| Bloodthorn's Rogue Guide |
This guides purpose is to offer advice that will hopefully allow you to avoid the pitfalls that lead to being forced to reroll ones character. It assumes you have a basic knowledge of the game and its terms. If you enjoy the guide feel free to say hi and tell me so!
- Bloodthorn
First things first -
There are a number of decisions you should make before you even enter the mangler and begin to roll your statistics. Rogues vary in training a lot more then most professions so you should decide what kind of rogue you wish to be before getting started. Will you be a redux rogue or a spell-slinger? Ambusher, locksmith, thief? Make up your mind on what kind of rogue you wish to play and choose a race that fits your career goals. Once youve made these decisions then map out the order you wish to place your stats. Thinking out where you want to go with your character and how you will get there is the best way to ensure that you arent forced to start over because of training mistakes.
The Mangler
Beating the mangler requires either insane luck or an autoroller. Get an autoroller, if you have insane luck dont waste it rolling up a Gemstone character... go to Vegas. Autorollers are available off several Gemstone player websites, ask around if you dont know where to look. Autorollers generate numbers and stop once they hit a specific total you have preset. I recommend trying for a total of 650 or higher. This will most likely require a good number of hours before you meet that number. With the autoroller it wont be fun but itll be worth the effort. If you are greedy you can set a goal of 660+ but be warned this will probably take days to achieve.
I just want to play! Why should I spend hours rolling numbers?
Whether you are a role-player or a powerhunter whether you plan to reach 100 levels in one year or ten... training points matter. The more you have the more versatile and fun your character will be and the less likely you will be to make a training mistake that forces a reroll. The difference between a total roll of 600 and a total of 650 is at least 5 training points a level. By the 20th training that translates into a difference of over 100 training points.
Stat placement
Ok its 10 hours later but I got my roll (658) now what?
I believe the best way to place your numbers is to allow yourself the maximum growth potential. Some stats improve very fast while others grow like stones. For example a human rogue has a 60 roll to place. If he chooses it as his Aura number then he will need to reach his 300th training before his aura is 100. If he instead places that number in reflexes it will reach 100 at his 70th training. If you place your best numbers in the fastest growing stats you end up cheating yourself out of much stat improvement and a lot of training points. By placing your numbers based on growth rather then what helps you in the short-run you have it harder in the early years but you will be much better off in the long-run.
This is my recommended order of placement.¹
FYI your skill points are determined by these formulas:
Mental Training points: (Aura + Discipline + Intelligence + Logic + Wisdom + Charisma)/10
Physical Training points: (Aura + Discipline + Strength + Reflexes + Dexterity + Constitution)/10
Skill training -Weapon training:
Always double train in the weapon of your
choice.
Two Weapon Combat:
Too expensive for a rogue, leave this to
warriors.
Double train in this skill. The days where
brig armor was enough for a rogue are long gone.
Shield Use:
Single train, I dont believe double
training is really worth the points.
Combat Maneuvers:
This is a great skill. Always single train
and if theres anyway possible double train. I helps your AS, DS, and avoiding some
manuever attacks.
Climbing and Swimming:
Necessary to gain access to certain areas in
the lands. Train as you can.
Multi-Opponent Combat:
Currently does nothing and is wasted training
points. Will it one day be implemented? Your guess is as good as mine.
Disarming Traps and Picking Locks:
A useful skill to have. Saves you time, makes
you money, and grants an alternative learning method. However it is very expensive. If you
double train in each skill the bite to training points wont seem too bad. But once
you start training in this you are locked in forever or the skill becomes worthless. If
you stop training you quickly become unable to pick your own boxes. Great pickers triple
train and spell-slinging rogues probably have to forgo this skill entirely.
Stalking and Hiding:
Double training is sufficient for almost all
hunting areas. Triple if you feel the need to stay hidden from everyone in town square.
Perception:
A useful skill and cheaply bought. Single at
least.
Spell Research:
If you are a lock picking rogue learn the
first four minor elemental spells, no more. This wont hurt your redux too badly and
will aid your locksmithing greatly. A spell-slinging rogue takes as many spells as they
can get. It is my recommendation that you either completely dedicate yourself to the
magical path or take no more then the four elemental spells. Rogues who go halfway end up
with too few spells to make a difference and ruined redux.
Its fun to be able to use scrolls. Not
a priority but train here if you can afford it.
Magic Item Use:
Dont bother.
Mana Sharing:
A highly usefull skill. I recommend training in
this for physical style rogues. If you start early try for a rank every three trainings or
so by saving a few mentals points each training. Later when you have more training points
available you can speed this up a little. A spell-slinging rogue won't be able to train in
this without stopping his spell training.
Spell Aiming:
Dont bother.
Ambush:
This is what separates rogues from other
professions. Double train! A rogue who doesnt ambush well is a character who should
have chosen another profession.
Physical Training:
Single train in this, speed is not necessary
making double training a waste of training points.
First Aid:
Useful for skinning well and little else.
Train if you have extra points.
Trading:
Of some use with some merchants. Train only
with throw away points.
Picking Pockets:
Wasted training points in my opinion. But if
you wish to steal and annoy people this is the way to go.
Brawling:
Needed for Voln Fu and useful if you like
picking in combat situations. Whether these are worth the effort?
| These charts detail the speed at which statistics improve for a rogue of the various races. The listings begin with the slowest improving (#1) and end with the fastest (#s 9 +10). Statistics that exist under the same number indicate improvement is the same for these stats. |
Humans
| 1) Aura and Wisdom | 6) Intelligence, Constitution and Strength |
| 3) Discipline, Logic and Charisma | 9) Dexterity and Reflexes |
Giantmen
| 1) Aura and Wisdom | 7) Constitution and Strength |
| 3) Discipline, Logic, Charisma and Intelligence | 9) Dexterity and Reflexes |
Half-Elven
| 1) Aura and Wisdom | 7) Strength and Charisma |
| 3) Discipline | 9) Dexterity and Reflexes |
| 4) Constitution, Logic and Intelligence |
Elves
| 1) Wisdom | 8) Logic |
| 2) Discipline, Aura, Charisma and Constitution | 9) Reflexes |
| 6) Strength | 10) Dexterity |
| 7) Intelligence |
Dark Elves
| 1) Aura and Wisdom | 5) Discipline, Logic, Strength and Charisma |
| 3) Intelligence and Constitution | 9) Dexterity and Reflexes |
Sylvankind
| 1) Wisdom | 5) Constitution | 9) Dexterity and Reflexes |
| 2) Aura | 6) Logic and Intelligence | |
| 3) Discipline and Strength | 8) Charisma |
Dwarves
| 1) Aura | 4) Logic and Intelligence |
| 2) Wisdom | 6) Discipline, Constitution, Dexterity, Reflexes and Strength |
| 3) Charisma |
Halflings
| 1) Aura and Wisdom | 6) Intelligence | 9) Dexterity and Reflexes |
| 3) Discipline and Strength | 7) Charisma | |
| 5) Logic | 8) Constitution |