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 their introduction in Realm of the Mad God, remaining a decent class throughout its existence. You can find his stat gains, caps, and averages here.
Rogues boast a high SPD of 75. 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 cloaks for a long duration.
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 hordes of enemies.
These two daggers are considered as the top-tier options with their high DPS and rarity.
The Rogue’s ability is the Cloak. Cloaks allow the Rogue to turn invisible; most enemies will stop attacking, and all of them won’t target you. Rogues can use their Cloak to rush past enemies, or to get close enough to deal damage. UT cloaks tend to sacrifice Invisiblity time for other benefits. Almost every Cloak has a cooldown at least 1 second longer than the Invisibility time. Even then, the user needs a strong enough pet with Magic Heal in order to keep the cloak up.
Note that the Silenced and Quiet 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, and the T7 cloak only increases it.
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 tiny 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 Hide.
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 absolutely 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. Lasting for 4 seconds (and a cooldown of 1s) per proc, Rogues can keep this great endgame ring from Treasurer Gemsbok up 100% of the time.
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 alright defense stats, but 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.
The Rogue can become a master of deception and speed if used in the right hands. The Invisibility allows the Rogue to get closer to enemies without being detected, so certain bosses such as the Murderous Megamoth, Jon Bilgewater the Pirate King, and even Oryx the Mad God 3 can become incredibly easy to get close to. The Rogue, therefore, compensates for the short range of (UT) daggers. Finally, the invisibility allows the Rogue great rushing potential, being able to slip past rooms of enemies undetected given the speed and knowing when to turn invisible.
However, Rogue requires much experience to master; proper knowledge of when to go invisible is the best way to utilize the class’s ability. And if a player doesn’t have enough MHeal, the cloak becomes much weaker. Finally, enemies have attack patterns independent of players, including most bosses that you’d want to “cheese”.
More importantly, any other player within enemy range will cause them to fire, forcing you to have to dodge, thus removing the point of Invisibility. In a group, the Rogue deals middling damage with middling bulk with no relevant ability. Incredibly good UTs such as the Collector’s Monocle only serve to bring Rogues up to par. Even in the avenue of rushing, a skilled Trickster gives the Rogue a huge run for their money, being much faster while remaining useful to a group. However, Rogues are still much easier and safer to actually rush, remaining a great class to farm pots and Godlands with.
The Rogue is an amazing class with decent DPS, stealth, and SPD. His cloaks allow him to get close to some enemies for dealing damage or rush. His fragile nature can make him a hard class to control, but with good experience and excellent dodging skills, you can become neat little fast class.