Classes
The fourteen paths a character can take, what each one does, and what it can wear.
There are fourteen classes in Rogue. Your class is the single biggest decision you make about a character: it determines the entire skill list you can learn, which of the four armour categories you are allowed to wear, and what resources your abilities spend. Nothing else about a character comes close for impact, and while you can change class later, doing so wipes your old skills and resets you to level 1, so it is worth reading before you commit.
Every character starts as an Explorer, which is a capped tutorial tier rather than a real class. At level 10 you go and join a guild. Seven of the fourteen are base classes with no prerequisites, of which Warrior, Healer, Rogue and Mage can simply be walked into and joined, while Cleric, Merchant and Diplomat need a guildmaster to admit or induct you. The rest are promoted classes that require a completed class behind them and level 100 to enter, and two of those, Thief and Assassin, are hidden and do not appear in the remort listing at all.
Armour access is enforced at the moment you try to wear something. Plate is warrior and paladin only; mail adds bard, cleric and templar; leather covers the rogue branch and the bard; cloth covers the casters, the cleric and the bard. Gear that carries no category on it has no class restriction, which is the only kind the three unrestricted classes at the bottom of the table can wear.
| Class | Role | Primary Resource | Armour |
|---|---|---|---|
| Warrior | Frontline tank and weapon master | SP, with Adrenaline built in combat | Plate, mail |
| Paladin | Holy hybrid tank and support | SP and Conviction | Plate, mail |
| Cleric | Fighting priest, healer and church roleplay | SP and Faith | Mail, cloth |
| Healer | Pure backline restoration and support | SP | Cloth |
| Mage | Ranged elemental damage and battlefield control | SP | Cloth |
| Necromancer | Minion summoner and attrition caster | SP | Cloth |
| Bard | Layered performance support and instrument combat | SP | Mail, leather, cloth |
| Rogue | Stealth skirmisher, debuffs and deep utility | SP | Leather |
| Thief | Backstab burst, larceny and traps | SP | Leather |
| Assassin | Prestige title over the Thief kit | SP | Leather |
| Ranger | Bow specialist shooting across rooms | SP | Leather |
| Merchant | Non-combat trader, broker and property developer | SP | No category access |
| Diplomat | Social and support base class, not yet built | None defined | No category access |
| Explorer | Starting tier, capped at level 10 | None defined | No category access |
Three entries on that table come with a warning. Diplomat is registered with a guild and ranks but has no implemented abilities and no reachable guild entrance, so it cannot currently be played. Assassin has no skills of its own and inherits the entire Thief catalogue, so promoting into it changes your guild and standing rather than your rotation. Ranger is playable and genuinely distinct, but a prune cut its list back to a seven skill core, so there is far less of it than the other combat classes have.