Rogue

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Rogue

Rogue 128 bg.png

Metaclass Rogue
Locked No
Starting Life 100
Life Rating +0
Stat Modifiers
Strength +1
Dexterity +3
Constitution 0
Magic 0
Willpower 0
Cunning +5

Description

Rogues are masters of tricks. A Rogue can get behind you unnoticed and stab you in the back for tremendous damage. Rogues usually prefer to dual-wield daggers. They can also become trapping experts, detecting and disarming traps as well as setting them. Their most important stats are: Dexterity and Cunning

Starting Equipment

  • Iron Dagger
  • Iron Dagger
  • Rough Leather Armor

Starting Talents

  • Stealth
  • Trap Mastery
  • Lethality
  • Dual Strike

Talent Categories

Technique
Dual weapons (1.3 mastery)
Dual techniques (1.3 mastery)
Field control (1.0 mastery, locked)
Combat techniques (1.3 mastery, locked)
Combat veteran (1.3 mastery, locked)
Combat training (1.3 mastery)
Cunning
Dirty fighting (1.3 mastery)
Survival (1.3 mastery)
Stealth (1.3 mastery)
Trapping (1.3 mastery)
Lethality (1.3 mastery)
Scoundrel (1.3 mastery)
Poisons (1.3 mastery, unlockable)

Strategy

The Rogue is a nimble melee fighter relying on daggers, traps and stealth to defeat its enemies, while dodging or avoiding enemy attacks.

Rogues start with the ability to use ranged weapons, and start with sling and ammo in their alternate weapon slot. Rogues can be quite deadly with a sling (due to their Dexterity and Cunning), and they can even use an off-hand dagger alongside the sling, so they retain their Dual Weapon Defense bonus while shooting.

However, your primary offense will most likely be your daggers. These are a bit underwhelming at the start of the game, but once you find (or purchase) some better daggers, as well as boosting your Dex and Cun, you'll quickly develop into a stabbing machine.

Flurry hits 6 times (3 with each dagger), and is your best single-target killing talent. Sweep hits up to 3 adjacent targets and causes bleeding (damage over time); it can be quite effective if you plan to retreat and let your foes bleed out.

Stealth and traps, however, are what make the class interesting. Stealth can be set for automatic use (strongly recommended), meaning it will typically trigger as soon as you're out of sight of all monsters. While in stealth mode, your light radius is reduced to 0, so you want some infravision or Heightened Senses to compensate (they used to stack with each other, but they no longer do). Stealth is almost as good as invisibility -- monsters may not even know you're there, or if they do spot you, they may mistake your exact position, and waste their talents on empty space. With Shadowstrike you can also get huge damage bonuses when striking from stealth.

Traps (and Lure) give you some additional tools to use against monsters. Be sure to pick up the poison gas trap from the lore in The Maze.

You can learn to poison your daggers by siding with the assassin lord in the Lost Merchant quest. This will boost your damage even further. (Actually, you only have to do that with your first Rogue character. After that, every other Rogue will have the tree unlocked, and your optimal strategy is to kill the assassin lord for his gear and for the merchant's store.) (Unless you want the Tricks of the Trade Prodigy.)

Speaking of Prodigies, Giant Leap is quite awesome for Rogues. You get mobility combined with a devastating multiple-opponent attack.

Defensively, you can become nearly untouchable by physical attacks due to your Defense score (from Dexterity, from Dual Weapon Defense, and from equipment bonuses). Your bane will be nonphysical attacks (dragon breaths, spells, etc.). You get no talents to help against those (other than Thick Skin of course), so look for equipment with saves, stun/confusion immunity, and elemental resistance.

Antimagic may be worth considering, although it will reduce your mobility (you won't be able to rely on teleport/phase door for escapes).

Classes

Classes with a non-white background need to be unlocked or may have other requirements
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