Class Information

Rogue

Knives, locks, smoke, dirty tricks and opportunism.

Rogue class portrait

What It Feels Like

Rogues are the practical troublemakers: stealth, lockpicks, backstabs, pickpocketing and disabling tricks. They are excellent for players who like systems and angles.

Choose Rogue if you prefer leverage over honour. You will learn when to open with surprise, when to blind or smoke out danger, and when to run away with the loot.

Focus

  • stealth and locks
  • knife combat
  • SP control skills
  • money, theft and dirty tricks

Good Race Matches

  • KenderAlmost too obvious: nimble, nosy and born for trouble.
  • HobbitQuiet feet and a natural low-profile burglar fantasy.
  • ElfGraceful and sharp for stealthier play.
  • HumanFlexible enough for combat, social and utility growth.

Core Skill Shape

Top class skill strengths from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Bargaining10100
Knife10100
Locks10100
Stealth10100
Stealing7100
Murder5100
Attack1100
Defence590
Blunt290
Melee190

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
Sap 1 SP physical A rogue's quick cudgel blow or pommel-strike, meant to rattle an opponent and buy a heartbeat of advantage.
Trip 1 SP physical Hook an enemy off balance, knocking their rhythm out from under them with Rogue timing.
Backstab 2 SP physical A rogue's signature surprise knife attack. It must be opened from outside combat, requires a wielded knife, and may name a limb to aim for.
Gouge 3 SP physical A vicious close-quarters gouge that hurts and briefly spoils the victim's agility.
Smokescreen 3 MP magical A pocketful of occult soot and stagecraft, briefly improving stealth and defence while the rogue disappears in the smoke.
Flourish 4 SP physical A flashy rogue feint: half performance, half threat, sharpening attack and defence for a short while.
Kidney 5 SP physical A brutal kidney shot that does modest damage and can leave the target doubled over for a moment.
Disarm 6 SP physical A dirty-handed weapon bind and wrist twist, weakening the opponent's attack rhythm and opening them up.
Shadowbind 6 MP magical A whispered rogue hex that pins the victim's shadow, briefly tangling their movement and defence.
Coup 8 SP physical A high-level rogue finishing move: a cold-eyed opening followed by a precise strike.
Molotov 8 SP physical Throw a glass bottle of flammable spirit at an enemy. A clean hit does some impact damage and leaves the target burning for several heartbeats. A miss may splash another nearby victim, and burning targets have a low chance to spread fire to others in the room. The rogue who threw it is never hit by the splash.
Veil 9 MP magical An advanced rogue veil: a half-magical misdirection that briefly sharpens stealth, defence, attack and dexterity.