
¶ Rogue — Class Overview

¶ Introduction
The Rogue class on The Heroes' Journey (THJ) features several unique modifications compared to Live servers. With expanded skill access, enhanced stealth mechanics, and out-of-era abilities, Rogues excel in precision damage, assassination techniques, and evasion. This guide covers key differences, auto-granted AAs, skill progression, and combat disciplines.
¶ Key Differences from Live
- Expanded Access to Skills and AAs: Out-of-era skill levels, AAs, and disciplines are available.
- Level 1 Auto-Granted AAs — see table below.
- Custom Rogue Epic 1.0 becomes available upon Kunark’s release.
¶ Rogue Level 1 Auto-Granted AAs
AA | Cooldown / Cost | Description |
---|---|---|
Chaotic Stab | Passive | Allows minimum backstab damage even when not behind the target. |
Shroud of Stealth | Passive | Provides near-invisibility, bypassing most stealth detection. |
Killing Spree | Passive | On kill, 10 % chance / rank to gain endurance and offense boost. |
Bazaar & Back Gate | 10 min | Teleports to Bazaar while out of combat. |
Eyes Wide Open VIII | Passive | Expands extended target window capacity. |
Mystical Attuning V | Passive | Raises simultaneous mystical-effect limit. |
Consume Item | Passive | Converts select items into mana or endurance. |
¶ Rogue Skills
Rogues receive all class skills automatically at level 1, increasing them through use. Some skills (e.g., Kick) may appear due to the server’s multiclassing system, but they cannot be used unless assigned at least one skill point.
¶ Combat-Specific
Skill | Level | Cap @ 60 |
---|---|---|
1H Blunt | 1 | 280 |
1H Piercing | 1 | 280 |
1H Slashing | 1 | 280 |
Bind Wound | 1 | 325 |
Defense | 1 | 260 |
Hand to Hand | 1 | 225 |
Offense | 1 | 252 |
Throwing | 1 | 280 |
Dodge | 5 | 280 |
Backstab | 10 | 220 |
Disarm | 10 | 305 |
Parry | 10 | 255 |
Dual Wield | 13 | 245 |
Double Attack | 16 | 245 |
Riposte | 25 | 180 |
Triple Attack | 46 | 225 |
¶ Ancillary
Skill | Level | Cap @ 60 |
---|---|---|
Alcohol Tolerance | 1 | 325 |
Sneak | 1 | 200 |
Begging | 1 | 300 |
Bind Wound | 1 | 325 |
Fishing | 1 | 200 |
Swimming | 1 | 300 |
Hide | 3 | 200 |
Pick Lock | 5 | 280 |
Pick Pockets | 7 | 255 |
Sense Traps | 10 | 200 |
Safe Fall | 10 | 280 |
Intimidation | 11 | 250 |
Disarm Traps | 15 | 200 |
Research | 16 | 300 |
Apply Poison | 18 | 200 |
Make Poison | 20 | 300 |
¶ Rogue Disciplines
Disciplines are activated abilities that consume endurance instead of mana. They can be purchased via Tomes from class merchants in East Commonlands Tunnel and later in Plane of Knowledge.
¶ Discipline List
Discipline | Effect |
---|---|
Sneak Attack | Makes next backstab never miss and deal increased damage; must be hidden. |
Fear Immunity | Grants temporary immunity to fear effects. |
Perfect Counter | Ripostes every incoming blow temporarily. |
Focused Precision | Increases hit rate and accuracy. |
Combat Reflexes | Allows evasion of most melee attacks. |
Unrelenting Assault | Enables dual wield and double attack every round. |
Bladed Fury | Boosts attack speed for a short duration. |
Precision Strikes | Increases melee damage output. |
Battle Trance | Enhances hit rate, crit chance, and attack speed. |
¶ Conclusion
Rogues on THJ benefit from enhanced stealth mechanics, expanded AAs, and precision-based combat abilities. Mastering these features will allow players to optimize their assassination potential, survivability, and burst damage for maximum effectiveness.
