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Rogue

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Falling somewhere between an assassin and a thief,
the Rogue belongs to the secretive class of Norrath.
She's quite skilled in weaponry, but prefers to make sudden attacks from behind.
Shadier skills include Pick Lock and Pick Pockets. - EverQuest manual

Description

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File:C rogue.gif

Rogues are the stealthy thieves and vicious assassins that stalk the shadows of Norrath. Rogues are primarily a melee class, able to wear chain armor and use piercing, slashing and some blunt weapons.

Rogues are sneaky fighters who always seek to take advantage of enemies by attacking from behind. Rogues can backstab enemies for extra damage, using poisoned weapons for added effect. Rogues can detect traps, pick locks and pockets, and fall safely from great heights.

Rogues are known for their ability to sneak and hide. This allows them to move undetected by the living and undead, almost anywhere, exploring the dangers that lie ahead. Combined with rogue items that use illusions, rogues make excellent scouts.

Rogues are a specialist class that works best with a group of friends. Rogues can add greatly to the killing power of a group. The rogue is a good choice for players who like to do heavy damage while walking the dangerous edge of dungeon exploration. Just keep in mind being the best damage dealer comes at the cost of being extremely group dependent.

Class Titles

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Level 1-50 Level 51-54 Level 55-59 Level 60
Rogue Rake Blackguard Assassin

Creation Guide

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Picking the Right Race

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The first thing you have to pick is your Race, which determines the foundation of your character for the rest of your life in Norrath. You'll be spending a lot of time with your new character, so it is important to pick one you like. Every Rogue race is viable, but there are some differences to note.

Stats

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Because of gear and buffs, stat differences (except for resistances) only practically matter at lower levels.

Wood Elves, Dark Elves, and Gnomes all have low base Strength, a hindrance to their overall damage output (and carrying capacity). Barbarians and Dwarves, on the other hand, have high Strength, which aids them in their early adventures. Dwarves also have higher Magic Resistance, which is more useful at high levels.

Small Size

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Dwarves, Gnomes, and Halflings are small races. This is convenient when raiding, as they don't require Shrink.

Each small race also has a small minor benefit: Dwarves have a unique "barrel roll" animation, Gnomes can learn Tinkering, and Halflings level slightly faster.

Large Size

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Barbarians count as both a medium and a large race, and so have the smallest XP penalty of the large races (only -5%). Being large gives them a Slam ability, which does minimal damage and stuns (so it can sometimes interrupt casters). Also, they can wear both large and medium armor, and wield large race throwing weapons.

Vision

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Barbarians and Humans have no night vision, which is annoying at early levels. Dark Elves have the best vision (Ultravision). All races can acquire light sources or items that give improved vision.

Faction

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Dark Elves are hated by most other races, but because Rogues can use illusion masks to change their race, this becomes a non-issue later on.

Cultural Gear

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Different races and/or religions have cultural items obtained via quests or crafting. Generally speaking, none of these items are incredible, but some aren't bad either.

Advice

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You can pick your race two ways: based on what seems "coolest" to you, or based on stats and minor abilities.

At the early levels, you'll notice racial vision differences most. If you're starting a fresh character, Strength differences will also matter a lot (so you can carry loot).

At high levels, the Barbarian slam will occasionally interrupt a caster, the Dwarf's higher MR might occasionally save them from a raid mob's spell, and all small races will appreciate not having to bother with Shrink on raids.

It's unlikely that any of those differences, at any level, will really make you wish you'd picked a different race. However, picking a race that you don't think is "cool", because of a minor benefit, is far more likely to make you regret your choice.

Starting Statistics

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Race Str Sta Agi Dex Wis Int Cha Physical Mental Total Bonus
Barbarian 103 95 92 80 70 60 55 370 185 555 30
Dark Elf 60 65 100 85 83 99 60 310 242 552 30
Dwarf 90 90 80 100 83 60 45 360 188 548 30
Gnome 60 70 95 95 67 98 60 320 225 545 30
Half Elf 70 70 100 95 60 75 75 335 210 545 30
Halfling 70 75 105 100 80 67 50 350 197 547 30
Human 75 75 85 85 75 75 75 320 225 545 30
Wood Elf 65 65 105 90 80 75 75 325 230 555 30

Spending Your Bonus Points

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Rogues have a bunch of skills and tools in their box and benefit from several stats. End game buffs from Shaman allow a Rogue to receive roughly +120 STR/DEX without Avatar (+100 STR/DEX/AGI) and +50 STA if you want to plan your starting stats based on this.

  • Strength - Adds to Maximum and Average melee damage, both for normal attack rounds and for Rogues signature skill Backstab. Also affects the rate at which you learn the offense skill. Effects your ability to carry gear and coins.
  • Stamina - Affects your maximum Hit Points. Gives a small HP boost(roughly 1-2% of base hp for 25 point investment).
  • Agility - Helps you avoid physical damage and helps your defensive skills raise a little quicker.
  • Dexterity - This stat is involved in how quickly you learn offensive melee skills and how often the magical effects of your weapons will activate.
  • Wisdom - Affects the rate at which your general and craft skills raise if higher than your intelligence.
  • Intelligence - Affects the rate at which your general and craft skills raise if higher than your wisdom.
  • Charisma - Affects the amount you pay to npc merchants for their wares, and how much they pay you for yours. There is a relationship between faction and charisma in prices and there is a cap.
Allocation Recommendations
Grouping: 25 Strength, 5 Stamina
Raid Min/Max: 25 Stamina, 5 Strength

Experience Statistics

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As a purely melee class, Rogues get a base +9% experience bonus (with Halflings and Barbarians having a +5%/-5% variation)

  • Barbarian Rogue: +4.55%
  • Dark Elf Rogue: +9%
  • Dwarf Rogue: +9%
  • Gnome Rogue: +9%
  • Half-Elf Rogue: +9%
  • Halfling Rogue: +14.55%
  • Human Rogue: +9%
  • Wood Elf Rogue: +9%

What does it mean?

Certain races and classes require differing amounts of experience points to attain the same level. For example, a Halfling Rogue requires 85.45% of the experience that a Human Cleric would require to be the same level.

Religion

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Generally speaking being agnostic is a fairly safe bet in Everquest. Religion serves only to get you into trouble in many situations. Following a religion will at worst get you killed in some areas, but generally you can avoid these. Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight.

The disadvantage of agnosticism is that some items and quests can only be done by followers of certain religions. As you can see from the Bristlebane Equipment page, Bristlebane has only a few tradeskilled items, while the Brell Serilis Equipment page similarly shows only tradeskill items plus one Rogue-usable weapon,

Stormguard Battle Hammer of Brell
Stormguard Battle Hammer of Brell

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 36
DMG: 9
WIS: +2 HP: +5
SV FIRE: +2
WT: 8.5 Range: 40 Size: MEDIUM
Class: WAR CLR PAL BRD ROG
Race: HUM DWF HFL GNM
Deity: Brell Serilis

. You can find other deities items from Category:Deity Worshiper Equipment.

If you plan to use illusion masks, you should go Agnostic for the same reason Enchanters do: NPCs can "see" your religion, negating the faction bonuses from illusions.

Skills

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Combat Skills

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Evade was added February 17, 2000 with the [[:Category:{{#ifeq: Paineel|Epics|Epic Quests|{{#ifeq: Paineel|Chardok|Chardok Revamp| Paineel}}}} Era| Paineel {{#ifeq: Paineel|Chardok|2.0|}}]] Era [1] [2]

Evade is a special rogue-only ability that allows a rogue to reduce their agro by lowering their position on the hate lists of mobs that are agro to them. To perform an evasion, the rogue must turn off auto-attack, then use the hide skill. The easiest way to incorporate this into combat is to make a hotkey that does the following (assuming Hide is set to Ability 1):

/attack off
/doability 1
/attack on

When attempting to evade, you will receive one of the following two messages to indicate success or failure:

  • "You have momentarily ducked away from the main combat." (Success, generally ~65% of the time)
  • "Your attempts at ducking clear of combat fail." (Fail)

Skill Name Level Obtained Must Train Max until 50 Max after 50
1H Blunt 1 N 200 250
1H Slash 1 N 200 250
Piercing *** 1 N 210 250
Throwing ** 1 N 220 250
Defense 1 N 200 252
Hand to Hand 1 N 100 100
Offense 1 N 210 252
Archery 1 N 200 240
Dodge 4 Y 150 210
Backstab 10 Y 200 225
Parry 12 Y 200 230
Dual Wield * 13 Y 210 245
Double Attack 16 Y 200 240
Intimidation (Instill Doubt) 22 Y 200 200
Disarm 27 Y 200 200
Riposte 30 Y 200 225
* Dual Wield does not cap at (5 x level) + 5 like other combat skills and instead caps at (6 x level) + 5 - Thus, a level 20 rogue can hit 125 in the skill (as opposed to 105 in other combat skills) and will hit the cap of 210 pre 50, and begin to raise again starting at 51.
** Rogues can score a critical hit with throwing weapons starting at level 12. Aug 26, 1999 [[:Category:{{#ifeq: Fear|Epics|Epic Quests|{{#ifeq: Fear|Chardok|Chardok Revamp| Fear}}}} Era| Fear {{#ifeq: Fear|Chardok|2.0|}}]]
** Rogues can score a deadly strike (if thrown from behind the target) with throwing weapons Feb 17, 2000[[:Category:{{#ifeq: Paineel|Epics|Epic Quests|{{#ifeq: Paineel|Chardok|Chardok Revamp| Paineel}}}} Era| Paineel {{#ifeq: Paineel|Chardok|2.0|}}]]
*** Rogues have a higher skill cap on Piercing while leveling.

Miscellaneous Skills

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Skill Name Level Obtained Must Train Max until 50 Max after 50
Sneak 1 Y 200 200
Hide 3 Y 200 200
Pick Lock 6 Y 200 210 (+1/level after 50)
Pick Pocket 7 Y 200 200
Sense Traps 10 Y 200 200
Safe Fall 12 Y 94 94
Apply Poison 18 Y 200 200
Make Poison 20 Y 200 250 (+5/level after 50)
Disarm Traps 21 (Listed as 15) Y 200 200
Alcohol Tolerance 1 N 235 252
Begging 1 N 200 200
Bind Wound 1 N 175 210
Fishing 1 N 200 200
Sense Heading 1 Y 200 200
Swimming 1 N 200 200
  • Various Tradeskills
  • Picklocks goes up 1 point per level after 50
  • If you try to train Disarm Trap before 21 it will waste a training point. The same occurs with Pick Lock when trained at 5, but the point is returned upon leveling to 6..

Level 50+ Rogue Traits

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  • Level 51 - Minimum Backstab Damage (76 and increases each level | 1.5 x level, rounded down)
  • Level 55 - Double Backstab Chance, Sneak Speed starts to increase
  • Level 57 - Bind Wound Cap Increased to 70% health once 201+ skill attained.
  • Level 60 - Chance to Assassinate level 46 and below Humanoids when using Backstab or Thrown, Sneak Speed maxed out

Disciplines

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(Alt-C to access)

Discipline Name Level Obtained Description Duration Reuse Time Jan 09, 2001
Resistant Discipline 30 Grants +3 to all resistances increasing to +10 at 50th level 1 Min 60 Min Duration increased to 5 minutes.
Fearless Discipline 40 Immunity to "Fear" and all spells that cause "fear" 11 Sec 60 Min
Counterattack Discipline 53 Allows you to perfectly time your counter attacks, riposting every incoming blow. 9 Sec 60 Min
Deadeye Discipline 54 Focuses your vision on you opponent, vastly increasing your hit rate. 18 Sec 30 Min
Nimble Discipline 55 Increases your combat reflexes, allowing you to avoid most attacks. 12 Sec 30 Min
Kinesthetics Discipline 57 Increases your combat sense, allowing you to dual wield and double attack every round. 18 Sec 30 Min
Blinding Speed Discipline 58 Focuses energy into your arms, increasing your attack speed. 18 Sec 30 Min
Duelist Discipline 59 Increase the damage done by all of your melee attacks. [100% increase] 12 Sec 30 Min


Rogue-Specific Quests

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Classic:


Velious:

Gearing

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Class specific gear suggestions are cross listed on the Gear Reference page.

Check Rogue Equipment for the full list of gear usable by rogues.

Pre-Planar

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{{#lsth:Players:Pre Planar Gear|Rogue}}

Planar

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{{#lsth:Players:Planar Gear|Rogue}}

Kunark

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{{#lsth:Players:Kunark Gear|Rogue}}

Velious Pre-Raid/Group

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{{#lsth:Players:Velious Pre-Raid Gear|Rogue}}

Velious Raiding

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{{#lsth:Players:Velious Raiding Gear|Rogue}}

FAQ

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Q: Which weapon-skills should I practice / train?

A: Piercing... Rogues can use a range of one-handed weapons and even a few two-handed ones, but piercing is the rogue's trademark weapon-skill because that's what you need to have in your primary hand if you want to back-stab. What a rogue holds in their off hand is a matter of personal preference, but every rogue should keep their piercing skill in practice.


Q: What is the evade skill I've heard about and why can't I train it?

A: Evasion is not a skill in the normal sense of the word, it's a trick that rogues can manage by using hide to lower their aggro in combat. A rogue simply exits combat and presses their hot-key for the Hide skill. Most rogues set up a hot-key macro to do this.

Evade does not completely remove aggro, and it does not work when soloing (see this thread).

Evade was added February 17, 2000 with the [[:Category:{{#ifeq: Paineel|Epics|Epic Quests|{{#ifeq: Paineel|Chardok|Chardok Revamp| Paineel}}}} Era| Paineel {{#ifeq: Paineel|Chardok|2.0|}}]] Era [3] [4]


Q: How does stealth work?

A: The simple version? Stand very still, press hide to hide yourself from view and then press sneak. Unlike other classes, rogues are told if they succeeded or not. If both skills worked, you are now invisible to 99% of mobs on the server as though someone had cast Invisibility and Invisibility versus Undead on you. You'll also walk slowly, but that's a small price to pay for the most reliable and effective form of invisibility in the game (your strafe speed will not be affected).
Some creatures can see through the Hide skill, most of them rogues, so you should still be careful, but many a low-level rogue has wandered into Lower Guk or Chardok unseen.


Q: What are these masks people keep talking about?

A: There are four masks in the game which allow a rogue or bard to disguise themselves as a member of another race; these masks give minor stat boosts and can be clicked from the inventory:

  • Guise of the Coercer
    Guise of the Coercer

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 4
    CHA: +13
    SV MAGIC: +7
    Effect: Illusion: High Elf (Any Slot/Can Equip, Casting Time: 6.0) at Level 15
    WT: 0.4 Size: SMALL
    Class: BRD ROG
    Race: ALL except ERU HIE TRL OGR IKS

    (High Elf)
  • Mask of Deception
    Mask of Deception

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 4
    CHA: +13
    SV MAGIC: +7
    Effect: Illusion: Dark Elf (Any Slot/Can Equip, Casting Time: 6.0) at Level 15
    WT: 0.4 Size: SMALL
    Class: BRD ROG
    Race: ALL except ERU HIE TRL OGR IKS

    (Dark Elf)
  • Iksar Hide Mask
    Iksar Hide Mask

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 4
    CHA: +13
    SV MAGIC: +7
    Effect: Illusion: Iksar (Any Slot/Can Equip, Casting Time: 6.0) at Level 38
    WT: 0.4 Size: SMALL
    Class: BRD ROG
    Race: ALL

    (Iksar)
  • Mask of Obtenebration
    Mask of Obtenebration

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 6
    CHA: +8 AGI: +6
    Effect: Illusion: Erudite (Any Slot/Can Equip, Casting Time: 6.0) at Level 15
    WT: 0.4 Size: SMALL
    Class: BRD ROG
    Race: ALL

    (Erudite)

There are also three masks which were added later in the Velious era or were available for only a brief period:

  • Flayed Barbarian Hide Mask
    Flayed Barbarian Hide Mask

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 35
    Effect: Illusion: Barbarian (Must Equip, Casting Time: Unknown)
    STR: +15 DEX: +15 STA: +10 HP: +100
    SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
    WT: 0.0 Size: TINY
    Class: BRD ROG
    Race: ALL

    (Barbarian)
  • Desiccated Halfling Mask
    Desiccated Halfling Mask

    MAGIC ITEM LORE ITEM NO DROP
    Slot: FACE
    AC: 4
    CHA: +7 AGI: +7
    Effect: Illusion: Halfling (Any Slot/Can Equip, Casting Time: 8.0) at Level 49
    WT: 1.1 Size: SMALL
    Class: BRD ROG ENC
    Race: ALL

    (Halfling)
  • Mask of Tinkering
    Mask of Tinkering

    MAGIC ITEM LORE ITEM
    Slot: FACE
    AC: 4
    CHA: +13
    SV MAGIC: +7
    Effect: Illusion: Gnome (Any Slot/Can Equip, Casting Time: 4.0)
    WT: 0.4 Size: SMALL
    Class: BRD ROG
    Race: ALL except ERU HIE TRL OGR IKS

    (Gnome)


Q: Where do I buy poisons?

A: You can't. Some poisons are given as rewards for quests, others can be looted from a very small number of NPCs, but the normal way to acquire poisons (once you are level 18 and able to use them) is to make them yourself from a variety of rare and dangerous compounds. You'll want to take a look at the Make Poison page for more information on that.


Q: Where do I buy poison-making supplies?

A: Unfortunately, unlike most normal tradeskills, the poison-making vendors do not frequent any of the starting cities. In fact, with the exception of a vendor named Toxdil in the tunnels under Freeport, there is no old-world city with a poison vendor. Here is the current list of every known vendor selling poison-making supplies.

Zone Merchant Name Area Loc
Dagnor's Cauldron Conium Darkblade (-236, -826)
Firiona Vie Brak Daggermist (-3608, 2359)
West Freeport Toxdil (623, 200)
Lake of Ill Omen Nubs Blackgranite (-2517, -2920)
Western Plains of Karana Gindlin Toxfodder (-2986, -13398)


Q: Are Poison Vials and Suspensions meant to be that expensive?

A: Yes, you really will be spending over 2pp just on vials and suspensions. That's why so many rogues learn how to make their own.


Q: Does Dexterity increase my hit rate?

A: Dexterity has been shown to increase hit rate in PVP, but there is no evidence it increases hit rate in PVE.