Rogue/EvilHack

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In EvilHack, the Rogues is one of the roles from NetHack that is available to the hero.

Rogues can be humans, elves, orcs, hobbit, gnomes, drow, draugr, or vampires, and can start as neutral or chaotic.

Starting equipment

Each Rogue starts with the following equipment:

The following racial conditions also apply:

Rogues start with knowledge of the sack's appearance and any applicable racial equipment.

The Rogue's default starting pet is a little dog or kitten with equal probability.

Intrinsics

Rogues gain the following intrinsic properties upon reaching the given experience levels:

Attributes

The Rogue's starting attributes are distributed as follows:

Attributes Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining
Minimum attributes 7 10 7 7 7 6 31
Distribution percentages 20% 30% 20% 10% 10% 10%
Mean w/ standard deviation (human) 14.10±2.29 17.52±1.00 13.72±2.18 10.41±1.77 10.41±1.77 9.07±1.70

The means and standard deviations were calculated via simulation, whose source code can be found on the role article's talk page, and assumes that all given roles are played as humans—non-human races will have different attribute means as a result of different attribute maximums.

Skills

Rogues have the following skills available to them:

Rogue skills
Max Skills
Basic

axe, two-handed sword, mace, flail, hammer, quarterstaff, lance, bow, sling, shuriken, boomerang, whip

Skilled
Expert
Master

Rogues start with Basic skill in short swords, daggers and thievery, while drow Rogues start with Basic skill in short swords, crossbows and thievery. They use the intelligence stat to cast spells, and their special spell is detect treasure. Draugr Rogues are restricted in all spell skills, since they lack the ability to cast spells.

Special rules

Rogues are one of two roles that can perform thievery with unarmed attacks, with the other being the Convict.

Rogues get a +1 bonus to multishot when throwing dagger weapons, including knife-type weapons (since EvilHack merges them into the dagger skill).

A Rogue that is not polymorphed and attacking other monsters has only a 120 chance of creating noise—the chance is 110 for a polymorphed Rogue or any other hero that has stealth, and 12 for a non-Rogue hero without stealth. Under the same conditions, they also create half the noise of a stealthy hero and 14 the noise of a non-Rogue hero without stealth.

Rogues can perform backstabs, granting +1d(XL) bonus damage when they attack a fleeing monster with a weapon in melee while they are in their base form—the bonus is reduced to +1d(XL2 + 1) while performing two-weapon combat, and Rogues wielding Shadowblade as their main weapon gain an additional +1d(XL2 + 1) bonus to damage.

Rogues have an XL60 chance of gaining a bonus to untrap floor traps, and gain a separate bonus if carrying their quest artifact. They also have double the normal chance of disarming container traps, and gain 3 times the level multiplier when calculating their chance of disarming door traps. Rogues additionally have a much higher chance of successfully setting traps and applying trap kits.

Rogues have a higher chance of unlocking doors and containers with lock picks, credit cards and stethoscopes.

Rogues are the only role that do not take an alignment penalty for stealing from a shop or have their alignment affected by pacifying an angry shopkeeper.

Rank titles

The status line displays one of the following ranks for the corresponding experience levels:

  • XL 1-2: Footpad
  • XL 3-5: Cutpurse
  • XL 6-9: Rogue
  • XL 10-13: Pilferer
  • XL 14-17: Robber
  • XL 18-21: Burglar
  • XL 22-25: Filcher
  • XL 26-29: Magsman/Magswoman
  • XL 30: Thief

Gods

Main article: Religion

The Rogue pantheon is based on the Newhon pantheon of Fritz Leiber's Fafhrd and the Gray Mouser.

Quest

Main article: Rogue quest

The Rogue's quest sees them fighting the Master Assassin for The Master Key of Thievery, an artifact skeleton key. As in NetHack, the quest is notorious for a high amount of shapeshifter monsters, item-stealing monsters, and traps, as well as the quest nemesis being quite difficult to reach.

While carried, the Master Key of Thievery grants warning, teleport control and half physical damage, and applying the Master Key of Thievery to unlock doors will always succeed—as a magical unlocking tool, the Master Key of Thievery can also open crystal chests. Rogues carrying The Master Key of Thievery also gain a bonus to disarming traps on the floor, and gain the following effects if the artifact is non-cursed: success is guaranteed when untrapping doors and chests; locking or unlocking a door or container with the Master Key always detects traps, and will always successfully remove them if the hero chooses to; and wielding the artifact while not wearing gloves will print messages that hint at the presence of unseen traps nearby. Invoking The Master Key of Thievery and selecting an adjacent door or container removes all traps from that object.

Strategy

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