A rogue is the only class that can pick locks, which unlocks previously inaccessible areas. While useful, taking the perk Deft Hands, Fine Tools improves this further, enabling all rogues in your party (including yourself if also a rogue) to handle tougher locks. This is necessary for some companion quests and collections, but is not mandatory for story progression.
Although rogues are the only class that can unlock all doors that don't require a key, other abilities can also open certain locked doors, provided they don't require the aforementioned perk. Examples include Stonefist and Shield Bash.
Armed with bows, daggers, and any number of dirty tricks, the rogue’s primary focus is damage: tearing foes down one at a time with systematic efficiency. Rogues commonly use a mixture of stealth and mobility to reach positions of advantage, be it a sniper’s perch away from enemy blades or behind an unsuspecting mage. Deadly and resourceful, rogues can tip the balance of any strategic assault.
Experts in these talents are masters of misdirection. Whether leaping to safety, disappearing into the shadows, or tricking enemies into slashing at empty air, they are never where anyone expects them to be.
Intricate mechanisms are the core of the artificer’s craft: Deadly traps; Distracting contraptions; Marvels of engineering turned to deadly purpose. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If he or she is smiling? Best just to hope your affairs are in order.
Any rogue can kill a target, but assassins make death into an art form. They specialize in quick, deadly kills that let them slide back into the shadows undetected, or indirect kills that eliminate targets while the assassin is safely away.