Systems
The machinery underneath the world: combat, character, gear, progression and everything social.
Rogue runs on a set of systems that mostly stay out of your way. You can play for a long time knowing only that hitting things makes numbers go down and that better gear helps. These pages are for when that stops being enough - when you want the actual formula, the real drop rate, or the exact reason a fight went the way it did.
Every number quoted in this section was read out of the running game's source rather than remembered, and pages are rebuilt when the code changes.
Combat and character#
Combat
Rounds, attacks, damage, mitigation and how a fight actually resolves.
Vitals
Health, spell points and endurance: what sets your maximums and how they come back.
Stats
The character statistics, what each one feeds, and how they grow.
Conditions
Buffs, debuffs and status effects, from rooted and stunned to cursed and plagued.
Death
What dying costs, where it sends you, and how you come back.
Progression
Levels, experience, and the skills that unlock as you climb.
Gear#
Gear
Slots, wearing and wielding, and the level and class gates on equipment.
World Drops
Grade, quality and condition: the three axes that decide what a dropped item is worth.
Runes
Rune families, forms, socketing and combining.
Gear Sets
Matching pieces and the bonuses completing a set pays out.
Durability
How gear wears out with use, what that costs you, and where to repair it.
Making and trading#
Crafting
Recipes, skill, stations and tools.
Gathering
Resource nodes, searching and digging.
Economy
Coin, banks, shops and auctions.
Quests
How quests are found, tracked and turned in. Mechanics only, no solutions.
People#
Groups
Playing together, shared experience and party mechanics.
Clans
Ranks, permissions, coffers, clan levels and abodes.
Religion
The five faiths, ordination, tithes and divine favour.
Factions
Standing with the powers of the Brinewarrens, and what it buys or costs.
Companions
Heroes, pets, summons and minions that fight alongside you.
Communication
Channels, tells, emotes and mail.
Housing
Owning somewhere to live, and what you can do with it.