One of the first classes in Realm of the Mad God, the Rogue is a dagger class with the ability to go Invisible, preventing enemy detection. Rogues are great at solo play and rushing, though enemies will still fire at your non-invisible teammates. Rogue has fundamentally changed little from his introduction in Realm of the Mad God, remaining a decent class throughout his existence. You can find his stat gains, caps, and averages here.
Rogues boast a high SPD of 75, boosted further by their Cloak. While they also have a high DEX (75), their low ATK makes them the weakest of the three dagger classes. Daggers have average damage and average range, almost in the middle in weapon ranges. Other than their decent bulk (HP cap of 720, leather armor), their other stats aren’t great; it takes a good pet with MHeal in order to sustain your cloak for long.
Tiered daggers are solid options for Rogue, having decent damage and range.
These daggers sacrifice range for higher damage, rivalling or surpassing the tiered daggers. As the Rogue’s invisibility allows you to get closer, the low range is usually not a concern. However, in places where close-range combat is impractical, it would be advised not to use these daggers.
These daggers pierce through enemies, allowing you to easily shred through hordes of enemies.
These two daggers are considered to be the top-tier options with their high DPS and rarity.
The Rogue’s ability is the Cloak. Cloaks allow the Rogue to turn Invisible. This prevents them from being targeted by monsters. Many enemies will stop shooting entirely if can’t see any players. This makes rushing and solo farming very easy. UT cloaks tend to sacrifice Invisiblity time for other benefits.
However, Rogues cannot stay invisible forever. All cloaks have a cooldown, which is (at least) 1 second longer than their Invisibility lasts. In addition, the cloak can be quite expensive on MP. The user needs a pet with strong enough Magic Heal in order to sustain the cloak buff.
Note that the Silenced and Quiet debuffs are dangerous; the former prevents ability use, and the latter cancels your invisibility.
Tiered cloaks are solid options for the Rogue, the best Invisibility cloaks available.
The Cloak of Ghostly Concealment and Cloak of Nightmares (from Oryx 3) are the best cloaks for Invisibility, lasting the longest and costing the least MP to sustain. Each cloak also gives very high stat bonuses; along with the HP/MP bonus of all T6+ abilities, the T6 Cloak gives +5 to SPD and DEX, with the T7 cloak only increasing these stats.
These cloaks add to the Rogue’s ability with an aspect from the Trickster’s ability.
These cloaks improve the Rogue’s low damage with effects that boost damage output.
The Cloak of Bloody Surprises has a long 6 second cooldown, low Invis time, and inflicts Slowed on the user, but gives a massive +25 ATT boost for 3.5 seconds. This cloak works best on the Rogue for when you want to deal damage to a boss. As a rare drop from the Lost Sentry, it is difficult to get.
Conversely, the Cloak of Cubic Enigma is a more mobile option, leaving out a trail of AoEs as you travel. It deals 400 damage every 0.6 seconds, in a 3.5 tile radius, for a decent total damage of 4000. The AoE bursts weaken enemies you run along the way, making it doubly good for rushing. It drops from the bosses in The Third Dimension.
The Cloak of the Mad God serves as the polar opposite to the Cloak of Bloody Surprises, granting +5 DEF on equip and Armored for 4.5 seconds; at the cost of an incredibly short Invis time and a lengthy 6 second cooldown. The Cloak of the Mad God should be used when prioritizing tankiness and survivability.
Similar to all dagger classes, the armor of choice for the Rogue is the Leather Armor. Leather armor complements the Rogue with DEF (helping to increase survivability), and DEX (adding to the Rogue’s already high DEX stat).
The Hydra Skin Armor, Wyrmhide Armor and Leviathan Armor are the primary armors for the Rogue. They provide good defense and a decent DEX boost. You can never go wrong with a tiered armor.
These armors all focus on defense.
These relatively cheap, tradable leather armors provide slightly more speed but slightly less in other stats, being overall comparable to the T13 Hydra Skin.
The Turncoat Cape is an upgrade to the Beehemoth Armors and is an armor especially suited for rushing; not only does it provide a massive +10 SPD, but whenever you get hit for enough damage, you will turn Invisible. This can be used to stay hidden even during your Cloak cooldown.
The Hirejou Tenne (Tenne) and Centaur’s Shielding sacrifice the majority of their DEF boosts for an unrivaled increase in damage. Tenne gives a huge, unconditional +16 DPS stats, while the Centaur’s gives even more if you have the Healing status.
HP boosting rings in general are great for increasing a class’s survivability. The Ring of Exalted Health, Ring of Unbound Health, and Ring of Decades give massive boosts to HP. The Ring of Unbound Defense, while an unconventional choice, can work as a defensive ring for the Rogue due to the class’s low DEF cap of 25. However, most would prefer HP rings as they are generally better at tanking damage.
The Collector’s Monocle is an amazing ring for the Rogue, a straight upgrade to The Forgotten Crown. In addition to a strong +140 HP boost, players that go Invisible recieve a net total of +20 ATT - an unrivaled amount of offense. This endgame ring drops from Treasurer Gemsbok.
The Snake Eye Ring is an odd choice, considering that it has very low stats and is a very common drop from Stheno the Snake Queen. However, the ring gives Speedy for 2 seconds, great for increasing the Rogue’s rushing capabilities. Not only is the Rogue naturally fast, but he will be both invisible and Speedy for the first 2 seconds of using his ability.
The Crystallised Mist provides decent defense stats, however, what sticks out is the +8 speed and 8 seconds of Invisibility if you take a large amount of damage. While it’s got a very long cooldown (45s), it could be life saving during a rush.
The Chancellor’s Cranium is a more balanced endgame ring. In addition to better defenses than the Monocle, it has a highly damaging proc if the wearer takes a sufficently damaging shot. Because the Rogue is often up close but not that bulky, the proc from the ring will most likely be active a lot, allowing the Rogue lots of damage.
Rogues are powerful when they are alone. Invisible allows the Rogue to get close to enemies without being shot at. Certain bosses, like Murderous Megamoth, Jon Bilgewater the Pirate King, and even Oryx the Mad God 3 (in certain phases) will stop shooting entirely if they can’t see anyone. Most bosses will continue to shoot when you’re Invisible, but the point remains. Rogues can farm the godlands and all sorts of dungeons, even if nobody’s around to help you.
Invisiblility also makes Rogue a great rushing class. Given that a player has speed and the knowledge of when to cloak, Rogue is one of the safest rushers in the game. Trickster may be faster, but Rogue is often safer and more reliable. With Invisibility, you still need enough knowledge to know when to cloak.
However, Rogues are poor in group play. If even a single player is around, enemies will start shooting at them. This negates most, if not all, utility from the cloak. In larger groups, the Cloak is nearly useless, turning the Rogue into a worse Assassin. Even with endgame items like the Collector’s Monocle and Cloak of Bloody Surprises, Rogue falls behind on the DPS deparment.
The one grace about the Rogue is that they can rush for everybody. But many dungeons cannot be rushed, making this class rather weak. Even then, a skilled Trickster can do everything a Rogue do, but faster, and still provide group support via decoy.
The Rogue is a fast class which is amazing when solo or in small groups. They are great at rushing dungeons and grinding the godlands - given you have the skill to pilot one.
The key downside is that Rogues are poor in large groups, and all sorts of content is run in large groups. In these situations, Rogue ends up being a class with unimpressive DPS and no ability. When picking the Rogue, you’ll need to keep this fact in mind.