The Volatile Sylvan's Guide to Low-Mana Rogues!

By Karye Pezdragon

Heh heh...long title, I know. Anyway, I couldn't let all these big boys have all the fun, so I'm writing my own guide! Now, before anyone even thinks about saying, "Oh, it's just another rogue guide, there's already 10 thousand of the things...what more could it say?", let me point at the title of this thing. "Low-Mana Rogues"...that includes rogues with absolutely no mana, too. Like me! Now, I know there's plenty of you out there, rogues who had no idea that *everyone* says to give yourself a good Aura right off the bat. I was one of you. Still am. This guide is NOT for people who want to start a new rogue, though; it's for those already in existence, since even I would tell any new rogue that having a good Aura, and thus plenty of mana at your disposal, is a good idea.

No, this is for all you folks out there who made what a lot of people are starting to call a "fatal mistake". By that I mean that they'll say you should reroll, because having such a low Aura is going to hinder you later. Well, you *don't* have to start over! It's quite possible to survive like this. I think it was Karzak who said he wouldn't have mana until 28; I won't have any until at least then, probably past 30. I don't think he's going anywhere, and I know I'm not. But it takes proper training, and that's what I'm dealing with- training strategies.

First off, look at your numbers. I doubt they're terrible, just with a lower number in the Aura spot. That means your strengths lie elsewhere. Now, every good rogue who didn't put their big numbers in spots that would give them extra training points, has them in other places. So most of you probably have very good Strength, Dexterity, Reflexes, and at least one other thing that can be called good. For me, it's Constitution. For you, it might be Wisdom; that'll help you pick. If it's Discipline, that can help offset the loss of training points from having a poor Aura. And so on- every stat has its use. You might want to play to those- use them to flesh out your character a little better.

Now, without a wonderful Aura, that hurts your TP's. Fact of life, but by no means a reason to give up. You simply have to find a training plan you like and stick with it. There is actually a training advantage to this, though; you won't have to worry about saving for spells for a long time, or mana sharing, since they'll both be fairly useless to you until your base skills have reached a high enough level where you can stop (Armor use, for example). So, without further ado, here's a list of all the skills you can train in, taken directly from Gullman's guide (thanks Gullie!), with his comments replaced by mine ::cackle:::


Two-weapon Combat: (5/3) 2x Useless! Anyone who has spent any fair amount of time training it this should start over NOW, since you won't be surviving anything using two weapons once you get even a little older.

Armor: (3/0) 2x Important- especially since the low-mana rogue won't know any spells where spell hindrance could prove fatal (e-wave, anyone?). Train to 120 at least, so you can wear brig without penalty. Eventually, you might want to train up to chain hauberk, but that's up to you. I would suggest padded brig, but you can do whatever you want. Single training to 120 suggested. One other note: Some people will tell you that your Dex and Reflexes will counteract some of the penalty if you haven't fully trained to wear the type of armor you have. That's true. But keep in mind, you won't be able to carry as much before that penalty kicks in. Shield: (3/0) 2x Also important, since every bit of training helps. I've heard that you should stop at different points; 120, 140, 150, etc. I say single forever. Even when it only adds one point, that's one more point of defensive DS, which you'll love to have if you stance dance (ha! Filthy warfarers, you can't touch me! Uh oh, e-blast...). Single training for life suggested, double early if you can spare it and feel you need it.

Combat Maneuvers: (4/5) 2x Yes, yet another important thing. If you can, DOUBLE THIS. This is the main advantage the low-mana rogue has over the magical and semi-magical rogues; we can afford to double train in this more easily. If you single, that's ok- if you do it from the start. If not, then try your best to double train, at least until you get to a point where you're averaging single training each year for your life to that point. Personally, I'm doubling from now on- doubling will add one point to your AS each year, and the difference between 2 and 3 each year can add up. Less important for the cheaters out there- but then again, the low-mana rogue won't find the clan of Lightning people ::cough:: to be of much use. Also helps avoid certain maneuver attacks, always a good thing.

Edged Weapons: (3/1) 2x Swords, falchions, rapiers, etc. Double this or blunt for life.

Blunt Weapons: (3/1) 2x Maces, halberds, large boards with nails in them. Double this or edged for life. Good for those ladies who like whips. :::cackle::: I wish I knew whips existed here when I started...:::flail:::

Two-handed Weapons: (8/2) 2x Almost as useless as two-weapons, except that you don't have to train in edged or blunt in addition to this. But considering training once in this costs almost what training twice in a normal one-hander does, it's a bad idea to train this. And you can't ambush effectively with a claidhmore- you'll trip over the sword when you swing it, leaving you wide open for whatever might wander in. :::glance warfarer:::

Ranged Weapons: (5/1) 2x Would be nice to have. But we don't, so don't bother.

Thrown Weapons: (4/1) 2x Would also be nice to have. Don't have this either, so don't bother.

Pole-Arm: (11/2) 2x Costs way too much, not to mention you look funny swinging one.

Climbing: (2/1) 2x Nice and cheap for us; costs slightly more than swimming, but from what I've seen, it has more uses when you're younger. When you're older, that evens out, but train a bit more in this early.

Swimming: (2/0) 2x See climbing; cheaper, so it's easier to catch up in, make sure you get both to about 90 eventually. Yes, sorcs survive without that much, but it's just that much safer for us. Note on climbing/swimming: All armors have an action penalty. No matter what your skill, that can affect you when trying to climb a cliff or swim in a lake.

Multi-opponent Combat: (10/3) 2x Like ranged and thrown weapons, this is currently useless.

Disarming Traps: (1/1) 3x Heehee..the good stuff. Double this to 140 at least; the low-mana rogue won't have traplore to rely on. Once you get to 140, you can drop back to singling if you want- the highest traps so far are -160, and you probably won't find many of those. Buy, or somehow finagle your way into a traplore amulet. Keep it handy for the really bad ones- you won't use this TOO much, probably.

Picking Locks: (1/1) 3x Ah, the money maker. If you have a high Wisdom, tripling in this can make you a great picker, even without locklore. So much so that you can probably make a good chunk of change picking for others with only one or two locklore amulets in reserve for the really hard locks. If you just want to pick your level plus a bit, double consistently. A high Wisdom will help, but isn't necessary; a low Wisdom (one with a negative for the bonus) may make you want to triple this a few times.

Hiding & Stalking: (1/1) 3x Want to hide from anything? Triple this. Just want to hide from critters you're hunting (at least, the ones who CAN be hidden from)? Double. Single trainers couldn't hide from a zombie. Double this at least. That goes for *everybody*.

Perception: (0/1) 3x Double this to 140, then single, that's my suggestion- with the changes to picking pockets, a lot of people aren't bothering to train in it, so you don't have to worry about it *as much*; the thieves still exist, though. If you double this and disarming, you'll be able to spot any trap currently in existence at 17. And at 17, you won't be finding too many of those on the boxes you pick up (although frost giants and warfarers, both huntable by people of that skill, have been known to stick -150 and -160 rods on their boxes). My suggestions- Double to 140, then single, unless you plan on hanging around Jesh. Then triple constantly. :::grin:::

Spell Research: (0/80) 1x Low-mana rogues need not apply. ::::smirk:::

Scroll Research: (0/6) 1x This is good. The low-mana rogue equivalent to spells, and it allows more spell-casting freedom, in a way. If you train this once a year, right from the start, once you title you'll be able to read some very high level spells (18th or 20th). However, you get a +10 to your attempt if it is a Minor Elemental or Minor Spiritual spell, since we can cast those. (You get an extra bonus if you know the spell, but that doesn't matter to the (say it with me!) low-mana rogue!) There is a -30 penalty if it is any other type of spell. So when you first start out, you might not be able to cast certain spells, even if you can read them; once this skill hits 40 or so, you'll be able to invoke anything you can read (although it might take a few tries).

Magic Item Use: (0/7) 1x Wands, rods...don't worry about this, your Dexterity will let you use any imbedded rods, and wands are only good for Hearthstone deeds and tips. Mana-Sharing: (0/25) 1x What exactly is the low-mana rogue going to send? Don't bother with this until the day comes that you have a fair amount of mana to send.

Spell-Aiming: (4/22) 1x For wizzie wands. Don't bother.

Ambush: (1/2) 2x Double this until it doesn't help you anymore. Some say 150, some 180. I'll probably go to 180, but I may single after 150...I'm still not sure yet. Double to 150 and then decide- almost a must.

Physical Training: (3/0) 2x Nothing like getting sliced and diced and still walking away! Some people say that this isn't so important, "it's the crit that kills you"; bah. That's rolton dung. There will be times that a few extra HPs will help, or maybe even save your life. Max your health, probably by single training each year. Extra training will allow you to recover blood more quickly.

First Aid: (1/3) 2x This one is totally up to you. The low-mana rogue should be able to train in this more than magical rogues, though, due to the fact that low-mana rogues don't need to save for spells. I think I might have more First Aid training than any other rogue, and I'm quite sure I have more than any my age- 105 skill is incredibly useful. I suggest at least single training in this for awhile. A 102 skill will allow you to tend your own 8 per bleeders (!), making you more able to rely on yourself to survive, and every little bit helps in skinning and extending how long your bandages last. Still, it's completely up to you.

Trading: (0/3) 2x :P Thppppt. This has no real effect on prices, not for the amount of training you'll have to do to notice anything (if that's even possible!).

Picking Pockets: (1/0) 2x This has changed recently, so it's up to you...doubling no longer makes you immune to pickpockets, which is part of the reason some people have dropped to singling (like me) or stopped altogether. The only reason I single, however, is that I have less training points to go around, and I'm already a good enough pickpocket. If you plan on picking pockets regularly, or would like to make sure you can take revenge on some of the idiots in the lands without causing physical harm, double this for awhile. If you don't care, single, or don't train in it at all. I suggest singling at least; it's just too much fun to use as a joke. :::grin:: (Just make sure you give it back before they notice it's gone! "I was gonna give it back!" doesn't work with a lot of people.)

Brawling: (3/2) 2x If you want to field pick a lot, single train in this. If you want to become a great Voln-Fu master, double. If you're one of those people who puts their sword away to pick stuff up, train some in this anyway, since in defensive stance it helps you defend yourself, along with your shield. (You DO have a shield, right?)

Now, other than the things that are useless for us to train in (wand-waving rogues.. :::snicker:::), all the comments with regards to suggested amounts of training are just that- suggestions. I mean, it's difficult to train in all that. Let's add it up-


1x Armor- 3/0 2x Weapon- 9/3

1x Shield- 3/0 2x Disarm- 3/3

1x CM- 4/5 2x Picking- 3/3

1x Scroll- 0/6 2x Hiding- 3/3

1x Phys. Train- 3/0 2x Perception- 0/3

1x First Aid- 1/3 2x Ambush- 2/6

1x Pick Pockets- 1/0

Total- 15/14 20/21


Training like this will take up 35/35 TP's, which you should have at your disposal. However, you still have to get Swimming and Climbing in there somewhere. With this, you could alternate Swimming and Climbing...but some people might want to triple picking, or double CM, or a number of other things. This is just an example of how the low-mana rogue can train to become good all around.

I'm not going to get into strategies for hunting, or formulas for picking. If you took the time to pick this up, you probably have or will pick up other guides that can help you just as much as I can with that. And as far as how to save for spells...well now, that would be quite a waste of space for this guide, wouldn't it?

As you can see, the comments, where applicable, deal specifically with the advantages and disadvantages that a rogue with little or no mana can find in each skill. Spell Research is obviously not too useful; First Aid, on the other hand, is something very useful that the magically oriented rogues may not be able to train much in.

Well, that just about wraps things up. I've done what I wanted to, given those "less-fortunate" rogues my ideas on how to make survival a little easier in this world. Just remember, even with very little or no mana at your disposal, there is still a huge variety in the ways you can train. Do your best, don't waste points, and for the love of the gods, ROLEPLAY! That's what makes being here worth the time.

Disclaimer: I take no responsibility for the training habits of anyone who reads this. If you look through this, get some ideas, and then bungle your training, it's not my fault. :::cackle:::

Karye's disclaimer: My shadow was kind enough to write this guide, and then say it was me. Just as well, since I don't know what any of this means. Still...::::thump shadow:::: OK, I feel better. :::snicker::::::wave:::


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