution 65. While this is enough to play with, it is wise to spend some time rolling longer to get a character that has a better roll. It would be too much to list the exact value every race needs for each attribute, but there is an easy way to find out. Before you roll your real character, roll some test characters. Every time, make sure it has perfect strength, agility, dexterity or constitution. Note your hitroll (influenced by dexterity), damroll (strength), armor class (agility) and hitpoints (constitution).

Now, roll another character, and instead of that attribute being perfect, get it to heroic. Enter the game, and see if your hitroll / damroll / etc is the same as before. If it is, then you do not need a perfect, but a heroic will do. Repeat, but roll a mighty this time. Once you know the minimum attributes required for a 'perfect' character, roll your real character. Try to get the four primary attributes to or near their targets. It will be nigh impossible to attain these stats, but you can certainly get near them if you spend some time.

Note: while the above works mostly, the 'heroic' range for attributes is 93-99. The exact notch (=place where the attribute causes you to be better at something) can be at 95, which means not all heroic rolls will result in you having 6 hitroll. Some may be 5 hitroll - but these are easily fixed with +attribute equipment.

If you do not want to spend a lot of time doing the above (which is only for power players, really), roll a character with the following attributes:

Intelligence and wisdom are also somewhat importand for a Rogue, as they affect how well you sneak and hide, search things out, and notch skills. Searching in particular is important if you wish to explore a lot. Try to get these as high as you can without compromising the other stats.

This character will most certainly be playable to 50, no matter what race you choose. Remember that there is a lot of +attribute equipment out there, and you do not need perfects in every attribute.

Charisma and power are of no real importance to Rogues.

2 - Skills
1st Level:
5th level:
10th level:
15th level:
20th level:
25th level:
30th level:
35th level:
40th level:
Other:
3 - Zoning

Your main goal while zoning is damage. Doing damage is an easy job, you pretty much just have to assist your tank and circle a lot.

However, a rogue can be called upon in zones to do other things like pick locks, scout, detect/disarm traps, CR the group, tag a mob, etc. depending on the zone. These other functions are a large part of what makes a rogue unique and desirable in zones. No other class is as good at scouting or CRing, and the only other class with pick locks are bards, and traps are the sole domain of rogues. Using poisons to paralyze or otherwise disable mobs can also be critical to some fights.

A rogue is often called on to lure mobs as well, sneaking into the room, hitting it then escaping back to the group for a quick and efficient pull.

One important thing to remember while zoning: Haste + Rogue - Globe + Shielded Mob = Dead Rogue, so make sure you have globe if you're fighting a mage caster! If you don't, it's a good idea to remove your weapons.

4 - Tips & Tricks

Practice your skills, and then practice them again. There are places where you can fight lots of low level mobs for a long time, which helps greatly in advancing your skills - ask around when you are level 40ish, as this is the level around which you will start zoning and your skills need to be good.

Carry around armor potions, as they help when soloing, especially at lower levels.

Remove weapons that don't float when fighting over water. If in doubt, drop a copper coin to check.

Wimpy/vicious are good when soloing, but always turn them off in zones unless otherwise directed.

When soloing, ask around if there is a fast healing room nearby - go there to rest up and regain moves.

Apply poison to your weapons during big fights, it may help a lot towards your success.

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