Rogue: Difference between revisions
Line 358: | Line 358: | ||
* '''Range''' – [[Longbow]], [[Dragoon Dirk]], [[Runed Bone Fork]] | * '''Range''' – [[Longbow]], [[Dragoon Dirk]], [[Runed Bone Fork]] | ||
{column-2}} | {{column-2}} | ||
=== Original Planar === | === Original Planar === | ||
* '''Ears''' - [[Diamondine Earring]] | * '''Ears''' - [[Diamondine Earring]] |
Latest revision as of 17:39, 23 April 2023
Description
You can look at the name “Rogue” one of two ways: Rogue means “scoundrel” — someone who cannot be trusted — but it also means someone (or something) different, unhindered by the rules that govern others. They’re not quite the same thing, but they’re close. Exactly how you play a Rogue is up to you.
Rogues would be the underdogs in the world of Norrath ... except that they’re too sharp to fall into that category. They aren’t strong, but they’re quick and quiet and have a talent for the unexpected. Where a Warrior breaks down a door, a Rogue scales the wall or pries open a window. When a Paladin flourishes a sword and cries defiance at his enemies, a Rogue silently creeps up behind and slips a thin blade past the ribs and into the heart. Both are effective, but one is much more appropriate to the smaller character who can’t bench press a packhorse.
Now, while you can play the Rogue as any type of personality you choose, be aware that the skills a Rogue accumulates as he or she lives and learns tend to be of a certain ... to put it politely ... practicality. A Rogue is part acrobat, part assassin, part thief and a whole lot of swashbuckler. A Rogue can swagger and strut, and then disappear into the shadows. The sheer flexibility of the class makes it a lot of fun for the moderately experienced player. First-time players may be frustrated by the lack of muscle or fireworks, since the Rogue is not ideal for a straightforward lifestyle.
In a party, the Rogue truly shines. She requires the assistance of other characters to realize her true combat potential, which is formidable.
In a group setting, no other melee class has the chance to deal as much damage in a given period of time, and with the support of a more traditional tank, they are able to avoid taking too much damage. They make excellent scouts, being inconspicuous enough to see without being seen. This same ability allows them to become quite adept at corpse recovery as well — they’re often able to retrieve fallen comrades from the very feet of monsters.
Unlocking doors is also a forte of the Rogue class, and there will be many places you will adventure that require a Rogue to enter (and exit!). Just remember, although you have the ability to steal from creatures, when in a group this decreases the loot the party receives, and can make you quite unpopular if you abuse this ability.
by John “Kendrick” Capozzi”
Class Titles
Level 1-50 | Level 51-54 | Level 55-59 | Level 60 |
---|---|---|---|
Rogue | Rake | Blackguard | Assassin |
Creation Guide
It is important to make good decisions on Race, Starting Stats, and Religion. These things combined will allow you to create the Rogue that makes you most happy.
Choosing Race
Choosing a race for any class can be a difficult decision--do not choose a race based on abilities alone. Choose the Race that provides you with the right mix of racial benefits, religion, cultural armor sets, and statistics that benefit your class.
Wood Elves, Dark Elves and Gnomes all have low strength however which is a large hindrance to to the overall damage output of the class. Barbarians and Dwarves on the other hand have quite high strength which is a definite bonus.
Halflings level slightly faster than the other rogue races, whilst Barbarians level slightly slower. Barbarians do however get the ability to slam their enemies both interrupting casting and giving a short stun. They can also wear both large and medium armour, and use the large race throwing weapons.
Barbarians and Humans are the only races with no night vision, however you can find items in the game which will remove this deficiency. You should also note that Dark Elves are generally hated through most cities of Norrath.
Starting Statistics
It is important to note that each race has slightly different starting statistics. For Rogues, your STA is important for a larger number of hit points, and STR contributes to your ability to deal damage.
Race | STR | DEX | AGI | STA | INT | WIS | CHA | Bonus |
---|---|---|---|---|---|---|---|---|
Barbarian | 103 | 80 | 92 | 95 | 60 | 70 | 55 | 30 |
Dark Elf | 60 | 85 | 100 | 65 | 99 | 83 | 60 | 30 |
Dwarf | 90 | 100 | 80 | 90 | 60 | 83 | 45 | 30 |
Gnome | 60 | 95 | 95 | 70 | 98 | 67 | 60 | 30 |
Half-Elf | 70 | 95 | 100 | 70 | 75 | 60 | 75 | 30 |
Halfling | 70 | 100 | 105 | 75 | 67 | 80 | 50 | 30 |
Human | 75 | 85 | 85 | 75 | 75 | 75 | 75 | 30 |
Wood Elf | 65 | 90 | 106 | 65 | 75 | 80 | 75 | 30 |
Each race gets 30 bonus points to apply to the base stats of their choosing.
Religion
Generally speaking being Agnostic is a fairly safe bet in Everquest. Religion serves only to get you into trouble in many situations. The disadvantage to doing this is that some items, such as deity-specific Cultural armor sets, and some quests can only be done by followers of certain religions. 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. In the end it will not make an enormous difference to your character which Deity you choose.
Skills
Combat Skills
Skill | Level | Train | Cap |
---|---|---|---|
1H Blunt | 1 | N | 200 |
1H Slash | 1 | N | 200 |
Piercing | 1 | N | 210 |
Throwing | 1 | N | 220 |
Defense | 1 | N | 200 |
Hand to Hand | 1 | N | 100 |
Offense | 1 | N | 210 |
Archery | 1 | N | 200 |
Dodge | 4 | Y | 150 |
Backstab | 10 | Y | 200 |
Parry | 12 | Y | 200 |
Dual Wield | 13 | Y | 210 |
Double Attack | 16 | Y | 200 |
Instill Doubt | 22 | Y | 200 |
Disarm | 27 | Y | 200 |
Riposte | 30 | Y | 200 |
Thieving Skills
Skill | Level | Trained | Cap |
---|---|---|---|
Sneak | 1 | Y | 200 |
Hide | 3 | Y | 200 |
Pick Lock | 6 | Y | 200 |
Pick Pocket | 7 | Y | 200 |
Sense Traps | 10[1] | Y | 200 |
Safe Fall | 12 | Y | 94 |
Apply Poison | 18 | Y | 200 |
Make Poison | 20 | Y | 200 |
Disarm Traps | 21 | Y | 200 |
Miscellaneous Skills
Like all classes, Rogues can raise the following skills:
Level | Trained | Skill | Cap |
---|---|---|---|
1 | No | Alcohol Tolerance | 200 |
1 | No | Beg | 200 |
1 | No | Fishing | 200 |
1 | No | Sense Heading | 200 |
1 | No | Swimming | 200 |
Rogue-Specific Quests
Description Needed.
Gearing
For Illusion clickies, see List of Illusion Items.
Best in Slot
References
- ↑ There is dispute in historical references whether this was set at 5, 8, or 10. TODO - research specific change dates