Systems
References for combat, character progression, equipment and social systems.
These pages explain the rules of Rogue one system at a time: combat,
progression, equipment, trade and the people you play alongside. Each guide
names the commands involved and links to related pages. In the game,
help <topic> gives the syntax of any command.
Every character plays by the same hard rules, which touch recovery, death,
companions and more. The Hard Rules lists them
in one place, and hardmode shows them in the game.
Combat and character#
Combat
Rounds, attacks, damage, mitigation and how a fight actually resolves.
Vitals
Health, spell points and endurance: what sets your maximums and how they come back.
Stats
The seven stats, what each one feeds, and where they come from.
Conditions
Buffs, debuffs and status effects, from rooted and stunned to cursed and plagued.
Death
What dying costs, where it sends you, and how you come back.
Player Killing
The roleplay rules for killing another player, and where fighting players is barred.
Progression
Levels, experience, talents and the skills that open as you climb.
Remorting
Rebirth at level 100: the route to every remort class, remort points and the remort races.
The Hard Rules
The rules every character plays by, from slower recovery to the price of death.
Gear#
Gear
Slots, wearing and wielding, and the level and class gates on equipment.
World Drops
Grade, quality and condition: the three things that decide what a dropped item is worth.
Runes
Rune families, forms, socketing and combining.
Gear Sets
Matching pieces and what completing a set pays out.
Durability
How gear wears out with use, what that costs you, and where to repair it.
Making and trading#
Crafting
Recipes, skill, stations and tools.
Gathering
Resource nodes, searching, digging and fishing.
Economy
Coin, banks, shops and auctions.
Ships
Buying a hull, the drydock, sailing, repairs and the guns.
Quests
How quests are found, tracked and turned in. Mechanics only, no solutions.
People#
Groups
Playing together, what a group gains, and how enemies scale to it.
Dungeons
Instanced runs for a party of five or more, held at the dungeon's level, with a leader's progress and a limit on deaths.
Companions
Henchmen, heroes, pets, summons and minions that fight alongside you.
Hired Help
Henchmen hired by the day at the Tidewarden Hall, and the free help new guild members get.
Clans
Ranks, permissions, coffers, clan levels and abodes.
Religion
The five faiths, their ranks, anointing and divine influence.
The Temples
Where each god keeps a house, and what each asks of visitors.
Factions
How clans, guilds and faiths compete for standing, and the reputation the world keeps of you.
Communication
Channels, tells, emotes and mail.
Social Life
The talk of the town, rumors, busking bards and who keeps the streets.
Cities and Citizenship
Your city, its in-character channel, and what Aurin asks of its citizens.
The Colosseum
Arranged bouts between players, the bookmaker and betting.
Housing
Owning somewhere to live, and what you can do with it.