Rogue/EvilHack
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:
- a +0 short sword (wielded)
- 6-16 uncursed +0 daggers (alternate weapon)
- +1 leather armor
- an uncursed potion of sickness
- an uncursed lock pick
- a trap kit
- an uncursed sack
- an uncursed blindfold (1⁄5 chance or 20%)
The following racial conditions also apply:
- Draugr Rogues additionally start with 5 eggs.
- Drow Rogues have several replacements applied to the starting inventory. They are given a dark elven short sword in place of a short sword; their daggers are replaced with a dark elven hand crossbow and 26–45 dark elven crossbow bolts; they are given a +0 dark elven tunic in place of leather armor; and their potion of sickness is exchanged for a potion of drow poison.
- Elven Rogues are given an elven short sword and elven daggers in place of the standard short sword and daggers.
- Hobbit Rogues are also given an elven short sword and elven daggers in place of the standard short sword and daggers, and start with a tinning kit and two additional stacks of 1-2 random comestibles.
- Orcish Rogues receive an orcish short sword in place of a short sword, as well as a set of orcish daggers in place of regular daggers, and are given two additional stacks of 1-2 random comestibles.
- Vampire Rogues have their potion of sickness replaced with a potion of blood.
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 1⁄20 chance of creating noise—the chance is 1⁄10 for a polymorphed Rogue or any other hero that has stealth, and 1⁄2 for a non-Rogue hero without stealth. Under the same conditions, they also create half the noise of a stealthy hero and 1⁄4 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 XL⁄60 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
The Rogue pantheon is based on the Newhon pantheon of Fritz Leiber's Fafhrd and the Gray Mouser.
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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