Many young rogues have contacted me these past few days with rogue specific questions. I have decided to gather all information I have in this thread. If someone posts something below that I didn't know (which I hope will happen), I'll edit it in, so the original post stays up to date.
Training pick lock
These are the doors that I practiced on, with an estimate of the skill at which they trivial between brackets (if I remember). Pick lock does not provide a message when you've trivialled a door, but as a general rule you can get skillups as long as you can fail at picking the lock. You can't practice on a door that's jammed, though, and it takes a few minutes before they unjam. Also, you cannot train your skill higher than (your level + 1) times 5.
1) 4 doors in the basement of the Erudin bank (30ish)
2) the door for the Newport burglar's test (60ish) For bards: this is the door in the big building next to your guild.
3) various merchant doors in Newport (over 100) There are at least two in South Newport near the clock that are also locked during the day.
4) the door for the Newport knife's test (140ish) For bards: if you stand with your back to the clock in South Newport and facing mad historian Keldan, go left. It is the white house in this area.
5) a locked door in Mielech C situated behind the hidden door in the library (168). Be careful while sneaking through Mielech B, the shortest route leads you to jump in a pit that has a ladder at the other end, but I haven't been able to climb over the top of it while sneaking without SoW.
6) the front door of Eldenal's mansion (188) Be careful, this zone has traps (see below) You need the door in the furthest part of the zone, walking up a ledge and across the bridge, not the first door you see.
At this point I'm stuck. There are three doors that I know of for which my skill isn't high enough, being the door to the crypt in Eldenal's (that door I said you didn't want) and the two doors near the Newport gate that lock at night.
One last hint: doors 5 and 6 have roamers coming through them. If you want to avoid accidentally giving them your set of lockpicks (hello, bindpoint!), open the door once, then stand underneath it with your face towards the side (ergo: your back towards the roamer) and look up.
Training disarm traps
Let me start by saying that 'sense traps' trains in exactly the same way as 'sense heading', so you can do that anywhere you want. You don't have to be near a trap. In order to train 'disarm traps', however, you do need a trap, and you have to 'sense' it first.
So far I have discovered two types of traps. The first says 'the air shimmers' and spawns a few mobs. I have never had mobs that saw through sneak/hide, so these are perfect traps to practice on. The second sets of an alarm, alerting all surounding mobs to your presence. Very painful. Note that at low skill, attempting to disarm a trap sets it off, and that all traps appear to be on a really long respawn timer (at least an hour), although I've noticed that in the high end zones I usually don't sense the traps every time I try. Guess I'll have to level past 50 to get real efficiency.
In Kaladim, go through the gate and then turn right. Cross the bridge and walk towards the palace. There are two traps in this coridor of the 'shimmering' type.
In Eldenal's, there are two 'alarm' traps, one in front of two decadent Elves at the base of the tower near the zone entrance, and one at the gate that leads to the crypt. I've never been able to disarm both, so I assume that if one alarm goes off, the other does as well. There are more traps here, but I haven't been able to sense them all.
In the Akhevan ruins, walk straight ahead until you've passed a coridor to the right. There's a 'shimmering' trap ahead of you. Now keep to the right until you enter a big room without other exits. There's an alarm here a few steps in front of the carpet.
There are supposed to be traps in Mielech C, but I didn't encounter any while looking for the locked door. Either they spawn mobs and I didn't notice them, or they are in the area that requires you to swim under water further than I can while sneaking.
Rogue Starfall
Some parts of the Starfall quest for rogues are confusing, so here's further illumination:
"The dark fabric that makes up the robes worn by undead spectres" does not drop from the spectres of corruption in the Badlands, but from the wraiths. It is actually called 'dreadful fabric'.
"A perfectly polished sleet of Everfrost Ice" is not a ground spawn. It drops from the Ice Giants (my rough guess would be about 1 in 20). BTW, for those of you who also have Barbarian shamans: I have a bank full of Ice Poppies, they *are* ground spawns in Everfrost... that quest is not bugged (blush)
"A knife of a cutthroat or a pirate" has as far as I know never dropped from the bandits in the Badlands, but the pirates in Sea of Swords do drop 'knife of a cutthroat' pretty regularly.
"Cleanseroot, native to the Faydark" is a ground spawn and very easy to find. If you have trouble, ask Flitterwing for directions.
"Nightwhisper Leaves, native to Shadowdale" should be a ground spawn too, but I've scouted Shadowdale North to South, West to East, by day and by night, entering every building and dragging the lake, but without success. I have tried killing the driven Hermit that the druids and monks need, but he didn't have it. I have also killed about every other creature on the map, but unless it's a very rare drop or comes from the corrupted ancient treants (very red cons at 41), they don't have it either. I have currently taken to searching Whisperling Forest at night, hoping there might be a hint in the name of the leaves.
"A mixing bowl of considerable quality, as carried by the skilled alchemists of the Liodreth" drops, as expected, from a Liodreth alchemist. The trick is that he/she has placeholders, so if you can't find her, that's why. If you go through the double door in Paw, you'll see a bridge above your head. The room you want is at the end of that bridge. You'll definitely need a group.
Training pick pocket
I would advise to practice this every level, since the level of the mob and the required skill to pick his pockets are linked. Trying to steal from someone of a skill too high for you just gets you found out, without skillups. If you procrastinate, like me, everything will be green, whether too low, just right or too high. A mob that 'has nothing to steal' doesn't seem to give skillups either, so no need to keep those alive
If you're doing the rogue pickpocket's test, steal from Newport merchants. They all drop (small) coin purses, including the night merchants.
:hug: Thanks to all the people who helped me gather this information :hug:
Training pick lock
These are the doors that I practiced on, with an estimate of the skill at which they trivial between brackets (if I remember). Pick lock does not provide a message when you've trivialled a door, but as a general rule you can get skillups as long as you can fail at picking the lock. You can't practice on a door that's jammed, though, and it takes a few minutes before they unjam. Also, you cannot train your skill higher than (your level + 1) times 5.
1) 4 doors in the basement of the Erudin bank (30ish)
2) the door for the Newport burglar's test (60ish) For bards: this is the door in the big building next to your guild.
3) various merchant doors in Newport (over 100) There are at least two in South Newport near the clock that are also locked during the day.
4) the door for the Newport knife's test (140ish) For bards: if you stand with your back to the clock in South Newport and facing mad historian Keldan, go left. It is the white house in this area.
5) a locked door in Mielech C situated behind the hidden door in the library (168). Be careful while sneaking through Mielech B, the shortest route leads you to jump in a pit that has a ladder at the other end, but I haven't been able to climb over the top of it while sneaking without SoW.
6) the front door of Eldenal's mansion (188) Be careful, this zone has traps (see below) You need the door in the furthest part of the zone, walking up a ledge and across the bridge, not the first door you see.
At this point I'm stuck. There are three doors that I know of for which my skill isn't high enough, being the door to the crypt in Eldenal's (that door I said you didn't want) and the two doors near the Newport gate that lock at night.
One last hint: doors 5 and 6 have roamers coming through them. If you want to avoid accidentally giving them your set of lockpicks (hello, bindpoint!), open the door once, then stand underneath it with your face towards the side (ergo: your back towards the roamer) and look up.
Training disarm traps
Let me start by saying that 'sense traps' trains in exactly the same way as 'sense heading', so you can do that anywhere you want. You don't have to be near a trap. In order to train 'disarm traps', however, you do need a trap, and you have to 'sense' it first.
So far I have discovered two types of traps. The first says 'the air shimmers' and spawns a few mobs. I have never had mobs that saw through sneak/hide, so these are perfect traps to practice on. The second sets of an alarm, alerting all surounding mobs to your presence. Very painful. Note that at low skill, attempting to disarm a trap sets it off, and that all traps appear to be on a really long respawn timer (at least an hour), although I've noticed that in the high end zones I usually don't sense the traps every time I try. Guess I'll have to level past 50 to get real efficiency.
In Kaladim, go through the gate and then turn right. Cross the bridge and walk towards the palace. There are two traps in this coridor of the 'shimmering' type.
In Eldenal's, there are two 'alarm' traps, one in front of two decadent Elves at the base of the tower near the zone entrance, and one at the gate that leads to the crypt. I've never been able to disarm both, so I assume that if one alarm goes off, the other does as well. There are more traps here, but I haven't been able to sense them all.
In the Akhevan ruins, walk straight ahead until you've passed a coridor to the right. There's a 'shimmering' trap ahead of you. Now keep to the right until you enter a big room without other exits. There's an alarm here a few steps in front of the carpet.
There are supposed to be traps in Mielech C, but I didn't encounter any while looking for the locked door. Either they spawn mobs and I didn't notice them, or they are in the area that requires you to swim under water further than I can while sneaking.
Rogue Starfall
Some parts of the Starfall quest for rogues are confusing, so here's further illumination:
"The dark fabric that makes up the robes worn by undead spectres" does not drop from the spectres of corruption in the Badlands, but from the wraiths. It is actually called 'dreadful fabric'.
"A perfectly polished sleet of Everfrost Ice" is not a ground spawn. It drops from the Ice Giants (my rough guess would be about 1 in 20). BTW, for those of you who also have Barbarian shamans: I have a bank full of Ice Poppies, they *are* ground spawns in Everfrost... that quest is not bugged (blush)
"A knife of a cutthroat or a pirate" has as far as I know never dropped from the bandits in the Badlands, but the pirates in Sea of Swords do drop 'knife of a cutthroat' pretty regularly.
"Cleanseroot, native to the Faydark" is a ground spawn and very easy to find. If you have trouble, ask Flitterwing for directions.
"Nightwhisper Leaves, native to Shadowdale" should be a ground spawn too, but I've scouted Shadowdale North to South, West to East, by day and by night, entering every building and dragging the lake, but without success. I have tried killing the driven Hermit that the druids and monks need, but he didn't have it. I have also killed about every other creature on the map, but unless it's a very rare drop or comes from the corrupted ancient treants (very red cons at 41), they don't have it either. I have currently taken to searching Whisperling Forest at night, hoping there might be a hint in the name of the leaves.
"A mixing bowl of considerable quality, as carried by the skilled alchemists of the Liodreth" drops, as expected, from a Liodreth alchemist. The trick is that he/she has placeholders, so if you can't find her, that's why. If you go through the double door in Paw, you'll see a bridge above your head. The room you want is at the end of that bridge. You'll definitely need a group.
Training pick pocket
I would advise to practice this every level, since the level of the mob and the required skill to pick his pockets are linked. Trying to steal from someone of a skill too high for you just gets you found out, without skillups. If you procrastinate, like me, everything will be green, whether too low, just right or too high. A mob that 'has nothing to steal' doesn't seem to give skillups either, so no need to keep those alive
If you're doing the rogue pickpocket's test, steal from Newport merchants. They all drop (small) coin purses, including the night merchants.
:hug: Thanks to all the people who helped me gather this information :hug: