Class Record: Rogue

Apogea Rogue guide

Build a flexible physical-damage class with exact Rogue modifiers, early melee progression, Ability and Glove traits, a level 16-18 bow transition, Conjure Arrow sources, equipment, farming, and group advice.

Difficulty

Medium

Playstyle

Hybrid ranger

Class cost

100 Gold

Early build

Sword + Dagger

Bow transition

Level 16-18

Main strength

No negative modifiers

2026 playtest guidance

Trait values, Conjure Arrow costs, item sources, and ranged breakpoints may change. Check live tooltips before committing Gold or building around an old Glove interaction.

Class identity

Melee first, ranged when the economy is ready

Rogue is not locked into a single fantasy weapon. It begins as an efficient melee class, transitions into a bow once Conjure Arrow is sustainable, and may revisit dagger-focused builds much later when Ability and trait scaling are high enough.

Why switch early?

Rogue's documented class table has no negative modifiers. A committed Rogue player can benefit from the permanent class multipliers as soon as the 100-Gold fee is available.

Strengths

No negative class modifiers in the documented stat table
Exceptional Ability and strong Attack Speed scaling
Improved Mana and Magic for healing, utility, and hybrid play
Can use defensive armor without an Armor or Defense penalty
Smooth progression from melee into sustainable ranged combat
Strong solo flexibility and useful sustained damage in groups

Weaknesses

The strongest ranged setup requires Conjure Arrow and Mana preparation
Buying normal arrows too early can consume a large amount of Gold
Melee Rogue must remain close enough to take dangerous hits
The recommended early Glove tree may change after balance updates
Double Dagger is a late scaling concept rather than an early solution
The permanent class choice cannot be reversed on that character

Exact class modifiers

Rogue improves offense without sacrificing neutral stats

Rogue receives exceptional Ability and Magic, improved Mana and Attack Speed, and neutral 100% scaling everywhere else. That flexibility supports melee, bow, healing, and utility without a built-in Armor, Defense, or Capacity penalty.

Exceptional

150%

Ability

Weapon damage, several Rogue traits, and Conjure Arrow efficiency benefit from the class's strongest physical scaling.

Exceptional

150%

Magic

Rogue receives strong Magic scaling for utility, healing, and hybrid spell use.

Improved

125%

Mana

A larger effective Mana pool helps support Heal, utility spells, and the later Conjure Arrow transition.

Improved

125%

Attack Speed

Faster attacks multiply the value of true damage, Mana restoration, and sustained ranged pressure.

Neutral

100%

Health

Rogue has normal Health scaling and can invest defensively without a class penalty.

Neutral

100%

HP Regeneration

Food and early regeneration investment work at the normal Squire rate.

Neutral

100%

MP Regeneration

Mana recovery is not boosted by the class, but remains important once Heal and Conjure Arrow are in use.

Neutral

100%

Armor

Heavy or defensive armor works normally. Rogue is not forced into light equipment.

Neutral

100%

Defense

Defensive equipment retains its full listed value during the melee phase.

Neutral

100%

Capacity

Rogue can carry normal equipment loads, but bows, food, tools, and sellable drops still require planning.

Become a Rogue

Save 100 Gold and commit early

Speak with a documented Rogue trainer, use the class dialogue option, and accept the 100-Gold payment. The decision changes stat multipliers only. It does not automatically provide a bow, equipment, or skills.

Permanent choice

A Rogue cannot later become a Knight or Mage on the same character. Changing class requires starting a new character.

Basile

Sabrina

Documented at -229, -3, 257

Caravan

Eofor

Documented at -61, -3, 59

West Nordha

Balder

Documented at -55, 4, 129

Levels 1-15

Melee Rogue

Recommended opening

Use a strong sword with a Dagger, invest heavily in Ability, and take the documented Glove-tree true-damage route while normal arrows remain too expensive.

Levels 16-18

Bow transition

Main midgame shift

Move into ranged combat once Conjure Arrow, Mana, MP Regeneration, Gloves, and a useful bow can sustain repeated attacks without buying thousands of arrows.

Much later

Double Dagger

Experimental scaling build

Return to a dual-dagger concept only after very high Ability and the relevant traits can overcome its weak early item damage.

Build paths

Three builds, but only two belong in normal progression

Start with melee, transition into a prepared bow setup, and treat Double Dagger as a future experiment. Forcing the wrong weapon too early creates unnecessary Gold costs or weak damage.

Best documented early build

Broadsword and Dagger

A strong one-handed sword supplies dependable base damage while the Dagger supports the creator's fastest documented early leveling route.

No recurring arrow expense
Works immediately with Ability investment
Pairs well with Unnatural Flow
Can wear defensive or heavy armor

Recommended around level 16-18

Bow and Gloves

Once Conjure Arrow becomes sustainable, bow combat opens safer matchups against Fowlers, Imps, and other enemies that are awkward to chase in melee.

Strong kiting and ranged uptime
Uses Rogue's Attack Speed well
True Grip can support Mana recovery
Conjure Arrow removes normal arrow costs

Late-game experiment

Double Dagger

Double Dagger has promising Ability-based scaling, but the source found it weak even deep into the documented playtest. Do not use it as the default leveling setup.

Potentially strong very late scaling
Can benefit from extra-hit traits
Requires high Ability and better Daggers
Poor early and midgame performance in the source build

Stat priority

Ability first, utility after the build works

Rogue's strongest class multiplier is Ability, and the documented build uses it for nearly every stage of progression. Defensive and resource points solve specific problems rather than replacing the main damage investment.

Heal changes the recovery plan

Early HP Regeneration is reasonable before Heal is available. After learning Heal, MP Regeneration can support recovery, utility, and the future bow setup from the same resource.

01

Ability

Max the allowed investment

Put the maximum permitted points into Ability at every level. It supports melee damage, bow damage, trait scaling, and the cost efficiency of Conjure Arrow.

02

MP Regeneration

Increase after learning Heal

Early HP Regeneration can help before spells are available. Once Heal is learned, MP Regeneration supports recovery, utility, and the future bow setup from the same resource.

03

Health and Capacity

Add enough to function safely

Use Health when enemies threaten quick deaths and Capacity when armor, tools, food, equipment drops, or bow supplies make the route uncomfortable.

04

Mana and Magic

Prepare utility and Conjure Arrow

Add Mana when the pool cannot support Heal or Conjure Arrow. Use Magic for intentional spell requirements or hybrid utility rather than replacing Ability investment.

Early trait direction

The Glove tree supports both melee and the bow transition

The source recommends the Glove tree even before Gloves are used as the active weapon. Flat true damage helps early melee, Attack Speed scales with Ability, and Mana restoration supports Conjure Arrow later.

Around level 6

Unnatural Flow

Adds flat true damage to successful attacks in the documented Glove-tree route.

Take the early path when the current tooltip still provides meaningful flat damage. The source reported four true damage at the first major breakpoint and roughly ten after further investment.

After true damage

Hand Finesse

Adds Attack Speed based on Ability in the recorded playtest.

Rogue's 150% Ability and 125% Attack Speed profile makes this a natural follow-up. Verify the live threshold and rounding before planning exact breakpoints.

Bow transition

True Grip

Attacks reportedly had a high chance to restore a small amount of Mana.

Use it to help sustain Conjure Arrow while attacking continuously. The recorded value was a 75% chance to restore three Mana, but this is highly balance-sensitive.

Balance-sensitive route

Multiple creators described the Glove tree as unusually strong and expected balance changes. Use the structure of the route, but verify the current values before spending permanent or expensive resources around old numbers.

Bow transition

Switch when Conjure Arrow fixes the arrow economy

A bow is not the opening Rogue weapon. Normal arrows disappear too quickly and can consume thousands of Gold. Wait until the character can create arrows through Mana and sustain the resource with Ability, MP Regeneration, and trait support.

Documented transition window

Both the video and community tracker place practical bow progression around level 16-18. The exact level depends on Mana, equipment, Conjure Arrow cost, and current trait values.

Bow readiness checklist

Reach approximately level 16-18
Keep Ability near the current level-based investment cap
Learn Conjure Arrow
Build enough Mana and MP Regeneration for repeated use
Equip Old Gloves or Leather Gloves when they support the trait route
Obtain a Bone Bow or another strong-rarity bow
Carry food and emergency healing while learning ranged spacing

Conjure Arrow sources

Secure the Spellbook before rebuilding the character

Monster drop

Bone Eaters

The video reports that Bone Eaters in the desert can drop the Conjure Arrow Spellbook. They are inconvenient for an early melee Rogue, so another player's copy may be easier to obtain.

Quest-locked purchase

Morrigan

Morrigan sells Conjure Arrow for 350 Gold after the Helping Brean or Wolf Helmet questline is completed.

Early economy option

Player trading

Mage players or established groups farming Bone Eaters may sell duplicate Spellbooks. Saving Gold before level 16 can prevent a delayed transition.

Equipment progression

Prepare the ranged kit while leveling in melee

The Green Bag, Ruby Amulet, and long quest unlocks are useful upgrades, not hard gates. A working Bone Bow, Conjure Arrow, Gloves, and enough Mana matter more than copying every item from a high-investment build.

Rogue can wear heavy armor

Armor and Defense both scale at 100%. Use defensive equipment during the melee phase when it prevents deaths or reduces potion use.

Slot

Early main hand

Broadsword or strong one-handed sword

Use the best practical sword available

Provides dependable base damage during the melee phase. The documented route specifically favored Broadsword plus Dagger.

Slot

Early off-hand

Dagger

Common early weapon category

Completes the recommended melee setup without forcing an expensive bow economy before Conjure Arrow is sustainable.

Slot

Ranged weapon

Bone Bow

Reported Fowler drop

Preferred over an ordinary Wooden Bow unless the Wooden Bow has a strong rarity roll. Prepare it before the level 16-18 transition.

Slot

Hands

Leather Gloves or Old Gloves

Old Gloves as the budget option

Useful when the Glove tree and True Grip remain part of the current bow-sustain route.

Slot

Bag

Green Bag

Morrigan or Jaques after quest unlocks, 750 Gold

A useful ranged-transition upgrade, but not an absolute requirement. Do not confuse the purchase price with its lower resale value.

Slot

Amulet

Ruby Amulet

Rasobar after the White Rats questline, 350 Gold

A premium support item for the bow transition. The long quest requirement makes it an upgrade rather than mandatory starter gear.

Slot

Armor

Defensive chest and Brass Legs

Brass Legs are sold by Tim in the Black Market

Rogue has normal Armor and Defense scaling, so heavier equipment is valid while melee. The current Brass Legs price is not clearly documented.

Farming progression

Consistent kills matter more than enemy prestige

An uncontested weak-enemy loop can remain efficient long after stronger enemies become possible. Favor minimal downtime, low death risk, short travel, and useful drops over a route that only looks more advanced.

Levels 1-5

Rats and nearby weak enemies

Prioritize a compact, uncontested loop with almost no downtime.

Levels 5-12

Rats, Bandits, Skeletons, and similar loops

Stay where kills remain constant rather than moving only because a stronger enemy exists.

Around level 12

Cave Spiders when properly equipped

Use them only when damage, food, and defensive gear keep the loop safe and repeatable.

Level 16+ with bow

Fowlers, Imps, and ranged or kiteable enemies

Use distance and predictable projectile patterns to avoid the melee pressure that made these targets awkward earlier.

Ranged combat rhythm

The bow build succeeds through uptime and spacing

Ranged Rogue becomes powerful when attacks continue while enemy projectiles miss. The build loses much of its advantage when Mana empties, the Rogue stops attacking, or the enemy reaches melee range.

Create distance before attacking

Do not wait for the enemy to enter melee range before beginning the next shot or Conjure Arrow cycle.

Keep attacks continuous

Rogue gains value from Attack Speed, true damage, and Mana-restoring effects only while attacks are consistently landing.

Watch the Mana loop

When Conjure Arrow costs more than the build restores, pause, reposition, and recover rather than exhausting the resource mid-pull.

Learn projectile patterns

Fowlers and Imps become easier because a ranged Rogue can dodge, kite, and continue attacking without chasing them through their own projectiles.

Party synergy

Rogue supplies sustained pressure between burst windows

Rogue fits naturally beside a durable frontline or a high-burst Mage. Its main contribution is continuous damage while another class controls aggro, heals, or waits for the next spell cycle.

Stable frontline and sustained damage

Rogue + Knight

Knight absorbs pressure while Rogue attacks continuously. This is especially valuable after the bow transition because the Rogue can preserve range and uptime.

Sustained damage plus burst

Rogue + Mage

Mage supplies burst while Rogue maintains pressure between casts. The pair works well against slow, armored, or healing enemies.

Fast focus fire and flexible spacing

Rogue + Another Rogue

Two Rogues can maintain high sustained damage, but should avoid stacking together when enemy area attacks can strike both players.

Common mistakes

Most Rogue problems come from transitioning too early

The class becomes much smoother when each weapon stage begins only after the supporting stats, Spellbook, traits, and equipment are ready.

Buying large quantities of normal arrows before Conjure Arrow is sustainable
Switching to bow only because Rogue is expected to be ranged later
Failing to maximize the permitted Ability investment each level
Assuming Rogue must wear light armor during the melee phase
Attempting Double Dagger before high Ability and better equipment exist
Ignoring Health and Capacity when the current route feels unsafe or restrictive
Using old Glove-tree values without checking current tooltips
Confusing a Green Bag's purchase price with its resale value
Treating the Ruby Amulet or a long quest unlock as mandatory progression
Leaving an efficient uncontested loop only to fight stronger but slower enemies

Rogue FAQ

Early Rogue questions

Is Rogue a good beginner class in Apogea?

Rogue is a flexible beginner option because its documented stat table has no negative modifiers. It is less durable than Knight, but its melee opening is straightforward and it can transition into strong ranged combat later.

When should I become a Rogue?

A committed Rogue player can change as soon as the 100-Gold fee is available, commonly around levels 4-6. The choice is permanent, so only accept after deciding that the character will remain Rogue.

Where are the Rogue trainers?

The community tracker documents Sabrina in Basile, Eofor at the Caravan, and Balder in West Nordha. Use the class dialogue option and pay 100 Gold.

Which stats should Rogue prioritize?

Put the maximum permitted points into Ability each level. Add MP Regeneration after learning Heal, then use Health, Capacity, Mana, or Magic according to survivability, inventory, and spell requirements.

Should Rogue start with a bow?

Usually not. Normal arrows are expensive and early Conjure Arrow costs too much Mana to sustain. A sword and Dagger setup is the better documented route until approximately level 16-18.

When does Conjure Arrow become sustainable?

The video and community tracker place the practical transition around level 16-18, once Ability, Mana, MP Regeneration, Gloves, and the relevant traits can support repeated casts.

How do I obtain Conjure Arrow?

Bone Eaters can reportedly drop the Spellbook. Morrigan sells it for 350 Gold after the Helping Brean or Wolf Helmet questline, and duplicate books may also be purchased from other players.

What is the best early Rogue weapon setup?

The best-documented early setup is Broadsword or another strong one-handed sword paired with a Dagger. Transition to a Bone Bow or strong alternative after the ranged build is ready.

Can Rogue wear heavy armor?

Yes. Rogue has 100% Armor and Defense scaling, so defensive or heavier equipment works normally. Early survivability can be more valuable than forcing a light-armor theme.

Is the Glove tree the best early Rogue route?

It was the strongest documented early-playtest route because Unnatural Flow, Hand Finesse, and True Grip supported damage, Attack Speed, and Mana sustain. Verify current values because the source expected balance changes.

Is Double Dagger good for early Rogue?

No. The source found Double Dagger underwhelming even much later in the playtest. It may scale at very high Ability, but it should not replace the melee sword-and-Dagger or bow progression early.

What should Rogue farm before level 16?

Use the safest uncontested loop with minimal downtime. Rats, Bandits, Skeletons, and later Cave Spiders can all work. Consistent kills matter more than choosing the strongest available enemy.