“The best theft is the one nobody notices happened at all.”
— unattributed, for obvious reasons
Rogues
Rogues trade toughness for access. Where a Warrior stands and trades blows, a Rogue climbs the wall behind you, vanishes into the dark, and is gone with your coin purse before you’ve noticed they were ever there — no door is truly closed, no wall truly a wall, to someone who’s learned to read them right. Five Circles stand between a fresh Rogue and the finished article — fewer than any other class, and faster to climb, but with a lower ceiling to match. What you get early is most of what you’ll ever get.
Fragile, By Design
Rogues carry the least health of any class from the start, and it barely improves as you rank up. This isn’t a class that wins fights through raw durability — it wins by never being where the fight expects it to be.
Climbing Walls
Sneak and right-click a solid wall face with an empty hand, and you’ll stick to it. Look up to climb, look down to descend, look level to hold your position — and you take no fall damage the whole time you’re stuck there. It works on any solid surface, no special gear required, and there’s no timer running out on you — you’ll only let go if you release sneak, run out of wall, or step into water.
Falling and don’t have time to aim a right-click? Just sneak. A Rogue mid-fall instinctively grabs for the nearest wall the moment you do — no need to be looking straight at it first. React fast and it’s close to a sure thing; hesitate and your odds fall off quickly the longer you’re in the air, down to a real chance of missing your grip entirely and riding the fall out instead. Jump, then sneak immediately — not after you’re already committed to the drop.
Hiding in the Shadows
Stay sneaking in dim enough light for a few seconds and you’ll fade from view — invisible to other players, though monsters can still sense you’re there. Stand up, wander into brighter light, or get into a fight (throwing or taking a hit) and you’re visible again immediately. It’s a tool for watching and waiting, not for fighting from stealth.
Falling Softer
Sneak the moment you land from a fall and you’ve got a real chance of shrugging off a chunk of the damage — the same odds whether you’re brand new or fully ranked up, so it’s worth trusting from your very first life.
Picking Pockets
Hold a piece of string and right-click another player, and you’ve got a shot at lifting something from their inventory — usually a random item, occasionally whatever they’re actively holding. It works on Iron Notes exactly like anything else, since a note is just an item sitting in someone’s pocket. Your odds improve a little as you rank up, though they never get dramatic. There’s a short cooldown between attempts, and a failed attempt sometimes tips your target off that a hand brushed past them — nothing more.
Picking Locks
Craft a set of Thieve’s Lockpicks (two Copper Ingots and a Tripwire Hook), hold them, and sneak-right-click someone else’s protected chest to start working the lock — a channel that takes several seconds, broken instantly if you move, stand up, or let go of the lockpicks. Success gets a little more likely each Circle you climb, and rewards you with everything in one random slot of that container (an empty container just tells you plainly that it was empty — still a completed job, just an unlucky one). Fail, and the lock snaps back hard enough to hurt — a little less painfully at higher Circles — before you can try again. The same lockpicks also work on region-protected doors, trapdoors, fence gates, and chests that have no physical lock at all — a harder, riskier job than picking an honest lock, since you’re bypassing a ward rather than a mechanism.
Grappling Hook (Circle 3+)
Craft one from a fishing rod and three Iron or Copper Ingots, and cast it just like you would a rod. Hook a living target and you’ll yank them toward you; hook the terrain instead and you’ll pull yourself to it. Either way, landing a real pull puts it on a short cooldown before you can fire again.
Shuriken (Circle 4+)
A handful of these come out of a single batch of flint and Iron or Copper Ingots. Thrown, they’re a fast, light ranged option — hit a target for quick damage, or hit a block and simply pick the shuriken back up to throw again.
Armor and Brewing
Rogues are limited to leather armor until Circle 3, when chainmail opens up — nothing heavier than that is ever permitted, at any Circle. Brewing is restricted too: a Rogue’s brewing stand is good for poison (and its close cousins) and not much else. If you wanted to brew yourself a potion of Strength or Healing, you’re out of luck — but poison was always going to be more useful to a Rogue anyway.
