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The SummerMC / Origins / Origins: Classes / Rogue

ORIGINS: CLASSES

Rogue

A stealth class for avoiding attention and moving covertly.

Overview

A stealth class for avoiding attention and moving covertly. This is a primary choice or class available in your pack’s selection screen and is best understood as a complete lifestyle rather than a single buff.

Strength

Supports infiltration, risky loot runs and roleplay.

Trade-off

Does not replace strong gear in open combat.

Natural role

Useful as a scout or valuables courier.

How it plays

Supports infiltration, risky loot runs and roleplay. Does not replace strong gear in open combat.

Useful as a scout or valuables courier. In a world built around ordinary travel, railways and player-run shops, an Origin becomes most satisfying when its abilities open a profession or destination rather than bypassing the rest of the server.

Starting priorities and builds

First days

  • Gather ordinary survival supplies first, then test every active ability in a safe area before setting out on a long expedition.

Good infrastructure

  • Choose a home and business that make your strengths repeatedly useful rather than only occasionally novel.
Plan around drawbacks
  • Read all drawbacks alongside strengths before committing; a powerful ability can reshape everyday survival costs.

Enabled power reference

Every power listed below links to its own reference entry, including the choices that share it and practical consequences for play.

PowerPractical meaningIdentifier
SneakyStealthOther players cannot see your nameplate through walls while you hide.origins-classes:sneaky
In the ShadowsStealthSneaking for long enough allows you to enter a concealed stealth state.origins-classes:stealth
StealthStealthWhile stealthed you are quieter and can strike unsuspecting targets harder, but attacking or moving openly ends the effect.origins-classes:stealth_descriptor

Shared-world and economy role

  • Pair personal strengths with shared infrastructure: public stations, workshops and markets create reasons for players to collaborate.

Create factories and physical markets give specialised characters recurring work: supplying resources, surveying new routes, maintaining stations, operating shops or providing expedition support.

Other choices in Origins: Classes

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