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Rogue-Skills FAQ


This is an unofficial FAQ covering the Rogue Class in EverQuest that was posted and created at The Safehouse.

1. General questions about the Rogue class

    1.1. Why play a rogue?

      There are many reasons one might want to play a rogue. They have many utility skills which make them useful in a variety of situations, namely hide, sneak, instill doubt and safe fall and have the best form of invisibility in the game due to Sneak-Hide. Most importantly, in Everquest, the rogue is capable of doing more melee damage than the other pure melee classes (e.g. warrior, monk), but only with the right equipment and if the rogue doesn't have to face the enemy head-on.

      The rogue also gets unique skills, such as Evade, Make Poison, Apply Poison and Pickpockets. The rogue is an auxiliary tank specializing in: complementing the efforts of a tank class (warrior, monk, shadowknight, paladin), effective and deadly scouting, critical corpse recovering, and the deadly art of poisons. In this employ, the rogue can be a significant addition to a smart group.

      Think sneaky. Think deadly. Think assassin.

    1.2. What stats/attributes are the most important for a rogue to have?

      This is an often debated topic. The general consensus is that dex/agi should be over 100 to keep skills sharp, but that Strength and Armor Class best serve the rogue overall. If you want to do a little more damage, lean towards strength, if you want better defensive capabilities pick armor class.

    1.3. I've heard Rogues have difficulty grouping. Is this true?

      Sometimes this is true. Clerics, Enchanters and Warriors are among the most popular. Try and establish a wide circle of friends, join a guild, roleplay a lot. It's amazing what a few people of your own level knowing you can do to your chances of being grouped. Also, try and sound like you know what you're doing. Volunteer to go to shops to buy people food. Anything. If you're looking for a class ALWAYS wanted for groups, you're in the wrong place though.

      Our skills are in great demand for certain locations in Kunark and for situations calling for a good scout or corpse recovery.

    1.4. Why should I use poison?

      If you have lots of time and money, it can add a lot of flavor to your experiences as a Rogue. You will be more effective in combat if the effect goes off and does inflicts the target successfully.

2. Rogues and their skills

    2.1. What are the Rogue Skills?

      1 1H Blunt
      1 1H Slash
      1 Archery
      1 Bind Wound
      1 Piercing
      1 Sneak
      1 Throwing
      3 Hide
      4 Dodge
      6 Pick Lock
      7 Pick Pocket
      8 Sense Traps
      10 Backstab
      12 Safe Fall
      12 Parry
      13 Dual Wield
      16 Double Attack
      18 Apply Poison
      20 Make Poison
      21 Disarm Traps
      22 Instill Doubt
      27 Disarm
      30 Riposte
      51 Extra regeneration (automatic)
      51 Bonus to HP per level (automatic)
      51 Increased Backstab (automatic)
      53 Discipline Counterattack
      54 Discipline Deadeye
      55 Double Backstab (automatic)
      55 Discipline Nimble
      57 Discipline Kinesthetics
      58 Discipline Blinding Speed
      59 Discipline Duelist
      60 Assassinate (automatic)

    2.2. What are the caps on rogue-specific and combat skills for a rogue up to level 50?

      Skill Level Cap is in parentheses ().

      Bind Wound: (175)
      Offense: LVL * 5 (210)
      Defense: LVL * 5 (200)
      Weapon Skills: LVL +1 * 5 (Pierce 210, all others except archery 200)
      Dodge: LVL +1 * 5 (150)
      Pickpocket: LVL +1 * 5 (200)
      Picklock: LVL +1 * 5 (200)
      Sense Traps: LVL +1 * 5 (200)
      Disarm Traps LVL +1 *5 (200)
      Backstab: LVL +1 * 5 (200)
      Parry: LVL +1 * 5 (200)
      Safe Fall: LVL +1 * 5 (94)
      Dual Wield: LVL +1 * 6 (210)
      Double Attack: LVL +1 * 5 (200)
      Apply Poison: Unknown (200)
      Make Poison: (Level - 19) * 5 (250) (Formula still valid?)
      Instill Doubt: Unknown (200)
      Disarm: Unknown (200)
      Riposte: Unknown (200)

    2.3. What are the caps on rogue-specific and combat skills for a rogue past 50?

      Skill Level Cap is in parentheses ().

      Bind Wound: 4 per level to (210)
      Offense: 5 per level to (252)
      Defense: 6 per level to (252)
      Piercing: 4 per level to (250)
      1H Blunt: 5 per level to (250)
      1H Slash: 5 per level to (250)
      Dodge: 6 per level to (210)
      Picklock: x per level to (210)
      Backstab: 3 per level to (225)
      Parry: 3 per level to (230)
      Dual Wield: 4 per level to (245)
      Double Attack: 5 per level to (245)
      Riposte: increase 3 per level to (225)

      Unchanged: Hide, Sneak, Pick Pockets, Instill doubt, Disarm, Safefall, Sense Traps, Disarm Traps

    2.4. Is Bind Wound always capped at 100?

      No. At level 51, the cap limit is raised. After you skill past 201 in Bind Wounds, the hp percentage cap is raised from 50% to 70%. In addition, the formula for calculating hp gained per bandage changes. At 201 skill, you will do 75 hp per bind. This can be used on yourself OR others.

    2.5. What does sneak do, and how can I tell if it worked?

      Sneak allows you move behind enemies who would normally attack you. It essentially reduces the radius in which they will attack you. You still should keep your distance, as sneak is by no means equivalent to invisibility, unless you are hiding as well. As a Rogue, it will tell you if you are successful or not ("You are as quiet as a cat stalking its prey"). For most creatures, once you are successfully sneaking, they will "con" (/consider) indifferent. Kunark mobs are notorious for conning as "scowling" (hostile) even with successful sneak though they likely will not attack. Be aware that hide is an invisibility, but sneak is not.

      Now comes the best part about sneak. The "secret handshake". If you have bad faction (whether through combat, race, or religion) with a Merchant, you can neutralize the hostility by "Sneaking" behind the merchant. Use Sneak while standing behind the merchant and you will change their hostility level to "Indifferent" and you will be able to make transactions. This works for every vendor though some are more dangerous than others (groupings of Merchants where sneak doesn't affect merchants behind you.)

    2.6. What does hide do, and how can I tell if it worked?

      Hide is like invisibility, but much more reliable, but it doesn't cost any mana either. It most likely won't work reliably until level 10+, and even then there's no guarantee until you've mastered the skill. As a Rogue, the in-game text will tell you if you are successful or not. (though some mobs, mostly in Kunark, may continue to consider as "scowling"). You will remain hidden until you turn Hide off or you move without Sneak.

      If you succeed you get the message 'You have hidden yourself from view.' if you fail you get 'You have failed to hide yourself.'

      Its an advantage only rogues get. Embrace it. Love it.

      Some races receive Hide at a "racial skill" level at the start of the game. This means that their Hide ability is 50 (or the equivalent of level 10) and will not improve through use until the player reaches level 11. Races include Dark Elf, Halfling, and Wood-Elf.

      Lastly, be aware that Sneak, Hide, or Sneak-Hide do not prevent creatures that are already aware of your presence from attacking you. The creature will be able to "see" you regardless. (e.g. a creature you've already attacked, damaged, or "aggroed" in some way will still be able to target you for attacks.) "Aggro" means: to cause the creature to want to attack you.

    2.7. What can knock me out of hiding?

      Spells and bard songs cast on you will no longer knock you out of hiding unless they are cast by mobs or enemy players in PvP.

      Looting corpses (even your own) will also knock you out of hiding, so greed can get you killed if the area is not clear. When trying to recover your own corpse, use the /corpse command to drag your body to a safer spot before looting. Dragging corpses will not ruin your hide.

      Picking Pockets and Disarming Traps will also ruin your hide, so be careful!

    2.8. What is the benefit of Sneak-Hide?

      Using sneak and hide at the same time (Sneak-Hide) allows a rogue to move while invisible to most mobs and players! The rogue is "invisible" to most mobs and players with the exception of those that can cast "See Invisible". Unlike the spell "Invisibility", sneak-hide has unlimited duration until turned off (like Hide), a spell is cast on the rogue by a spellcaster/bard, or the rogue zones. Sneak-Hide also works against both Undead creatures and regular creatures. However, there is always a minute chance of any mob seeing through your Sneak-Hide and detecting you. Starting at 51st level, you begin to move faster while sneaking. By 60th level, you are at a full run, and this combines with any speed spells.

      This skill is highly valued for maneuvering in dungeons, scouting or corpse recovery.

    2.9. What is evade? When do I get it?

      Evade is a skill you receive at the same level as Hide that allows the rogue to not be the target of an angry creature. By targeting a creature in combat, shutting off auto-attack and hitting the hide button. This is harder than it sounds: for a successful evade, you must be standing still as well as not attacking. A successful evade will lower the aggression that the creature has towards the rogue. Essentially, the rogue is placed lower on the "Hate List" of the creature targeted. This is commonly used to help shift the attention
      of the creature from the rogue to the primary tank.

      Furthermore, its not as much how you evade as when. Evade takes practice, but an experienced rogue can help spread around the damage to the tanks while minimizing personal damage.

    2.10. How do you pick locks?

      Apparently there is a bug that is expecting the rogue to get picklock skill at level 11, not a level 6. When you first get picklock skill and add a point to it, you get it at your current level (6). Now when you try to pick the door in Befallen, it won't work because you're not at level 11 like the code says you should. Therefore the door does not open nor do you gain experience. You must put at least five (5) practice points into Pick Lock skill to get it up to skill level 11. Once there, the door in Befallen opens like butter!

      The only doors you may pick are ones with the message: "This door is locked and you don't have the key."

      There is no message for failing an attempt, only for succeeding. To attempt to pick a lock, click on your picklocks so that they are now stuck to your cursor. Then click on the door to attempt to open it. Or use your "U" key on your keyboard (or whatever key you've defined as "Use".) This prevents the potential for dropping or accidental trade initiations.

    2.11. How does Pickpocket work?

      You target an NPC or monster and click the 'pick pockets' skill button. Upon success, you will be given some coinage, or rarely, an item that was in the target's inventory. It is best to use this skill on something you plan to fight anyway. Because if you are detected, the creature will attack you. You can only raise skill or successfully pickpocket non-animal, non-Undead mobs. Animals and skeletons can not be pickpocketed.

      The best way to use the skill is to turn your autoattack off briefly, try to pickpocket, then turn autoattack back on until you can pickpocket again. It is best to setup your hotkeys to make it as easy as possible. Also keep in mind that for some players there is a bug in which if your weapon effect goes off at the same time you are toggling skills, it locks up your macro buttons until you zone or relog. For picked coinage, the amount stolen decreases with each successive attempt on a given target, typically by a factor of two with fractions rounded downwards. If you are pickpocketing NPCs, and not killing them, it is not clear when the amount you are able to pick in a given shot goes back up, but it does after a time.

      Also, it should be noted that some mobs (humans, orcs, etc.) will shout "Stop thief!"; if you fail your pickpocket attempt badly enough. This will alert anyone within hearing distance that you are pickpocketing the mob. In other words, some players may take offense to this. Pickpocketing guards as you run past them out of town can be a profitable hobby as well. Be sure you are ready to run however!

    2.12. Does pickpocketed coinage get subtracted from body coinage?


    2.13. Can I pickpocket wielded or worn items?


    2.14. Can I pickpocket quest items?

      Yes, if the item is not being wielded or worn and it's not magic.

    2.15. Should I pickpocket merchants in town (red to me)?

      Be prepared to die. Stories have been told of platinum and expensive items pickpocketed off merchants, but experience shows it's been either nothing, or 200 dmg double attacks and stuns. In other words, merchants have nothing worth risking death. They do not have any larger amounts of coin than a creature of equivalent level.

    2.16. Is there a level cap for pickpocketing creatures?

      Yes. The cap is either level 45 or your (own level - 5), whichever is higher. So, until level 50 you will only be able to pickpocket mobs that are level 1-45, but starting at level 51 you can pick higher mobs (46) too, until at level 60 where you are able to pick mobs that are up to level 55.

    2.17. What is backstab? How can I use it?

      An extra attack the rogue gains at level 10. To backstab, a piercing weapon must be equipped as the primary melee weapon. Thus, all rogues should try to have piercing skill maxed by level 10.

      To backstab, simply target an enemy, get behind it and click the backstab button. You will hit for damage times a multiplier based on your backstab skill. Keep in mind your damage will be much lower (on average) against difficult targets (yellow and red cons). Regardless if you hit or miss, the backstab works like a taunt, and the target often will turn it's attention to you. If you use the backstab attack from the front, it counts as an extra, normal pierce attack, but it will not trigger double attack and/or dual wield. You also will not gain skill points in backstab using it from the front. The skill is fairly hard to raise unless you group constantly.

    2.18. How is backstab damage calculated?

      Nothing is official, but the general belief is that at low levels, it works something like this: Assuming that you are using a weapon deemed 'acceptable' for your level (i.e. not too powerful [some players report getting very high level weapons at lower levels and not getting the damage they were supposed to until they leveled some more]), max damage is calculated as: (DMG * 2) + 1 Backstab simply multiplies this by a constant factor. We approximate this factor to be:

      (BACKSTAB_SKILL / 25)

      So a maxed level 10 rogue has a backstab multiplier of (55 / 25) = 2.2x. Assuming he's using a giant snake fang (DMG 5, so max damage (5 * 2) + 1 = 11), his level 10 max backstab will be (11 * 2.2x) = 24. Backstab damage caps at 25 * DMG at level 50. Towards level 20, these numbers skew. Backstab seems to top out for a time, and then go up rapidly in the higher 20s. Strength effects how often you hit for max damage, so be sure to have STR enhancing equip and/or STR buffs on you as often as possible.

      At 51st, the new minimum backstab damage is Level*3/2, rounded down. 76 is the least you will hit for at 51st, and it goes up. At 60th, the minimum backstab is Level*2 (120).

    2.19. What is Safe Fall, and how can I use it?

      Safe Fall increases the distance you can fall without taking damage. It is used automatically.

    2.20. How can I make Safe Fall go up in skill?

      Train an initial point in it upon reaching the necessary level, and then run up and down a steep slope at the zone wall. You will often gain two or more points in one single run down the slope. Other common places to train this skill are at the bases of the wizard teleportation spires and by running off of the top level of a multilevel boat.

    2.21. Why won't safe fall go past 94 skill?

      Rogues have a hard skill-cap of 94 for safe fall. The skill cannot go past 94.

    2.22. What is dual wield? How can I use it?

      Dual wield allows you to equip a second melee weapon in your other hand. The first training point will boost the skill to 16 (or 15, unconfirmed), and successive points will aid in speeding up skill advancement. The level bonus present in damage over level 25 only occurs on attacks performed with your primary weapon.

    2.23. Does weapon speed on the dual wielded weapon affect primary weapon attack speed or dual wield rate?

      The delay of your primary weapon does not factor into your dual wield chances. Every time your secondary weapon would swing due to its delay, you will automatically check versus your dual wield skill. A success will activate dual wield and you will swing your secondary hand. Consequently, equipping a fast weapon in your secondary hand will lead to more checks versus your dual wield skill.

    2.24. What is double attack and how can I use it?

      Double attack gives you a chance to get an extra attack in with your primary weapon. Its activation is automatic. This skill starts at level 16 when the first point is put in. Once you get several points into it, it will increase rapidly on its own through combat. The level bonus present in damage over level 25 occurs on attacks performed with your primary weapon, so successful double attacks with the primary weapon will reflect the level bonus.

    2.25. How do I apply poison?

      By right clicking on a poison vial, you will automatically sit and apply the poison to your primary weapon slot. Applying poison takes roughly 7 seconds. You cannot poison any weapon type other than piercing.

    2.26. How do I make poison?

      First you'll need to buy the supplies. A poison recipe book can be helpful, but is not necessary. There are several vendors in Norrath.

      • Gindlin Toxfodder in W. Karana -2989.60, -13399.48
      • Conium Darkblade the Dwarven NPC on Island in Dagnor's Cauldron
      • Toxdil in the Freeport sewers/tunnels (beware, he may be KoS to you)
      • Rogue Guild in Feronia Vie (Kunark)
      • In the Windmills in the Lake of Ill Omen zone (Kunark)

      You will need to have a mortar and pestle to combine the components in. For EACH vial of poison you will need: A suspension fluid , Various poison components from creatures around Norrath, and a vial made by potters or purchased from one of the above mentioned vendors. The poison book will have the recipes, but be sure to check the Safehouse Library forum for all the information.

    2.27. How long does the poison last?

      Each application is for one use only. If you zone without the poison effect going off, you also will lose it. Upon the first hit with your piercing weapon, the poison effect will go off. There is a chance the mob will resist the poison. Backstab will not activate poison. Note also that you must use a piercing weapon for poison.

    2.28. Now I have the skills Sense Traps and Disarm Trap. Where are the Traps?

      There are only a handful of traps in a couple dungeons in Norrath. One in particular is in Paw that looks really neat. But when it goes off, it does no damage to you whatsoever. Even if it did, there is a deactivation switch nearby. So far there are no significant traps that do anything besides the ones known as "false floors" where you fall into a pit usually filled with nasty critters. Unfortunately, the skill Sense Trap does not sense false floors. It's really easy to train Sense Traps, just use it all the time.

    2.29. How do I disarm a trap?

      Click on a moving trap to disarm it, and it will stop moving for a brief period of time if you are successful in disarming it. This is actually helpful when navigating a dungeon with traps (e.g. Solusek A or Infected Paw) because traps, while unable to do damage to you, WILL break your Sneak-Hide. Once you have disarmed the trap, you can move by it.

    2.30. What does Instill Doubt do?

      Instill doubt causes the rogue to go through several combat animations, and on success, will attempt a kick, which if successful will send the enemy running a la the fear effect. It can not be relied on as an escape ability, because success is fairly rare. Also be very cautious in areas where trains start easily (e.g. Guk, Solusek B). If the skill does happen to work while fighting indoors, the creature may run off and come back with the entire zone which won't make you or your group very happy. On the other hand, it is useful as an auxiliary fearing method when fighting out of doors.

    2.31. Is there a clever way to gain points in Instill Doubt?

      Yes. When walking through a zone, target a player, a corpse, an NPC or any creature, and repeatedly hit instill as you walk across the zone. If you are lucky, you'll gain a point. However, no effect will be caused on the target in question unless you happen to be within melee distance.

    2.32. What does Disarm do?

      Disarm causes the enemy's weapon to be removed from their hand and either into their inventory (PCs) or onto the ground (NPCs) on a successful roll. Disarm also has a small taunt effect built into it.

    2.33. What are rogue "Disciplines"?

      They are higher level rogue skills that enable a rogue to utilize a "special effect" for a short period of time. The reset time to reuse these abilities varies by discipline with 30-60 minutes being the initial time and decreasing in length as a rogue gains levels. To use a discipline type "/discipline [name of discipline]". Only one discipline may be used at a time.

      • Counterattack (Level 53): 9 seconds of 100% riposte to targets in your forward arc. You become a porcupine of death when this is in effect, and cannot be touched by any foe facing you. You may have seen this in effect on higher-level mobs, with the warrior version of this discipline.
      • Deadeye (Level 54): 14 seconds of 100% hit probability. You cannot miss when this is in effect. Damage is calculated normally.
      • Nimble (Level 55): 12 seconds of 100% dodge activation. During the duration, you cannot be hit by melee attacks.
      • Kinesthetics (Level 57): 18 seconds of 100% dual wield/double attack (which applies to the double backstab check as well). Not overpowering, but it does add to the damage potential.
      • Blinding Speed (Level 58): 15 seconds of a LARGE attack speed increase that will stack with items and spells.
      • Duelist (Level 59): 12 seconds of a LARGE melee damage multiplier. This is assessed BEFORE the backstab skill multiplier kicks in.

3. A Rogue in Combat

    3.1. What is a rogue's role in combat?

      Rogues are at their best in a support tank role, best used in conjunction with a traditional tank (warrior, monk, paladin, shadowknight) on a single difficult enemy. Always be behind the enemy, and if the enemy is facing you, attempt to Evade or back off until the enemy is angrier at the main tank than it is at you. Smart group members will taunt the creature off of the rogue.

    3.2. How much damage can I do in combat?

      At low levels, the maximum you will see is (2 * DMG) + 1. At 18 and beyond, you will notice the +1 become +2, +3, +4 etc. Beldukil at the Paladins of Norrath site has done extensive work on how damage is determined. He has developed some empirical formula for maximum and minimum damage which are:


      where LEVELBONUS = ((LEVEL-25)/3)+1

      Magical piercing weapons are hard to come by, but they are usually quite quick. Also several weapons have special attacks (e.g. Bloodclaw) to help you do more damage. Backstabs will range from your level in damage up to 200 or more, but generally speaking you will be doing less than 100 until you get some very good equip.

      All three pure melee classes get a new damage table at 51st, and continue to get better tables as they level. This table is not shared with Hybrids, and means that at a given level and skill, a pure melee class will out damage a hybrid with the same weapon.

    3.3. Can I get three attacks at once, with double attack and dual wield?

      Yes. Assuming of course that both your hands are wielding weapons of equal delay. Since the two hands are not coupled to each other, your dual wields and double attacks are not synchronized.

    3.4. 1 Can I get double attack on my second weapon if I dual wield?

      Yes. Once your double attack skill reaches 150 (towards the end of level 29), you get a double attack roll on your second weapon.

    3.5. Can disarm be used against NPCs wielding magical weapons?

      This was patched to prevent players from essentially stealing high level NPCs' weapons and running.

    3.6. Can disarm be used against PCs wielding magical weapons?

      Yes. In a PvP situation, rogues and monks can currently disarm any weapon wielded by the opposing player. The weapon in question is dropped into the inventory of the disarmed player, or, if no slots are available, is placed on the cursor of the disarmed player.

    3.7. What types of armor can a rogue wear?

      Everything but bronze, steel, and certain other types of plate armor.

    3.8. What is Ravenscale?

      The Rogue's class specific armor is Ravenscale, found in Cazic Thule. It is black and one of the rogue's pride and joys. Because it is dropped and not quested for like other class armor, most rogues either save all their money for Ravenscale or go to Cazic-Thule in their mid 20's-early 30's.

    3.9. What is this Burning Rapier?

      The Burning Rapier is the "special" rogue class weapon. It has the following stats:

      Dmg: 7 Delay: 20
      Special Effect: Ignite (37 pt direct damage)
      +5 bonus to Dexterity
      +5 bonus to Agility.

      As to how to get it, there is a long thread in the library under "Book of Knowledge: Rogue Redemption Quest" which should spell out this long and difficult quest in more detail.

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