Varnarok

Beginner Guide: Rogue

The premier melee damage dealer

Beginner’s Guide to Rogue

This guide was created in part based on Quivo’s beginner video for Rogues.

Why play a Rogue?

Why play a Rogue?

There are many reasons to play a Rogue, chief among them is probably a desire to see big numbers. As a Rogue, you are a pure damage dealer. No matter the group you join, you will always be there for a single purpose: To kill as much and as fast as possible. No supporting your healers or off-tanking, no conjuring delicious bread or buffing your group. Just stab-stab-stab all day long. And you do it well. Rogues are the premier choice for melee damage.


A key part of playing a Rogue as positioning. You will not be able to get the most out of your attacks if you are not actively trying to get backstabs on your enemy. This requires you to regularly check your surroundings, making sure that you can perform your backstabs without pulling extra enemies. This can make for very dynamic engagements, where you are not just sitting still all the time.


However, all of this is not to say that Rogues are without utility. Stealth is an incredibly powerful tool. You can use it to scout ahead in dungeons, keeping your group aware of what is ahead and ensuring they do not get overwhelmed by accidentally turning a corner too hastily. It allows you to position yourself ahead of fights and jumping from the shadows as soon as the tank has established aggro, immediately beginning your backstabs.


Lock-picking allows Rogues to open doors and chests that would normally be inaccessible to groups.


Should things go awry, stealth allows Rogues to easily grab the corpses of their party members and drag them to spots where they can more easily be picked up.


And of course what Rogue would be complete without Pick-pocketing? An incredibly immersive skill that lets you try your luck at stealing an NPC’s coin and sometimes even items.


The combination of Stealth, Lock-picking and Pick-pocketing allows for incredibly immersive exploration gameplay, allow you to traverse many parts of the world that would be too dangerous to most classes.


There are of course downsides to being a Rogue. Being a highly specialized damage dealer can be both your strength and your weakness, as it is your only major contribution to a group.


Rogues are not the strongest when solo. Stealth allows them pick and choose their fights but should you choose wrong, you will be left at the mercy of your enemy if you cannot kill them before they kill you.


Rogues are also very gear dependant. You do not have support skills to compensate for having old, un-upgraded gear.


Stealth can also be a kind of double-edged sword. It allows for great freedom of movement and can give you a sense of security if you are stuck somewhere, however that sense of security can lead to overconfidence.


In closing, pick Rogue if you are not bothered about not constantly coming to group mates’ rescue, just want to do damage that engages you through situational awareness, and like the thought of playing as a thief when you’re not engaged in group content.



Starter quest in Night Harbor:

Enter the city through the West Gate, following the cobblestone path and turning down the first right. Continue through the large gate with a red gem at the top. Once you’ve passed through the gate, turn right down the alley, turning right once you reach the end. You should see a sign for the “City Illuminator’s Guild,” go towards it and turn right.


Inside this area you will find Irfan Raz, Albrecht and Sinastin Aspenleaf, as well as your class trainer. Irfan, Albrecht and Sinastin will play major parts in the completion of your Rogue quest-line.


Hand Sinastin the note you started with in your inventory and he will in turn give you another note and tell you to speak with Albrecht.


Sinastin’s note contains six names:

  • Customs Inspector Bakari
  • Mafeed the Butcher
  • Dilshad Abolfazl
  • Nerida Thinblade
  • “Captain” Eilionoir
  • Guard Andreu


Hand Sinastin’s List of Names to Albrecht, who will then give you handful of sealed notes intended for people around the city of Night’s Habour.


Each NPC you hand a sealed note to will give you an item, which you need to place within the Small Courier’s Bag and hand back to Sinastin.


In order to find each NPC, you can ask Sinastin for directions by simply chatting to him as if he were a player, i.e. simply writing in Say chat “Where is Customs Inspector Bakari?” To which Sinastin will give you a general area to search in. In the cast of Bakari, he will say: “You’ll find Bakari in or around his office in Twilight Habor. He often keeps a watchful eye over the harborfront.” This piece of information can then later be viewed in your quest journal.


We will first seek out Mafeed the Butcher.


Exit the City Illuminator’s Guild the same way you entered, retracing your steps through the alley until you reach the cobblestone road again. Turn right on the road and follow it for a short distance, keeping an eye out for a rack of fish drying on your right hand side. Mafeed the Butcher is inside this building. Give him the note intended for him and put the item he hands you into the Small Courier Bag.


Next up is Dilshad Abolfazl.


Exit the butcher’s shop and turn left towards the large gate. Do not pass through the gate, instead turn right onto the sand towards the bazaar area and then turn left at the fork towards the arch. Go through the arch onto the cobblestone road, continuing along until you pass the bank with the white roof and arriving at a crossroads. Turn right at the crossroads and keep your eye open for a sign in the shape of a hide on the left hand wall which says “Tannery.” Dilshad will be in the small one storey house on the left inside the tannery compound. Hand him his note and put the item he gives you into the Smaller Courier Bag.


Next up is “Captain” Eilionoir.


Exit the tannery compound and turn left, following the cobblestone road until you arrive at a fork in the road. Turn left towards the Necropolis, sticking to the road and continuing straight on towards Sageside. Pass through the keyhole arch and turn left, heading up the stairs almost to the top, turning right just before the stairs end and heading inside the “The Changing of the Guard.” “Captain” Eilionoir is inside, hand her her note and put the item she gives you into the Small Courier Bag.


Next up is Nerida Thinblade.


Exit the tavern and turn right, finishing your climb up the stairs and through the large gate with a floating pink crystal above it, crossing the large square in the direction of the large pink and purple spire. When you pass near a small domed well that has a pale blue-white glow in the middle of the square, turn left through the North Gate and outside. Turn left, heading diagonally through the ruins, taking care not to aggro any skeletons or crypt scarabs, until you reach the cliffside. Follow in a short distance until it turns left, then you should see a cave entrance. Head inside and down the ramp, turning right at the bottom and in to “The Spirit Tap” tavern where Nerida is waiting. Hand her her note and put the item she gives you into the Small Courier Bag.


Next up is Customs Inspector Bakari.


Exit the cave the same way you entered, cross the ruins once more and head back inside Night Harbor through the North Gate. When you return to the domed well, turn right and continue retracing your steps through the large gate with the floating pink crystal and down the stairs. Turn right through the keyhole arch and head straight, following the cobblestone road once more until it turns left and you reach a fork. Take the left path at the fork and continuing straight, through the crossroads, under the bridge and through the arch. After passing through the arch, you will be at another fork, turn left here up a small ramp and continue along until you hit another fork in the road. Turn right here and continue along until you see the large statue guarding the entrance to the harbour. Turn left, heading down along the harborfront until you see two carts in front of an arch. Turn left there and go through the arch, across the pale blue floor. Take the first turn on the right, part ways up a small ramp turn right again onto another pale blue floor and through a small arch and onto the balcony where Customs Inspector Bakari is. Hand him his note and put the item he gives you into the Small Courier Bag.


Last up is Guard Andreu.


Head back the way you came, out to the harborfront and back towards the large statue. Turn right at the fork, retracing your steps until you arrive at the crossroads, just after running the small ramp. Turn right at the crossroads, passing through an arch and under the same bridge as before. Right after passing under the bridge, go up the stairs on the left hand side, turn left at the top and head straight across, jumping over the low wall. When you land, you will be at the bazaar area that you were in shortly after leaving Mafeed’s butcher shop. Continue forwards until you reach that same fork in the road, turn right towards the same arch as before. Once you’ve passed the arch, turn left back towards the West Gate. Once outside the town, take the path left along the cobblestone road until you reach the closed gate of the garrison. Left-click the gate to open it and head inside, turning left in the courtyard and passing through a square gate. Once through the gate, Guard Andreu is on the right, overlooking the ships. Hand him his letter and put the item he gives you into the Small Courier Bag.


Once you have all six items in the bag, it is time to head back to Albrecht.


Continue onwards from Guard Andreu, down the sandy ramp and turn left. You will see a large square gate, pass through it and you will be back at the large gate with the red gem. Pass through the gate and turn right down the alley, turning right once you reach the end. You should see a sign for the “City Illuminator’s Guild,” go towards it and turn right.


Head inside the guild and up the stairs, turn right at the top and immediately left into the house where Albrecht is. Hand Albrecht the Small Courier Bag and he will give you a receipt. Hand the receipt to Sinastin in the next room. After a small dialogue, Sinastin will hand you another note and send you to see Irfan down at the entrance.


Hand Irfan the note Sinastin gives you and he will send you deliver a parchment to Stumpy the Whistler.


Retrace your steps back out until you reach the cobblestone road. Turn right down towards where you first talked to Mafeed the Butcher, keep going past Mafeed’s butcher shop until you reach the building with three yellow banners on its facade. Turn right down the path and you should see Stumpy the Whistler on your left hand side.


After a short dialogue with Stumpy, you will be told that you need to acquire a grappling hook. You can get one from Sproggets Bedsprings.


Head back the way you came, going past Mafeed’s butcher shop once more and turning right down into the bazaar. At the bazaar, continue straight across to the other side and enter the small house with a wagon in front. Sproggets will sell you the grappling hook for one gold and ten silver.


Once you have the grappling hook, exit Sproggets’ house and turn right, then right again through the arch and then left towards the West Gate. Exit the West Gate and take the left cobblestone path back towards the garrison where Guard Andreu is. Once in the garrison courtyard, turn right and head up the stairs up onto the wall. At the top of the stairs, turn left and head along the wall until you see a wooden door on the right hand side. Enter the door and immediately turn left and go up the ramp until you reach the roof with the trebuchet. Turn right at the top and walk forward a short distance, then turn left down the ramp onto the part of the roof where the domed tower is. In front of the domed tower is another smaller square tower. At the square tower, pick up the grappling hook from your inventory and use the command “/throw wall” which will teleport you on top of the tower. If you look down into the tower, you will see a ledge for you to stand on. Jump down onto the ledge and pick up Irfan’s dagger from your inventory, then use the “/pry eye” command to take the gem from the statue’s head.


Note that this will turn the priests down below, whose deity’s eye you just stole, hostile towards you. Enter stealth and leave the temple by jumping down down and turning right, going through the door and along the passage until an opening on the right hand side lets you exit onto the wall.


Then make your way back to the City Illuminator’s Guild and hand in the eye to Irfan. Irfan will direct you to talk to Whispering Wallace at the inn during midnight.


Make your way back to the West Gate, then turn right without exiting the town. After a short distance, there will be a door on your right hand side. This is the inn. Inside, you will find Whispering Wallace at the bar on your left, assuming it is close to midnight. Otherwise you will have to wait.


After talking to Whispering Wallace, head back towards the West Gate from the way you came, then continue straight across the road and then turn right and then right again. This will put you inside a tower next to the West Gate with a large ramp up. Head up to the second last floor, then turn left out the door. Continue along the wall until you reach a tower, go through the first door and then turn left and exit through a second door. Continue along the wall, through the buildings and through the door at the end of the wall. Inside, continue straight through the open doorway, turn left and then head up the ramp to the roof with the trebuchet. At the roof, turn around and go to the watchman in the corner overlooking the city and jump down.


On this level, jump onto the low wall and then across the alley gap into the building with the Claw mercenaries. Enter stealth and then enter the building through the open doorway in front of you. Do not go up the small wooden stair on the balcony. Go straight ahead till the end, then turn left along the balcony, then through the door on the right. Inside will be an Emissary. Kill the Emissary and loot the Fine Leather Courier Bag off of him, then enter stealth again and make your way out of the building by jumping from the balcony down into the small courtyard and turning right. Go straight ahead and exit through the wooden door and you will see a familiar face: Stumpy the Whistler.


Make your way back to Irfan in the City Illuminator’s Guild. Irfan will ask you to acquire a ring from Toma the Two-Faced who can be found in the Smuggler’s Camp along the shore of the Shaded Dunes.


To get to Toma, exit through the West Gate and turn left slightly heading past the gate the garrison until you reach the ruined low wall and zone into Shaded Dunes. From here, continue down towards the water and go along the shore until you reach the Smuggler’s Camp. It is quite a long walk but as long as you follow the shoreline, you will reach your destination. Take care not to aggro any caimans or other enemies along the way.


In the Smuggler’s Camp, find and kill Toma the Two-Faced and take his signet ring and Irfan’s dagger back to Irfan at the City Illuminator’s Guild. Irfan will give you four items to bring upstairs to Albrecht:

  • Toma’s Signet Ring
  • Haradrel’s Bloodstone Eye
  • Fine Leather Courier Bag
  • Irfan’s Dagger


Give all of them to Albrecht who will give you a receipt and a note to give to Sinastin in the next room. Sinastin will task you with getting six pages of Aashir’s Journal from some cultists.


The pages you are after are:

  • 4
  • 17
  • 37
  • 42
  • 70
  • 76


To find the cultists, you will need to head back to the North Gate. The North Gate is near the domed well and is where you previously exited from to find Nerida Thinblade in the cave. Once you leave the North Gate, continue straight ahead along the cobblestone road until you reach the edge of the zone to Sungreet Strand. You can easily tell where the edge is due to the there being a large stone wall on either side of the road. Do not enter Sungreet Strand, instead turn right and follow the wall almost as far as it goes. You will eventually pass between the wall and a cliff face where upon there will be a cave. Inside the cave are the cultists you seek. Kill them until you have all six pages of Aashir’s journal. You will then need to combine these pages in Aashir’s journal and put the combined journal into the Black Leather Courier Bag.


Finally you will need to kill High Marshal Fionna within the Tomb of the Last Wyrmsbane dungeon. She will drop an engraved amulet which also goes inside the Black Leather Courier Bag. The Tomb of the Last Wyrmsbane can be found by exiting the West Gate and turning right, then crossing the ruins diagonally until you reach a small camp with several burning torches outside. The dungeon is within the narrow passage in the cliff.

Continue through the passage until you reach the dungeon, then continue through the dungeon, crossing the wooden plank and turning right immediately after. Then take a left not long after, continue forwards and then take another left and then an immediate right. Continue on towards the end, then turn right and immediately turn left and you should see a banner and two blue-green glowing torches. Head down the stairs and turn right and down another set of stairs. You will see a large open room before. You need to cross that room and turn right at the end, then continue down the hall, turning right at the end and continuing until you are half-way through the small room, then turn right once again and continue straight until you see High Marshal Fionna standing underneath a large dragon skull.

Once you have both items inside the Black Leather Courier Bag, you have two choices: Return the bag to Sinastin as instructed or head out to the coast small fishing village in Shaded Dunes and find Selyst Surecoin around midnight. Giving her the Black Leather Courier Bag will send you down an alternate path, joining a different thieves guilds and being blacklisted from the City Illuminator’s Guild.


Congratulations! You are now done with the Rogue starter quest-line.

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