Quiet's Rogue Guide
Rogues - By Lord Quiet, 40+ hobbit rogue
So, you think you want to be a rogue, do you? Or perhaps
you are already a
rogue, and want to learn more about the craft. Sit down by
the fireplace,
let me fill my candy bowl, and let me tell you what I know
about rogues.
No, don't sit on the table, sit on that nice soft cushion.
There, isnÕt that
nice? That cushion? Oh - I pick things up here and there....
Where was I?
First, we should begin with what kind of person makes a
good rogue. If we
look at the statistics that make a person who they are when
they are born,
we find certain things in common with all the better rogues.
For example,
rogues will do a lot of sword swinging. So, strength is a
requirement of
rogues that want to do well. Of course, discipline and aura,
being useful
for mind and body should also be high. The other statistics
depend on your
race and your chosen path. However, charisma should be your
lowest.
Rumor has it that low charisma makes it easier to hide.
I didn't tell you about paths? Hmm, must be getting
forgetful in my old
age. Quiet whispers to you, I just turned 86 last night.
[EditorÕs note, this
is true hobbit age, he has only trained 52 times as of the
time of this
writing.]
Ok, I have seen three paths for rogues. Being a rogue is
easy the first 20
years or so, just like it is for them sword swinging fighter
types. But then
it gets harder, so the good rogue has planned out where he
wants to be
when he, cough or she, is 30 or 40, or even 50 trainings old.
The paths I
have seen fall into three categories:
Ambushing Fighter, The Locksmith, and The Magical Ambusher
There are features in common to all rogues:
Only single in body development. Those hit points will max
out soon
enough, and those extra development points will be more
useful elsewhere.
At least single in perception and pickpocket. They are
both so inexpensive
and useful, find room for singling.
The two weapon skill is very costly, considering you are
giving up a large
amount of defense for that second attack. As you get older,
nothing can be
killed with two attacks, so spend the points somewhere where
it will be
useful.
When you have left over points, train in climbing (you
will be amazed how
often this will come up as you get older), a little swimming,
mana share,
trading, and first aid. Don't bother double training in any
of them.
All rogues should double in ambush (the skill that
distinguishes a rogue
from other professions), and at least single in hide.
Always give full training (double) to your primary weapon
form. One
handed edged is he cheapest, but is by no means the only
choice.
The Ambushing Fighter
This rogue doubles in Combat Maneuvers.
Some advocate doubling in armor and shield also. I don't
personally think
the shield skill is worth doubling in, but other swear by it.
Remaining points to be distributed to lockpick, disarm,
pickpocket, a
second weapon form (like two handers) as suits your
personality.
Lady Nyte is an example of the Ambushing Fighter.
The Locksmith
This is a rogue that specializes in opening chests. Lock
Picking and
Disarming get double or triple training, perception gets
double, armor and
shield get single trained. CM is either single or double
trained as points
permit.
Remaining points to be saved up for magic. Why? the lesser
elemental list
has some spells that aid the lockpicker, and you get some
nice defensive
spells thrown in. The spells are expensive, but will pay off
all the way
down the line.
This path has difficulties, but I suspect Lord Auterio
follows this path.
The Magical Ambusher
The magical ambusher is a rogue that is somewhat confused
if he should
be a ranger, bard, or thief. He specializes in magic as an
aid to his
ambushing. The lesser elemental list has various defensive
magic
available in addition to various other useful spells. This
rogue wants to
have spell 425 (True Strike) by 50th level. Note that this is
a spell every
other level! So this requires allocating 40 mental points per
level to
magic. You will typically only have 40 mental points, so you
will be
converting physical points to mental at a two to one cost.
This rogue
should put high numbers into the mental stats like
intelligence etc.
This rogue will at most single in armor, no shield, very
little lock and trap
(if any). Legend Jesh suggests that trap and lock skills are
not really
necessary, and cost you spells. He recommends training in
shields,
however, since it is easy enough to train in. You might not
even have
points left over for combat maneuvers, but this should be
given priority to
have at least some CM. Strangely enough, this may be the most
powerful
rogue of all, under the current environment. Not only true
strike is
available to the legend rogue, but all 24 of the earlier
spells. This gives
the rogue more flexibility, and the ability to self cast all
three guards is
hard to ignore.
Legend Jesh is an example of the Magical Ambusher
There is a compromise to the Magical Ambusher...
This rogue stops at 410 (e-wave) and only tries to get a
spell every 3
levels. He gets e-wave at 30th level this way, about the time
where the
non-magical thief is having problems hunting. E-wave is a
great equalizer
spell in a large number of situations. The numbers and
training path is
very much like the Magical Ambusher presented above, but you
will have a
few spare points to use for locks and CM.
After E-Wave has been learned, those points can be applied
to picking,
disarming, mana sharing etc as fits the personality of the
rogue.
Legend Aurien and Lord Quiet are examples of the
compromised Magical
Ambusher
Quiet, stops, drinks from a large mug of steaming
chocolate milk, and
looks off into the fire.
Ambushing. There is a skill for you. I remember the days
when... well,
Quiet smiles, you donÕt want to hear my old stories. Let me
tell you about
ambushing.
Fighters have their method of ambushing. We have ours.
They may seem the
same to the outside observer, but they are as different as
night and day.
The fighters gets all stoked up, steam pouring from his
nostrils, and aims
his sword, or whatever is in his hand, and the head of the
poor creature.
Poof - no head. Neat trick that, Quiet mumbles.
Rogues donÕt do it that way. Nope. You got to hit pretty
hard to smash a
head. Rogues do it with skill, not brute force. Finesse! Have
you ever seen a
rogue ambush? He hides. This takes a while looking for just
the right spot
where you can do the most good. I have trained a fair touch
so I rarely fail
in my hiding, but it still takes me at least 3 seconds to
hide. Then I
carefully pick my target and swing, just after the creature
has done
something. This is kindof like stance-tagging, but better!
You see, after I
attack I am really really open to a counter attack for at
least 5 seconds. I
am hoping the monster will be vulnerable to attack for the
same time, or
longer so he don't swing at me. This don't work so well when
there are a
group of monsters against you, so be careful.
Oh, I almost forgot, where to aim. I have watched tall
rogues, you know,
humans and other vertically challenged races, swing directly
at the head
or neck. Both are good targets for the instant kill. I can
rarely reach that
high. So I aims for their legs. Funny thing, but when a
creature loses their
leg, they usually fall down, stunned for a short while,
making my next
attack even easier. And that attack, I can reach their head.
Some creatures don't lose their leg. For example, some
undead don't have
no legs. Seems I am always running into these. Well, many
don't know it,
but you can do some extra damage if you aim at some sensitive
spots, like
the back. The back is nice too, they often fall down.
You want to know details of how this works? Ok. Half your
skill in ambush
goes towards your targeting. So if you have a 100 skill (say
you are 10th
level) you would have a 50% chance of hitting where you aim.
If you miss,
it might hit somewhere else, or it might leave you looking at
a creature
you have just made angry. The other 50% of the skill is the
special part
that only works when you hide and ambush. It increases the
critical
damage of the attack. First, you have to hit hard enough to
critical at all.
This means you have to do at least 6 points of damage. Then
the half of
your ambush skill gets added to the combat roll for the
determination of
the severity of the crit. So you might do 6 damage points
with your
weapon, but slice off the hand, causing an additional 30, and
he drops his
weapon! Them smelly fighters can't do that!
You want to know about lockpicking? Hmm - I have picked a
fair pocket,
cough, cough, I mean chest in my time... There are two steps
to picking a
chest: traps (disarming), and locks (picking).
You don't want to be opening no chest that you havnÕt
disarmed the traps.
Even if your best friend assures you there is no trap on it,
it is your face
and hands that will get melted off, not his. It is really
simple to find
traps, too. Not so simple to remove them though, or I
wouldnÕt have made
as much money as I did.
The first thing you do is disarm the chest. "Disarm
my chest", assuming
you are holding the chest in your hand. You need good
perception and
disarm skill to find the trap. When you are young, you don't
have the skill.
Trust me. You will find some. You will miss some. Worse yet,
you will fire
off some traps right in your face. I suggest waiting till you
are at least 5,
and perhaps 8. (Assuming you are double training. If you
single train, be
older. If you triple train, be younger) Then, try to find
traps multiple
times if you donÕt see them the first time. Not all chests
have traps. But if
you have tried 3 to 5 times and don't see one, then you have
a good chance
of living through it.
This brings up another point. Try to find a place to open
chests away from
a lot of people. You will occasionally activate a trap. Some
of the traps
affect everyone in the room. Lots of people in the room, mean
lots of
people dead or hurt. These people will all know you did it,
and will not be
happy. Some traps will release a cloud. So, you might even
want to be a
few rooms away from people until you are very sure of
yourself.
Ok, you have found a trap, and want to disarm it. Well,
you do the same
darn thing again. "Disarm my chest" Sometimes you
won't do it. You can
keep trying. For those that like numbers:
Disarm_Skill + Wisdom_Bonus + Lore (if any) + Trap + d100
> 100
The Disarm_Skill is your skill in disarm that you have
trained in.
Wisdom_Bonus is the number you see with a + or - when you get
"info" on
your character after the wisdom stat. Lore is from the
dsenhance on the
lesser elemental spell list. You get 5+ half your level if
someone throws it
on you. You get 10+your level if you throw it on yourself.
You get 0 if you
don't have this spell active. Now, they been talking of
changing this, but it
hasn't changed yet.
You have either removed the trap, or there was no trap to
begin with. You
are ready to pick the lock. Let me tell you now, you are
going to break a lot
of lockpicks. Expect it. Don't invest so much money into
lockpicks you
can't afford to replace them. Them things are worth more than
gold. Well,
you'll see. Get that lockpick in your hand, and 'pick my
chest with my
lockpick'. Again for those who like numbers:
(Lockpick_Skill + Wisdom_Bonus + Lore (if any)) *
Pick_Multiplier + Lock +
d100 > 100
Lockpick_Skill is your trained skill in picking locks.
Wisdom_Bonus is the number you see with a + or - when you get
ÒinfoÓ on
your character after the wisdom stat.
Lore is just like disarm, but the spell is pkenhance. Same
numbers
Lets talk about lockpicks. Lockpicks have two attributes:
strength and the
multiplier. Notice the multiplier magnifies even the smallest
of skills.
The common lockpick has a multiplier of 1.0. The alum
lockpicks available
from the locksmith in the back room, have a multiplier of
2.4. These are
the best you can buy over the counter. Sometimes special
lockpicks can be
found on monsters, or special merchant. I have never seen one
better than
2.5, but have hear of one or two in the 2.6 range.
The problem is, lockpicks are fragile. And any time you
don't open a chest,
it checks to see if the lockpick breaks. If there is no hope
of you opening
the box, because the lock is way above your skill, the
lockpick has an even
greater chance of breaking. Worse yet, 1% of the time, you
will fail, even
if the chest is a trivial chest to your skill.
So what can you do to avoid those chests that are above
your skill? As it
turns out, this is not that hard. If you know the age (level)
of the creature
that dropped the chest, you have a fair idea of the hardness
of the chest.
The hardness goes up every time the creature's age goes up by
10. So all
creatures age 0-9 have the same GENERAL hardness. When you
are 8, and
have double trained, stick to these chests. Creatures 10-19
have the same
general hardness. Again, you should be around 12 to 15 before
dealing with
these chests. It seems that if you are good, you can pick
chests from
creatures slightly above your age. (And I suppose if you
triple trained, you
could do this much faster.)
Funny thing about picking, you can learn from it, but only
if you have a
chance of failing. So those easy chests you open in no time?
They give you
no experience. So the better your skill, the less you can
learn.
I have heard that kneeling improves your disarm and
lockpicking skill.
Well, it may be because I am so short, so donÕt need to
kneel to get closer
to the chest, but I have never seen any advantage to picking
with my knees
in the cold dirt.
Chuckle, you seem to have dropped your coin purse into my
seat. Here, have
it back. No, count those coins. I donÕt want anyone thinking
I take coins
from a guest. No sir!
You want to know how I COULD pick your pocket? Hmmm. Tis
really easy. I
just "steal <person>". I have to be in the
same room as you. And I think
there is some minor advantage if I am hidden or invisible,
but not certain.
Of course you only get around 120 or so coins. Not much. I
know some
thieves (and I mean thieves, not rogues) that can clean a
pocket in a few
seconds by repeatedly taking coins. I don't like them people.
They give
rogues a bad name. Better take a little from many, than a lot
from a few.
Besides, even if you were as good as me, oh I mean, even if
you were very
very good, you will get caught 1% of the time with your hand
in their
pocket. Many people like to kill you over this, especially if
you have
lightened their pocket by 2000 coins or so. Their perception
and
pickpocketing skill will prevent you from picking their
pocket if they are
high enough. I suppose dexterity bonus plays a part too, but
I am not really
certain, Quiet says rolling a small coin between his fingers.
I should add that I never steal from empaths. They heal me
so often, and
are so poor, I would rather they be happy to see me, than
avoid me. Same
goes with clerics. It is amazing how many times those that
come from the
gods have brought me back from that place that dead hobbits
dwell.
Speaking of dead people; it is really bad form to pick from
the dead. It is
not like they can do anything about it. Sortof like kicking a
man while he
is down.
I should mention that I have seen professional thieves and
amateur
thieves. I think what distinguishes them is, Style. The
professionals will
do it with flair. They will deal with failure with grace, and
according to
their personality. Sometimes this can be the only barrier
between a quick
death of a caught pickpocket, and a future friend.
Thieves guild? Yep - there is a thieves guild. I am a
member! What is it?
Hmm. Well, we have some informal rules, you know. We want
thieves that
have honor. So none of those thieves that steal items. None
of those
thieves that steal chests. Thieves that steal coins are ok,
of course. Oh, I
have known of some that will steal coins and leave the lands
to avoid
dealing with the consequences. This is wrong. Period. Take
the risk, pay
the consequences. If you don't like the consequences, don't
take the risk.
We are not an assassins guild, but there are assassins in our
guild. No, we
don't do vendettas for guild members, but we have been known,
in the past,
to band together to stop an invasion of people that demanded
we not pick
inside the town limits. Yep, *blush*, well that was actually
before my
time, you know.
You want to know how to join? Oh, well, hmmm. You should
make sure you
are an honorable thief (not just following those rules I
said, but in all
ways) and make yourself known by guild members. You donÕt
know any
guild members? Sure you do... You know me. You want to know
others? I
seem to have forgotten their names, sorry. Quiet smiles a
sheepish smile.
Quiet looks down at his empty mug of chocolate milk, his
empty bowl of
candy, and the fire starting to go out. I think it is time
for this hobbit to
sleep. I should mention that I am the oldest hobbit rogue I
know of. [Oldest
player hobbit rogue - Editor] Being a hobbit and a rogue is
not very easy.
Hobbits are not so strong. We are agile and dexterous, but it
is easier to be
one of the elves or even a human rogue. I read a story once
about a Bilbo
Baggins hobbit. Well let me tell you, he never existed in
this world. Nor did
Frodo or any of the others. I have heard being a dwarf rogue
is almost as
hard. Of course all dwarves are thieves. Have you seen the
prices they been
charging...
That's right. Sorry to have kept you. I know you have to
get home. Good
Night.
Lord Quiet, Rogue, Vuln Master
aka
Steven Colborne
colborne@deltanet.com
S.Colborne@genie.com