Classes & training · Classes & training
Rogue skill & spell flowchart
Rogue learnables cover traps, stealth, throwing, creature study, locks, gems, smithing, and support effects.
Items mentioned in this guide
Verified in the item databasePractical guide
3 steps for this topic- Separate the desired combat path—traps, stealth, throwing, creature study, and support—from optional locks, gems, higgling, and smithing professions.
- Trace current prerequisites, trainer locations, tools, consumables, and profession gates for each selected endpoint.
- 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.
