Rogue
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 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.
In EverQuest Legends every character combines three classes — Rogue can be your primary (locked at level 11) or one of two swappable companion classes.
Skills by level (from the game client)
| Level | Skill | Cap |
|---|---|---|
| 1 | 1H Blunt | 250 |
| 1 | 1H Piercing | 250 |
| 1 | 1H Slashing | 250 |
| 1 | Archery | 250 |
| 1 | Athletics | 250 |
| 1 | Backstab | 200 |
| 1 | Defense | 225 |
| 1 | Dual Wield | 210 |
| 1 | Hand to Hand | 195 |
| 1 | Offense | 210 |
| 1 | Sneak | 200 |
| 1 | Strategy | 250 |
| 1 | Throwing | 250 |
| 3 | Hide | 200 |
| 5 | Dodge | 230 |
| 5 | Pick Lock | 240 |
| 7 | Pick Pockets | 235 |
| 10 | Disarm | 255 |
| 10 | Parry | 205 |
| 10 | Safe Fall | 240 |
| 10 | Sense Traps | 200 |
| 11 | Intimidation | 200 |
| 15 | Disarm Traps | 200 |
| 16 | Double Attack | 225 |
| 25 | Riposte | 130 |
| 46 | Triple Attack | 100 |
General & tradeskills (15)
| 1 | Alcohol Tolerance | 275 |
| 1 | Begging | 250 |
| 1 | Bind Wound | 275 |
| 1 | Fishing | 200 |
| 1 | Sense Heading | 200 |
| 1 | Swimming | 250 |
| 1 | Alchemy | 300 |
| 1 | Baking | 300 |
| 1 | Blacksmithing | 300 |
| 1 | Brewing | 300 |
| 1 | Fletching | 300 |
| 1 | Jewelry Making | 300 |
| 1 | Pottery | 300 |
| 1 | Tailoring | 300 |
| 16 | Tinkering | 300 |
Alternate Advancement (browse all)
Rogue-specific
- Ambidexterity (1)
- Escape (1)
- Purge Poison (1)
- Physical Enhancement (1)
- Thief's Intuition (3)
- Acrobatics (3)
- Chaotic Stab (1)
- Hasty Exit (3)
- Hastened Purification (3)
- Shroud of Stealth (1)
- Nimble Evasion (5)
- Hastened Stealth (3)
- Combat Fury (6)
- Thief's Intuition (1)
Archetype
- Natural Healing (3)
- Fear Resistance (3)
- Finishing Blow (6)
- Double Riposte (6)
- Ferocity (3)
- Ingenuity (3)
Stances
- Balanced stance
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.
- Offensive stance
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.
- Evasive stance
You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your Strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead.
💬 This is your 'oh shit!' button when fights get too heavy for offensive stance. Just watch that stamina though. Once it runs out, so does your fun.
- Striker stance
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance.💬 This may grant more dps if you have several combat abilities in play, but offensive stance (or berserker stance) is probably better in most cases.
- Ranged stance
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your Strategy skill.
💬 This can be really fun when you have a good ranged weapon. You can facetank things while still hitting with that big ranged damage with potential double and triple attacks. It's good at a distance too, I guess...
Combat abilities & disciplines (3)
Endurance-based abilities — not spells. Costs shown in endurance.
Level 10
- Focused Will Discipline 1 end
Level 30
- Resistant Discipline 3 end
Level 40
- Fearless Discipline 6 end