
Rogue
Stealth DPS / Assassin
Overview
The Rogue is Lourdin RPG's burst damage assassin, built around Sneak Attack and critical hits. Starting with 8 HP and light armor, Rogues deal the game's highest single-turn damage with the right setup — Sneak Attack adds 1d6 bonus damage per 2 character levels when hitting a target that has already been struck this turn.
The Rogue is a cunning assassin who strikes from the shadows with devastating precision. Specializing in critical hits and burst damage, Rogues excel at eliminating high-priority targets quickly. Their finesse weapons and high mobility make them deadly in the hands of a skilled player.
Rogues are perfect for players who enjoy high-risk, high-reward gameplay. Timing, positioning, and target selection are crucial to maximizing your potential. When played correctly, Rogues can turn the tide of battle with a single critical strike.
| Base HP | 8 |
|---|---|
| Starting Mana | None |
| Primary Stat | Dexterity |
| Armor Type | Light only |
| Starting AC | 11 |
| Resource System | Cooldowns only |
| Availability | Free |
Core Strengths
- Critical Strike Mastery: Enhanced critical hit chance and damage
- Sneak Attack: Bonus 1d6 per 2 levels when a target has already been struck this turn
- High Mobility: Superior movement and positioning capabilities
- Finesse Weapons: Dexterity-based melee combat with precision strikes
- Burst Damage: Eliminate targets quickly with concentrated attacks
- Skill Expert: Future abilities include lockpicking, stealth, and trap disarming
Starting Equipment
- Iron Dagger: 1d4 damage - Fast, finesse weapon
- Leather Armor: Light armor, +2 AC - Maximum mobility
- 50 Copper: Starting currency for weapon upgrades at the merchant
Weapon Proficiencies
Finesse Weapons
Rogues specialize in finesse weapons that use Dexterity for attack and damage:
- Dagger (1d4): Quick, concealable, throwable
- Shortsword (1d6): Balanced damage and speed
- Rapier (1d8): Highest finesse damage - ideal for Rogues
Ranged Weapons
- Shortbow (1d6): Ranged option for tactical flexibility
- Hand Crossbow (1d6): Alternative ranged weapon
How Should You Play the Rogue in Combat?
Strike First, Strike Hard
Rogues excel at eliminating threats before they can react. Focus on high-priority targets like enemy spellcasters or archers. Your burst damage can remove dangerous enemies from combat instantly.
Zone Control & Flanking
Use Shadow Step to teleport to a flanking zone and activate Backstab for guaranteed +2 damage. When an ally occupies the enemy's zone, attack from a different zone to trigger Backstab every turn. Use Sneak Attack to punish enemies after your allies have already struck them this turn.
Stat Priority
- Dexterity: Primary stat - increases attack, damage, AC, and initiative
- Constitution: Improves HP pool for survivability
- Charisma: Secondary stat for deception and social encounters
What Are the Rogue's Class Features?
Shadow Step
Teleport to any combat zone, ignoring adjacency restrictions. Your signature zone mobility tool — use it to appear behind enemy lines for a Backstab opportunity, or escape a dangerous melee zone instantly. Cannot be used again after the first use in a combat.
Backstab
When you are in a different zone than your target and at least one ally is in the target's zone, all your attacks deal +2 bonus damage. Coordinate with frontline allies to flank enemies from range — combine with Shadow Step for guaranteed activation.
Sneak Attack
When a monster has already been struck by any attack this turn (by you or an ally), your next attack adds 1d6 per 2 Rogue levels bonus damage. The perfect reward for going second in initiative or fighting alongside aggressive teammates. Doubles on a critical hit.
Critical Strike Mastery
Rogues deal enhanced critical hit damage compared to other classes. Combined with Sneak Attack or Backstab, a critical strike can eliminate even powerful enemies in a single blow.
Playstyle Tips
- Upgrade to Rapier ASAP: 1d8 finesse damage is your best friend
- Target Priority: Focus on spellcasters, healers, and ranged enemies first
- Use Initiative: High Dexterity means you often go first - use it!
- Avoid Prolonged Fights: Burst damage is your strength - eliminate threats quickly
- Zone Flanking: Stay in a different zone from enemies while an ally flanks them to trigger Backstab
- Stock Potions: No self-healing means carrying health potions is essential
Strengths & Weaknesses
Strengths
- Highest burst damage potential
- Excellent initiative and first-strike capability
- High mobility and tactical flexibility
- Strong single-target elimination
- Shadow Step zone teleport for guaranteed Backstab positioning
Weaknesses
- Fragile - medium HP with light armor only
- No self-healing or sustain
- Struggles against heavily armored targets
- Dependent on favorable positioning
- Limited AoE or crowd control options
Related Classes
If you enjoy the Rogue playstyle, you might also like:
Ready to Strike from the Shadows?
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