Nevtar’s Rogue Guide

"Most of the time when I’m hunting no one can see me anyway."

~Ianodan

This is guide is designed for what I call a War Rogue. As a War Rogue you’ll have to realize that 1) You won’t be picking anything…locks (or pockets), and 2) Although you can send mana for spells later on, you won’t be casting any yourself. Some added benefits are the excellent ambushing and the nice DFRedux.

 

Step I: Race Selection

It’s hard to determine what race to use for a Rogue, because they are all good in their own ways. Although Giantmen and Dwarves have some nice strength and good deal of   health, you’ll want a 5 RT (Round Time) while ambushing in your teens. Sylvankind don’t do as well as others, and although Halflings are agile, they have too many negative stats. Although it’s nice to have some smarts, Humans don’t have the bonuses we need in the right places. Technically speaking you could get away with any race and do well, but this guide calls for an Elf, Half-Elf, and Dark Elf. I have no preference of any of these.

 

Dark Elves: Smart and quick, these mysterious Elves were once the Masters of Elanthia. A Dark Elf is helpful as a Rogue because they can soak up experience quickly and have a nice bonus in TD (Target Defense). Due to their arcane nature, they have penalties in the more charismatic of stats. They also have a very slow Spirit Point recovery, which can be hampering if you choose to join CoL. Dark Elves have a +10 in aura and dexterity, and a +5 in reflex, intelligence, and wisdom. However, they have a –10 in discipline and a –5 in charisma and constitution.

 

Elves: Undisciplined and very agile, these light-tipped folk make a very suitable ambushing Rogue. They are able to wear heavy armor and swing via ambushing at a low age because of their large attributes in reflex and dexterity. They are very nice Rogues because all of the stats cruitial to War Rogues rise extremely quickly for them. There is the small penalty to strength, and the large to discpline which can affect MTP’s and PTP’s (Mental Training Points and Physical Training Points) which are somewhat hampering early on. It is also discussed that perhaps the large bonus to charisma affects hiding, but as a War Rogue we are very adept at hiding. Elves have a +15 in reflex and charisma, and a +5 in aura and dexterity. However, they have a –20 penalty in discpline and a –5 penalty to strength.

 

Half Elves: Half Elves receive the best of both worlds. Sturdy and large like their Human ancestors, yet quick and have a solid defense like their Elven brethren. They only have a small penalty in discpline which is nice as well. All of their stats rise relatively steadily, which is a large advantage. Half-Elves have a +10 in reflex and a +5 in charisma and dexterity. However, they have a –5 in discpline.

 

Step II: Roll Placement:

As a Rogue, the statistics such a dexterity and reflex rise very rapidly. Also, if you read before, you will be using an auto roller, which should help you very much. As a War Rogue, they key elements are strength, dexterity, reflex, discipline and aura. This is how you should place your rolls:

  1. Aura: 90 or up. It’s nice to be able to send lots of mana when you have it to buds so you don’t have to beg for spells. It also helps a lot with training points.
  2. Discipline: 80 or up. This doesn’t gain particularly fast and again, helps with training points.
  3. Wisdom: 80 or up. I know you’ll say: "I’m not a lockpicker, I don’t need it!", but you’ll need it later on when you’re hunting against creatures with actual spells. (And of course when you get old enough to train in lockpicking, which I mention later on.)
  4. Strength: 75 or up. This helps you carry more, drag dead people back to town, or just hunting. AS (Attack Strength) is a major factor in the damage dealt by each one of your swings.
  5. Intelligence: 55 or up. This is vital because it helps soak up some nice experience and doesn’t gain all that quickly.
  6. Logic: 55 or up. This determines field experience, which helps with soaking up some experience as well.
  7. Reflex: 55 or up. Since you’ll receive a +10 in this to being with you’ll start with at least a 65 and it will rise rapidly afterwards, because you’ll be choosing an Elven race and you’re a Rogue. Reflex determines your RT and also your DS (Defensive Strength). Crutial for Rogues.
  8. Dexterity: 50 or up. Again, you’ll be receving a +10 bonus and start with a 60. This determines your ability to dodge manuever-based attacks and also your swinging RT.
  9. Constitution: 45 or up. This determines your physical well-being and your resistance to poison and deseases. It also determines your starting HP’s (Health Points). Not vital.
  10. Charisma: 45 or up. This determines your…heh, charisma. Only important for Bards and those that are desperate to save some money at the merchants.

 

Section III: Training

This is the most important thing about your character besides stat placement. Determine a system for training early on and stick with it. Around level 20 or so, start training in mana share…it won’t pay off early on, but you’ll see progress later. Follow this and you’ll be set. Also, around age 75 you should start considering triple training in lockpicking skills in order to gain experience when you’re older, it’s very cheap.

 

Armor Use: Train in this 2x (two times) per level. This enables you to wear heavy armors without any added RT. As a Rogue, you can wear armors that are many ranks above yours because of the large bonuses in reflex and dexterity. Train until you can wear full plate, no exceptions

 

Shield Use: Train in this 2x per level if possible. This might be tough earlier on, so consider 1x’ing for a bit. This will help you defend yourself and it adds to your defense against elemental spells.

 

Combat Manuevers: Train in this 2x per level. This will increase your AS and DS by +1 every level. It also increases your chance to "crit" a critter, which means that you hit it and either kill it outright or stun it for a while. It also helps a good deal with ambushing and dodging manuever-based attacks.

 

Edged Weapons Use: Train in this 2x per level. This will increase your AS with an edged weapon, it’s pretty self-explanatory. The reason I say edged is because it’s the cheapest, it’s the most common, and in my opinion the weapons are the best.

 

Climbing/Swimming: Alternate training in these 1x per level, but if possible train every level. These enable you to climb and swim in certain places in the Lands where you otherwhise couldn’t go and is also a cheap way to get DFRedux (a system that lowers the amount of damage dealt to you when a critter hits you). Train until your skills level reaches at least 30 trains in climbing and 50 (10 trains) in swimming.

 

Stalking and Hiding: Train in this 3x per level. This helps you…stalk and hide. Hiding is essential for good ambushing. Also, you might think triple training isn’t necessary, but what happens later on is no one can hide in front of critters…very annoying.

 

Perception: So many people have different views on perception it’s hard to say. I’d train 1x per level for life as a Rogue.

 

Ambushing: Train 2x in this per level. This skills increases the chance of critting a critter in a certain spot. Ambushing from hiding enhances the chance of crit occurring. Ambushing will be the major way that you hunt most of your life.

 

Physical Training: Train in this 1x per level period. This skills increases HP’s (Health Points) and also the rate in which your health goes up.

 

PART V: What to do, what to do

Level 0: Make trips to all the stores in the Town you are born in. This your quickest level.

 

Level 1-3: Fight rats and kobolds. This is boring but it gives you a taste of things to come.

 

Level 3-6: Pick either CoL or Voln, I’d suggest CoL. You should hunt on the Miner’s Road and goblins. If you find that you are having trouble here, you should continue with rats.

 

Level 6-9: Fight manticores and thraks. They don’t have a very good treasure stock, but have a nice generation rate.

 

Level 9-12: Fight silverback orcs and cold guardians in Icemule. I loved hunting here, it was a quick fry and very easy.

 

Level 12-15: Try Krolvin mercernaries and warriors in River’s Rest. The town is great, plus the critters almost always have a good generation rate.

 

Level 15-20: Try the Abbey in Icemule. It has a very nice generation rate and puma hides are worth a pretty silver. You might need a bud to help you spell up.

 

Level 20+: By this time you must have an idea of what to do. Feel free to broaden your horizons, because there are so many paths and options that one can follow in the Lands.

 

Part VI: Life in the Lands

I’m not some grumpy old Legend that deems it necessary to teach every youngster what he or she is doing wrong, but there are some things that you should take into account before you go and waggle your tongue about anything.

Just a few basic rules on etiquitte. Please don’t yell, pick up items that don’t belong to you, scroll (repeat a command over and over), poach (attack critters that don’t belong to you), and best of all please tip any person that helps you out with something, whether it be locksmithing, healing, rezzing, or even just spelling you up unless they ask otherwise.

 

Author’s Note: For all the Rogues out there, please enjoy my guide. I wrote it because I know how difficult it is for us to decide which path to take in training and just life in the Lands in general. If you see me around, feel free to comment on my guide (whispering of course), or if you would like to do it more quickly, please e-mail me at Sperk65417@aol.com.

 

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