Classes
The fifteen paths a character can take, what each one does, and what it can wear.
There are sixteen 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. Ten of them are base classes with no prerequisites, of which Warrior, Healer, Rogue, Mage, Psion, Ranger and Bard 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, plus a cleric of Kranos from level 27; mail adds bard, cleric and templar; leather covers the rogue branch, the ranger, the psion and the bard, and the explorer too so a new character can wear the leather starter kit; 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 a Merchant or a Diplomat 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 | The party's best friend: songs and dances that lift everyone | 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 and woodsman, shooting across rooms | SP | Leather |
| Psion | Self-powered caster: standing mitigation, minds read and written, force as a stance | SP and Lucidity | 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 |
| Templar | Promoted mage and cleric hybrid, not built | None defined | |
| Explorer | Starting tier, capped at level 10 | None defined | Leather |
Four 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. Psion is a base class with no level or prerequisite gate, but it has no reachable guild entrance either, so a guildmaster has to induct you. Templar is the emptiest of the four: it shows up in the remort listing as a promotion for a mage or a cleric, but it has no guild registered at all, no abilities and no join path, so nobody can admit or induct you into it. Assassin inherits the whole Thief catalogue and adds content of its own: Assassinate at level 60, and three assassin-only traps a Thief never even sees listed, Caltrops at 80, Oblivion at 90 and Execution at 100. Ranger is playable and genuinely distinct, with fifty nine skills one to a level from 1 to 59, split across Marksmanship, Wilderness, Beast Mastery and Trapping, and no path to choose.