Classes & training · Classes & training

Rogue skill & spell flowchart

Rogue learnables cover traps, stealth, throwing, creature study, locks, gems, smithing, and support effects.

Practical guide

3 steps for this topic
  1. Separate the desired combat path—traps, stealth, throwing, creature study, and support—from optional locks, gems, higgling, and smithing professions.
  2. Trace current prerequisites, trainer locations, tools, consumables, and profession gates for each selected endpoint.
  3. Combine materials only for chosen abilities and delay expensive practice stock until the profession branch is certain.

Key details

Keep these with the route
Combat branches
Rogue combat spans traps, stealth, thrown attacks, monster knowledge, blindness, and control or support.
Profession branches
Unlock, gem work, blade smithing, Tailoring, and Higgling create separate labor and material demands.

Detailed reference

3 concrete notes
  • Separate dagger attacks, traps, thrown tools, stealth, lore, and profession skills. A crafting profession may consume labor and materials without advancing a combat prerequisite chain.
  • Lockpicking needs Unlock and equipped Lockpicks; gem work, higgling, hairstyling, and weapon smithing each have their own location and assistant rules.
  • Trace the desired combat endpoint in the current skill directory, then use Required Items so shared gems and monster parts are counted once at their true total.

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