I was going through the library one day, picking through all the new interesting looking compositions...when it hit me that I had never once seen a Rogue help file. I muttered to myself, "Why should Empaths and Clerics get to have files like these, but not Rogues? We're a special class *too*...not like some of those boring..." I will trail off the quote here, not really wanting to offend any other class or specific people. But my point is, again, I haven't seen a good dissertation on the Rogue class...and in my opinion, it definitely needs one. Therefore, I am now going to remedy this situation.
First, a bit of background about myself, so that you know I do have a least a little bit of knowledge about these matters. I am currently a seventh year Rogue...before this I have been a first year Wizard and a seventh year Ranger. I am both a capable picker and fighter...you may have seen me in the East Tower before, or perhaps in the Ghoul Masters or Tomb Wights (all right, fine...I can't *kill* them, but I *can* survive there without being hurt :P). I am of the pure Elven heritage, and very proud of it...while I may suffer from a lack of natural discipline, I definitely have some of the fastest reflexes around.
But enough about me. The point of this is to talk about Rogues, and the specialties thereof. First of all, in my opinion, no Rogue should allow him or herself to be called a "Thief". This is not only degrading, but a misunderstanding of what the profession is about. While some of our members may choose to train in the controversial skill of pickpocketing - I don't deny that I have trained in it myself - this is by no means what Rogues are here to do. Instead, Rogues provide the much needed service of lockpicking, as well as being the second most proficient class at fighting.
Rogues also make extremely versatile characters. Armor use, shield use, weapon training, climbing, swimming, picking, and perception all come easily to Rogues...and this is by no means all of the skills quickly learned by the class. The only skills which are tough to learn for Rogues are the magically oriented ones such as scroll reading, magic item use, and mana sharing. If one were looking to learn these, a Rogue is not a good choice. Otherwise, it works for almost everything.
LOCKPICKING
Like the empaths, the Rogues are a cheap alternative for a necessary function in Wehnimer's Landing. Picking can be done in three ways: giving your box to the locksmith, getting it popped by a spellcaster, or having a Rogue open it. The locksmith, while never failing, charges outrageous prices for his impeccable work. This option should almost never be considered, and only when especially desperate to get a box opened. Spellcasters, I admit, can become as good as Rogues in the opening of boxes, but have one limitation, namely mana. Spellcasters simply do not have the staying power of Rogues when it comes to picking box after box, as happens in peak hours in the Tower. The final choice, and the one that should be used, is Rogues.
The obvious place for one of us to go when looking for picking opportunities is the East Tower. This is right inside the North Gate of Wehnimer's, and is generally safe, because of a single rule which I should mention now. No pickers under year 5 are allowed to pick in the lower part of the tower, for the general reason of safety to the other pickers and customers. Below this year, perception levels are not high enough to allow many traps, such as glyphs or explosions, to be spotted consistently. I will be frank...I picked in the tower often at levels 3 and 4, and, yes, I did set off traps at that stage of my picking career. I can say from personal experience that this is a rule to be followed by all.
East Tower Policies
The tower, like TSC, can get to be a crowded place. First, if you see people dropping empty boxes in there, please tell them to desist. Nothing is worse than when there is a full screen of stuff interfering with "look" commands and who knows what else. It's bad enough to always have to use "my" in there for fear of picking up boxies off the ground. Etiquette in the tower is a large subject, and is worth discussing. This includes people with lines, multiple boxes, dealing with uncooperative people, and risky boxes.
Lines are always extremely tough to deal with. Every Rogue pretty much has their own ideas about these. Personally, I try to keep track of and honor lines if at all possible. However, when it gets hectic, I just take whatever is offered to me when I'm free, and hope that they are not cutting in front of people who have been waiting longer. It is a good idea to announce your intentions out loud in common...either say "first come, first serve" or "next in line, please." If someone says, "Hey, I was first!" after you take a box from somewhere else...again, it's your call as to what to do. Giving the box back to the person is kind of harsh, after you've accepted it, but honoring the line *is* important.
There is one policy for people with more than one box for a Rogue to open. Do them all if you're going to do any of them. This is expected to be followed both ways. It always annoys me when I am picking for someone with say, five boxes, and they are spreading the others around while I'm doing the first. If this happens, feel free to do whatever after you finish that initial one. Otherwise, finish all the person's boxes before you move on to the next person. It is a good idea to ask how many boxes the customer has as well as where they are from before you begin picking.
Uncooperative people are often talked about by Empaths. These are the ones who yell, talk in all caps, repeat themselves constantly, and generally annoy Rogues until their box is picked. Fortunately, the East Tower does not get as many of these as TSC - both because it is less accessible and because it takes at least of modicum of skill to get a locked box. Dealing with these is tough, because there is also usually fewer people around with the Silence spell handy in the tower. Sometimes, if it's not busy, I will take these people's box just to get them to shut up - then again, that is catering to their methods. Most of the time, kindly people will inform them that yelling is not the way to get their box picked. If they are ignored long enough, most will leave.
Risky boxes are those that repeatedly give you 20 second round times when checking them for traps, those that are from monsties normally above your skill level, and those known to have -100 or so traps when you only have a 60 in perception. For these, the easy answer is to go upstairs, warn anyone up there that the place might blow, and work relatively alone. If the customer wants to come up with you, fine...but they are taking a fair risk. I advise only taking boxes like this if absolutely necessary...a referral to Mustafo or someone similar can make your life a lot simpler.
Commands
There are two commands needed for picking. The first thing you always want to do when picking a box is to type DISARM MY {box}. There are many different types of boxes: trunks, chests, strongboxes, to name a few...and a different adjective for each one as well. None of these, as far as I know, make any difference. However, you do need to insert the correct box type in for {box}. Disarming should generally be done until you get two roundtimes of fewer than 20 seconds. A 20 second roundtime generally means the check was botched, and results are not reliable. If a trap is found, use the same command to attempt to disarm it. After two successful checks or a disarmed trap, feel free to type DISARM MY WITH MY LOCKPICK. This will give you a random d100 roll, a result, and a roundtime (usually 20 seconds).
Why Pick?
With all these 20 second roundtimes, picking is not extremely quick, and a lot of waiting is involved. However, even at my level, I am able to keep my mind at the same level of saturation consistently just by picking. Of course, I am gaining experience constantly during my jobs. Money is also a great reason to pick. Most people in Elanthia are willing to tip Rogues a fair amount for opening boxes. This comes nowhere near what the locksmith gets for his services, but is still a good amount. With boxes such as titans holding 5000+ coins worth of items in them, the pay can get very good. It is not uncommon for me to enter the tower, pockets empty, and exit awhile later weighed down by a couple thousand coins. Of course, this all depends on the types of jobs which pop up, and how generous people are feeling that day. Not to mention, picking can cost an awful lot when mein and alum lockpicks come into play.
Formulae
I will now go into some of the math of picking, as I understand it. The chance of noticing a trap seems to be about 50% + Perception skill + Trap Difficulty (ranging from -10 to -120 or so). This is strictly from my own experience, and is hard to gauge because the random die rolls are not shown. With this formula, a Rogue with 80 perception would only have a 10% chance of noticing a -120 trap. The actual formula is most likely a bit more complicated, but this seems at least semi-close. For disarming traps, the formula seems to be close to the more simple Disarm skill + Trap Difficulty + Trap Lore (I'll explain this later) = % chance. I still sometimes have trouble with -10 traps, while I can pick -140 locks with ease. Keep this in mind when thinking of trap difficulties, and do not equate them with the difficulty of a lock of the same rating. The lockpicking formula has pretty much been confirmed to be (Lockpicking skill + Wisdom bonus) * Lockpick Modifier + Lock Lore + Random d100 + Lock Difficulty > some number (probably 0 or 100). If the left side is greater, the lock will spring open. I will discuss lockpick modifiers and lock lore later...lock difficulty ranges from -5 to -350 or so.
Lockpicks
Where would Rogues be without lockpicks? Certainly not in the East Tower! There are many types of picks...some worth mentioning, others not. Here I will list the ones I see people with, in order of worst to best...
Crude - Don't bother. It'll cost ya about 30 or 40 from the shop. Modifier very low...most likely less than 1.
Common - Again, not worth it. Not sure how much it costs...probably a hundred or so.
Good - Usable, I suppose. Break fairly often, aren't very helpful...but they can be used. Cost a couple hundred, I guess...modifier here either greater than 1 or equal to it.
Mithril - Never buy one of these! People buy these a lot, thinking they are helpful, since they are customized. Not true...these break quickly! I don't know what the modifier on them is, but I've heard it might be worse than professional.
Professional - These'll set you back about 600 from the shop. I carry 'em around as spares for if my alum and all my meins break. Don't break too often, though I have gone through a fair number in not too long. Good modifier. Seems to help your relationship with the locksmith a good amount.
Mein - They're pretty durable, they come in your favorite color, they're good for picking...what can I say? Bit expensive, costing about 2k...and take 12 hours to make, 8 if rushed. Modifier must be at least 1.5 - these help a lot.
Alum - You won't see any good picker without one of those. However, a word of caution. If you are subject to suicidal tendencies aggravated by the quick loss of very large sums of money, don't buy these until very late. In order to get one of these beauties you have to get the locksmith to like you...this'll take the buying of lots and lots of picks. Then, after that, you look at the cost...and wonder if the locksmith slipped in an extra zero to see how far your jaw would drop. 27k...say no more. However, they're the most durable of all the picks, they have a modifier of something astronomically high (about 2...it *is* high when you're multiplying), and they don't take any time to make. Too bad you can't choose a color.
Communication
Communication in the tower is the last thing I want to talk about. Guild speak is perfect for use here (type GUILD), and Rogues can help each other a lot. Don't be afraid, if you can't do a box, to ask one of the rogues who's hanging out if they will take it in a bit. Most likely they will, and you don't have to put the poor customer through another round of waiting in the oft-shifting line. Most of us will be happy to answer a fellow Rogue's question, if not too busy at the moment. Also, if a box is just out of reach, feel free to ask in common (type COMMON ;D) if anyone can cast trap lore, or as the case may be, lock lore on you. These can provide the little boost needed to be able to set that new personal picking record of -345, or whatever. Lock lore or trap lore, when cast on other people, provide a bonus of +5 and +1/2 levels of the caster. On the other hand, if you actually spend the major points needed to learn these, casting them on yourself provides +10 and +1 per level of the caster.
Character Generation
Race ST RE CH WI AU CO DE DI LO IN HPF Max
-----------------------------------------------------------------
Human +5 0 0 0 0 0 0 0 +5 +5 6 150
Giantman +15 -5 +5 0 -5 +10 -5 0 0 -5 7 200
Half-Elf 0 +10 +5 0 0 0 +5 -5 0 0 5 130
Sylvankind 0 +5 +5 0 +5 0 +5 -5 0 0 5 130
Dark Elf 0 +5 -5 +5 +10 -5 +10 -10 0 +5 5 120
Elf -5 +15 +15 0 +5 0 +5 -20 0 0 5 130
Dwarf +10 -5 -10 0 -10 +15 0 +10 +5 0 6 140
Halfling -20 +10 -15 0 -5 +10 +15 -5 +5 +10 4 100
Training points (TP)
Physical = ( Constitution + Strength + Dexterity + Reflexes + Discipline +
Aura ) / 10
Mental = ( Logic + Intelligence + Charisma + Wisdom + Discipline + Aura )
/ 10
N.B. Both Discipline and Aura count for both types of TPs.
Estimated Rogue Skill Costs/Times Trainable
Two Weapon Combat - 5/3 (2)
Armor Use - 3/0 (2)
Shield Use - 3/0 (2)
Combat Maneuvers - 4/5 (2?)
Edged Weapons - 3/1 (2)
Blunt Weapons - 3/1 (2)
Two-Handed Weapons - 8/2 (1 or 2)
Ranged Weapons - 5/1 (2?)
Thrown Weapons - 4/1 (2?)
Pole Arm Weapons - 11/2 (1?)
Climbing - 2/1 (2)
Swimming - 2/0 (2)
Multi-Opponent Combat - 10/3 (1?)
Disarming Traps - 1/1 (3)
Picking Locks - 1/1 (3)
Stalking and Hiding - 1/1 (2 or 3)
Perception - 0/1 (3)
Spell Research - 0/80 (°)
Scroll Reading - 0/6 (1?)
Magic Item Use - 0/7 (1?)
Mana Sharing - 0/25 (1?)
Spell Aiming - 4/22 (1?)
Ambush - 1/2 (2?)
Physical Training - 3/0 (2)
First Aid - 1/3 (2)
Trading - 0/3 (2)
Picking Pockets - 1/0 (2)
Brawling - 3/2 (2)
(The ones I am unsure of are the ones which you mainly will not need to train anyway...that's why I'm unsure ;D)
Thank you to whoever posted the above tables...they are in the file library along with lots of other useful information.
First of all, as you may have heard before, quick generation is not a good choice. First of all, you lose much of the advantage you can gain from taking a good rollup. Secondly, it is tough to let the computer decide your initial skill training and still develop the character the way you wish to. Full generation is almost necessary...but it brings up a lot of complex choices that need to be handled correctly if you want to have a successful character and a fun time playing him or her.
When deciding on the correct stats for your character, you need to think of an initial character concept. Suggested concepts are as follows: master lockpicker, rugged fighter, versatile adventurer, and denizen of the shadows. In the following paragraphs I will go through what skills and stats you should emphasize for each of the above.
Master Lockpicker
The master lockpicker would be one who enjoys not only making money, but helping others. Although the East Tower does get rather hectic during some hours, often there are chances for friendly greetings, lively discussions, and guild speak with fellow Rogues. This kind of Rogue should be proud of what he or she does, should get along well with others, and should be able to handle the stress of people cutting in line, yelling, and generally sometimes being plain rude, as was discussed earlier. A Rogue of this concept would also, however, revel in the feeling of having people praise your immense lockpicking ability, enjoy using the TURN MY LOCKPICK (try it) command, and love impressing his or her friends with the objects he can purchase from the proceeds of the business. One problem that anyone choosing this concept should be aware of, though, is that a character such as this will not be able to do what he is going to be best at for quite awhile (about level 5). This is a problem for people who want to jump right in with something they're great at doing.
The stat a character like this would most want to emphasize is wisdom. Looking at the above table, the only race which gains even a +5 in wisdom is the dark elven. This seems a good choice, since dark elves also gain reflexes and dexterity, the two Rogue prime-requisites, so to speak. If a dark elf does not appeal to you, any race is fine...wisdom is the major stat here. Your highest stat must go to wisdom...it does not matter how high, because the +5 does not affect the actual stat value, but only the bonus (increasing the bonus is twice as effective as increasing the stat). I recommend at least a 95 or higher here. In dexterity and reflexes, put relatively high values - however, you do not want to use higher than 90 here. The +10 bonuses for being a Rogue *do* affect the stat, and since the maximum stat value is 100, a beginning number over 90 will waste part of the bonus. You might also want to leave room for improvement, as these will supposedly improve quickly. The only stats you really don't need, as far as I can tell, are Charisma and Intelligence. If you don't mind learning or absorbing slowly, you can afford to put low scores in Discipline and Logic as well. However, low Discipline will adversely affect your skill base.
Skills for the master lockpicker are fairly obvious. Perception, Trap Disarming, and Lockpicking should all be triple trained each year. This will set you back 14/21, but is worth it for someone who would like to be a master. By level 5, you should have 82 ranks in each of these categories - definitely enough. After this, go for Edged Weapons (or Blunt, if you wish - but there are many more edged weapons around) so that you will be able to gain the experience needed to get to level 5, when you can start picking safely. Also, a break from picking to go fight is always nice. Physical Training (gives you HPs equal to your race's HPF + Constitution bonus / 10) is always important, to live through traps you might accidentally set off, among other things. Use the rest of your points to train whatever you think you might use. First Aid is nice for tending wounds, and Shield Use provides defensive bonuses.
Rugged Fighter
One who chooses this concept would be someone who is looking for a Warrior-type character who isn't quite as restricted as that class. While there are very versatile Warriors, they are mostly Lords and Ladies (20th level or above). He or she should have fun going out and ridding Elanthia of the monsters which plague the surrounding lands. There is immense bounty to be gained in this, especially when one begins to fight some of the more difficult foes. This can be lots of fun, and the Rogue fighter has the added bonus of being able to do other things, such as picking, when fighting gets repetitive.
Two stats should hold primary importance for a character of this type: Strength and Reflexes. Unfortunately, those that are muscular are often slow, and vice versa. Therefore, the player choosing this concept must make an initial choice of whether to go for offensive or defensive capabilities. While the obvious choice might be offense, the saying "the best offense is a good defense" holds true here. When fighting the tougher monsters, having a DS hopefully at least equal to their AS is paramount. If one does not have this in offensive stance, oftentimes one would have to switch a lower stance anyway, and sacrifice large amounts of AS. Nothing is worse than knowing that you could crush this creature in an instant if only you wouldn't get crushed in return. Then again, if you are one of those kamikaze "hit them before they hit me" types, definitely go offensive. The point of this is that if you want to go for an offensive character, pick a strong race such as Dwarves or Giantmen, and if you want to go for a defensive character, pick a quick race such as Elves or Halflings. Your Strength bonus determines your base AS in battle, while your Reflexes bonus is added onto your DS in whatever stance you are in. After this, go for Constitution, Dexterity, and then whatever. Follow the earlier advice about stats in which you can put low stats. Also, remember not to put higher than a 90 in Reflexes, even if you choose this as your highest stat.
The main stat to train here is Edged Weapons. Twice a year without fail, it should be trained. Armor Use is also a good skill for fighters, and every +20 in it will decrease the round time (RT) penalty of armor by one. As having a 5 second RT is extremely important to fighters, this is a great skill. Never wear armor that will penalize you in RT (you can figure this out by downloading Lord Bruherd's excellent guide on armor). Shield use is also very useful. Long term, this can have the effect of quadrupling the bonus of your shield in defensive stance, and significantly adding on to the bonus even in offensive. The higher the magical bonus of your shield, the more effective this is. Don't forget to train Physical Training twice per year, at least in the early stages. Hit points are essential to fighters, and especially offensively oriented ones. Combat Maneuvering is a possibility, although it is rather expensive in TPs. This will have the effect of raising your AS, albeit rather slowly. Brawling and First Aid are a couple of places to put extra points. Also, remember to train your picking skills, even if you don't do it as quickly as the master lockpicker. All Rogues should take advantage of their immense skill in picking.
Versatile Adventurer
This concept is for one who wants to constantly surprise others with his or her random skills and abilities. This is a "do everything" type of person, who never wants to come upon something he can't traverse, can't open, or can't defeat. This is a tough character to create, because of the limitations TPs put on skill learning. The consequences of spreading out training so much is a slowdown of the learning process, where one can only learn each skill perhaps once or rarely twice per level. This will result in a very well-rounded character who might be behind others in special skills. This is not for someone who likes to stand out, but for one who hates to run into dead ends or to find out he or she should have been training something since year one after six years of training other things. Training everything, at least initially, allows one to gain experience before deciding what, if anything, to specialize in.
Stats for a character like this can pretty much be whatever sounds good to the player. However, the overall total of the rolls should be high, and Discipline and Aura should probably be very high priority. This is so as to maximize TPs in order to be able to train as much as possible. Race does not matter as much, since it has no effect on TPs. Perhaps human is a good choice, since this race is perfect for the adaptable, all-around character. Another reason for having a high Aura would be the casting of spells. This, while rather tough for Rogues to learn, is within reach, and Aura is necessary in order to gain mana points each level. Without mana points, no spells can be cast without overextending yourself and inflicting nervous system damage.
The versatile adventurer's skills should consist of a little bit of everything. The skills which Rogues might want to train (i.e. the ones which aren't extremely expensive for how useful they are) consist of these: Armor Use, Shield Use, Combat Maneuvers, Edged Weapons, Blunt Weapons, Climbing, Swimming, Disarming Traps, Picking Locks, Stalking and Hiding, Perception, Spell Research, Ambush, Physical Training, First Aid, Trading, Picking Pockets, and Brawling. This is obviously no small list. By no means does the character need all of these, but all can be helpful and are not horribly costly, except for Spell Research. If one did go for spells, I would suggest working towards Lock Lore and Trap Lore (the 3rd and 4th spells of Minor Elemental), as these are extremely useful for high-level Rogues.
Denizen of the Shadows
A character using this concept is highly controversial and would most likely be widely disliked. However, it *is* role playing - remember, they are not disliking *you*, but your character (hopefully). If this is appealing, by all means, play a character like this. The concept involves stalking in the shadows, waiting for opportunities to either steal hard-earned silver out of loosely watched pockets or assault ruthlessly and unexpectedly. It can be brutal, but effective.
To tell the truth, I am not sure what stats a character of this type would want. Reflexes would be nice, in case someone is trying to kill you after catching you stealing. So would Dexterity, because it logically would help in picking pockets. Constitution and Strength could both come in handy as well. For race, I would probably go with Dark Elf - seems to fit the concept, as well as having bonuses in both Reflexes and Dexterity. Others would work too, however.
Skills are fairly obvious. Edged Weapons is crucial to go along with the Ambush and Stalking and Hiding skills. Picking Pockets is a quick, if unethical way to make some quick money. I have attempted to pick the pockets of someone with perception of 50 more than my skill, and did not get caught in 10+ tries. I did not, however, steal anything successfully either. Therefore, it must not be very easy to be caught. Then again, in my very early career, I was caught 3-4 times. Unfortunately, at this time, it is not possible to steal items off of other players. When ambushing out of hiding, your ambush skill will be added to the number which determines the rank of the damage done. This will heavily influence what kind of crit you get. When ambushing from the open, use AMBUSH to aim specifically at already wounded places or to attempt to knock the creature over. This will add on to your RT, and may make you miss the attack entirely, but is often worth it. On successful ambushes I hit my specified spot at least 75% of the time. Besides these skills, train in whatever, basically. Picking is always good, as I have said before. (BTW, everyone doesn't have to be paranoid when around me because of this paragraph. I gave up stealing long ago :P)
ME, MYSELF, AND I
Name: Quikmithril Myrielle Race: Elven Profession: Rogue
Gender: Male Age: 41 Expr: 90053 Level: 7
Currently Stat Bonus
Constitution: 47 (+3) ... -1
Dexterity: 93 (+3) ... 26
Discipline: 54 (+2) ... -18
Logic: 62 (+3) ... 6
Intelligence: 46 (+4) ... -2
Strength: 95 (+1) ... 17
Reflexes: 93 (+3) ... 36
Charisma: 38 (+3) ... 9
Wisdom: 44 (+2) ... -3
Aura: 71 (+1) ... 15
Mana: 11 Silver: 0
Stat bonus is calculated by [Stat - 50] / 2 + Racial bonus...value in parentheses is change since level 1.
I am mostly happy with my stats...definitely wouldn't consider rerolling them. My Reflexes bonus makes me mighty tough to hit - I can boast of a 71 DS in offensive stance with an imflass shield. This, while not amazing when compared to some people (such as lords), seems to be fairly awesome. My Strength bonus, good despite my Elven race, allows me to have a 94 AS in offensive. I can actually use this fully because of my defensive skills. I put a high stat in Aura in order to gain more training points, but I probably should have put it in Discipline instead, since my mana isn't doing much of anything for me. The other stat I would have liked to change was Wisdom. If I had known of the picking formula before character generation, I would have definitely made this higher. My negative Wisdom bonus is rather annoying when it comes to attempting to pick. I am not sure exactly what Dexterity does for me, so I can only hope the large bonus there is helpful. With an alum pick I am able to pop boxes of about -230 or so...this just shows what people with high Wisdom will be able to accomplish.
Starting Out
Here I recommend that you download one of these handy beginner's guides to get you started. Most of them I agree with, somewhat. I personally hunted rats until level 3, something most people don't do. I had a specific reason for this, but it seemed to work out really well. The hunting is best in the Abandoned Sewers - you can kill 10 rats in about as many minutes. At those levels, that will be most likely be enough saturate to your mind and give you 500 experience. Picking is not advisable at all, even for the master lockpickers. I skinned rats and sold the pelts for about the first level, then just started skinning them and leaving the pelts there. It simply took too long and wasn't worth it to stop off at the furrier's. Then again, I started with a mein broadsword and quite a bit of money, something must people won't have. Too bad they installed that law against newbies lugging around mein and whatnot, anyway. After level 3 fight whatever you want - if you feel you can beat it, go for it. Don't fight anything which takes you forever to kill, though - the extra experience per kill doesn't make up for it.
Pickpocketing
This is definitely an area which many non-Rogues have strong feelings about. In fact, mostly anyone will tell you emphatically not to do it. I am not one of those people. If you want to play a character like this, who doesn't care what people think of him or her, do it! The stat is in the game for a reason - to be used. (Then again, that doesn't hold true for all stats...thrown weapons? Never seen 'em...) Attempting to steal off of someone gives one of four results: "Sorry, but first level characters are protected...", "You fail to maneuver to an advantageous...", "You steal *** silver!", or the second one plus "Joe seems to have noticed!" To steal, you need to have both hands free, or the game will tell you that something is interfering with your pickpocketing. If you are successful, you generally either gain about 70-130 silver, or find out that the person's pockets are empty. If you get a very small amount or the latter message, stop trying. The "failing to maneuver" message tells you that you failed, but didn't get caught - depending on how risky you want to be, you can keep trying or stop. If you get the "first level characters" message, you might as well halt. The final message tells you to run, and run quickly! Some people might be tempted to exit the game here - bad idea. Make sure you have eluded any pursuit which might be forthcoming before even thinking about logging off. Stealing and then immediately leaving constitutes grounds for GM intervention against you. Don't steal from other Rogues, especially...and probably not Empaths, either, if you ever want to be healed. Try not to ever steal off of someone who is a higher level than you, though you can't always tell. Don't steal until your second level...it won't work and you're liable to get caught. All in all, it *is* a pretty profitable way to make a living...providing you're willing to live with the consequences.
Conclusion
Well, I'm running out of things to say. Anything else I know belongs in another, more general information guide, not a Rogues' one. Hope you liked it! If anyone comes up with anything important that I should add, mail it to me at "BlckRkSpre"...if I come up with enough, I'll post a revision. Feel free to smile or wave to Quik when you see him - he's a friendly guy, when not in a hurry. ;D All I can say is - I'm glad if even one newbie reads this and is inspired to choose the class of Rogue.
Paul Sottosanti
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