The Rogue is one of the three physical fighting classes in Oberin, the others being the Ranger and the Fighter. While Rangers and Fighters benefit from the protection granted by plate armor, rogue are heavily penalized while wearing it by means of their Stealth skill losing its effectiveness. Parties in large adventures may find it necessary to employ a Rogue for Lockpicking, for no other class is currently able to advance that skill past level 2. Additionally, Rogues are the only ones who are able to Remove Traps, usually from a chest; and the only ones who can use Poisoning to poison various weapons through the use of Bottles of Poison or Poison Glands.

Rogues use Stealth to create the illusion of invisibility. By doing so, they are able to sneak past enemies. The maximum amount of steps a rogue can take is equal to stealth level, however the last two steps always have a random chance of exiting stealth. To maximize the effectiveness of their stealth skill, rogues must forego all Plate armor. Armor worn will reduce the number of steps a rogue can take without being seen. Plate armor will reduce it the most (reducing the amount of steps in stealth to 1 out of a possible 12), followed by black plate armor (reducing steps to 3 out of a possible 12), followed by chain mail armor (reducing steps to 9 out of a possible 12), followed by Leather Armor (reducing steps to 11 out of a possible 12), and with robes and clothes providing no penalties to the stealth skill.

Rogues can make Repairs while stealthed, as long as they do not change the items that they have equipped, such as equipping a Blacksmith Hammer in place of a Dagger.

Rogues are able to regenerate a little bit of Stamina even if they are in the middle of a fight. However, like with all other physical fighting classes, rogues most quickly recover stamina by untargetting (option-clicking themselves). Untargetting oneself is also useful for staying hidden or stealthed. However, most creatures can bump into a hidden player, causing them to come out of Hiding, while very few creatures (besides other players) can bump a rogue out of stealth. Untargetting oneself also allows players to brush past creatures without being hit right away. It also allows for faster recovery of Hit Points.

Anatomy, another one of a Rogue's primary skills, is extremely useful, as it allows for a greater possibility of a Critical Hit, which causes a greater amount of damage and ignores Armor Rating. It is trained by clicking on four or more individuals in-a-series, which can include oneself and 3 others. Each determination of strength counts as a success, so long as one is using their anatomy skill consecutively on a series of four or more individuals. The term 'Individuals' refers to other characters but also refers to Humans and NPC, as well as creatures and pets. Thus, Rogues have the potential to dish out an extreme amount of damage, as they have a high chance of getting a Critical Hit when using their already high-damaging Specials with the Special/Rogue primary skill.

Rogues have the following skills available:



Max. Level
Primary Skills AnatomyStealthSpecial/Rogue no limit
Economic BlacksmithingCookingFishingLumberjackingMiningTailoringWoodcrafting, Tinkering
Other MeleeDetecting HiddenHidingLockpickingRemoving TrapsWrestlingPoisoning
HealingResisting Magic 5
Tracking 2


Probably the best place for a rogue to level Tracking to level two is in any sheep pasture, such as the Sheep Meadow near the Tree Maze. There are usually dozens of Sheep there.

Special/Rogue is slower to level than LockpickingStealth is the easiest to level, Anatomy is just a matter of time. Removing Traps is slower to level than Lockpicking, but still doable, especially when making use of the Tinkering skill. In general, harvesting is required to level a rogue's other non-primary (but still useful and class-related) skills, such as Poisoning and Hiding.

Locations of ChestsEdit

All items (38)

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