Rogue/dNetHack
In dNetHack, notdNetHack and notnotdNetHack, the Rogue is one of the roles from NetHack that is available to the hero.
Rogues can be humans, orcs, incantifiers, vampires, elves, drow, chiropterans, or half-dragons, and are always chaotic.
Starting equipment
Each Rogue starts with the following equipment:
- a +0 short sword
- 6-16 uncursed +0 daggers
- a +1 leather armor
- an uncursed potion of sickness
- an uncursed lock pick
- an uncursed sack
- an uncursed blindfold
- 2-4 torches
- 2-4 shadowlander's torches
Orcish Rogues receive an orcish short sword in place of a short sword, a set of orcish daggers in place of regular daggers, and are given two additional stacks of 1-2 random comestibles. Elven Rogues receive an elven short sword in place of a short sword, and a set of elven daggers in place of regular daggers. Drow Rogues receive a droven short sword in place of a short sword, a set of droven daggers in place of regular daggers, and a black signet ring filled with sleep poison.
Rogues have a 1⁄100 chance of their primary weapon and projectiles being generated as poisoned.
Rogues start with knowledge of the sack and any applicable racial equipment.
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 |
Skills
Rogues have the following skills available to them:
Priest skills | |
---|---|
Max | Skills |
Basic |
|
Skilled |
|
Expert |
|
Rogues start with Basic skill in short swords and daggers. They use the intelligence stat to cast spells, and their special spell is detect treasure.
Special rules
Rogues get a +1 bonus to multishot when throwing daggers.
Rogues have a +0.75 base attack bonus per experience level, which is increased to +1 for thrown daggers.
Rogues can perform sneak attacks: a Rogue in their base form that is not twoweaponing will gain an additional die of bonus damage that stacks with any existing dice for sneak attacks, with +1d(XL) bonus damage per die. Sneak attacks occur when attacking a monster with a weapon, and a monster is vulnerable to sneak attacks if they are helpless, blinded, suicidal, trapped, fleeing, or unaware of the hero's position.
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 have a higher chance of unlocking doors and containers with lock picks and credit cards.
Rogues are the only role that do not take an alignment penalty for stealing from a shop or gain an alignment bonus for pacifying an angry shopkeeper, though any theft they commit will still draw the attention of the Hod Sephirah.
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. 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. Rogues carrying The Master Key of Thievery also gain a bonus to disarming traps on the floor. Invoking The Master Key of Thievery and selecting an adjacent door or container removes all traps from that object.
Strategy
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"Detail to match the layout of other NetHack and dNetHack role strategy sections if possible."