Rogue Guide: Rogue Abilities

by on Mar 08, 2005

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Rogue Class Guide - Ability List
Rogue Guide Hunter Guide Warrior Guide Priest Guide Mage Guide Warlock Guide Shaman Guide Druid Guide Paladin Guide
Rogue Guide - Main Page Rogue Guide - Basics Rogue Guide - Talent Builds, Tactics, and U.I. Rogue Guide - Quests Rogue Guide - Trainers Rogue Guide - Weapons and Armor Rogue Guide - Abilities, Talents, and Poisons Appendix - Where to Adventure

The following is a list of various skills and spells you can use as a Rogue! To return back to our Spells, Talents, and Poisons page click here.

 

Combat Abilities

 

Name/Rank Level Description Sinister Strike 1/2/3/4/5/6/7/8 1/6/14/22/30/38/46/54
5 yards An instant strike that causes 3/6/10/15/22/33/52/68 damage in addition to your normal weapon damage. Awards 1 combo points.
Backstab 1/2/3/4/5/6/7/8 4/12/20/28/36/44/52/60
5 yards Backstab the target, causing 150% weapon damage plus 15/30/48/69/90/135/165/210 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo points.
Gouge 1/2/3/4/5 6/18/32/46/60
5 yards Causes 10/20/32/55/75 damage, disorients the opponent for 4 seconds, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo points.
Evasion 8
The rogue's dodge chance will increase by 50% for 15 seconds.
Sprint 1/2/3 10/34/58 10/34/58
Self Only Increases the rogue's movement speed by 50%/60%/70% for 15 seconds. Does not break stealth.
Kick 1/2/3/4 12/26/42/58
5 yards A quick kick that injures a single foe for 15/30/45/80 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 seconds.
Feint 1/2/3/4 16/28/40/52
5 yards Performs a feint, causing no damage but lowering your threat by a small/medium/large/very large amount, making the enemy less likely to attack you.

Assassination Abilities

Name/Rank Level
Description
Ambush 1/2/3/4/5/6/ 18/26/34/42/50/58
Ambush the target, causing 250% weapon damage plus 70/100/125/185/230/290 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand.Awards 1 combo points.
Eviscerate 1/2/3/4/5/6/7/8 1/8/16/24/32/40/48/56
Finishing move that causes damage per combo point: 1 point : 7-11 damage 2 points: 13-17 damage 3 points: 19-23 damage 4 points: 25-29 damage 5 points: 31-35 damage 1 point : 16-24 damage 2 points: 29-37 damage 3 points: 42-50 damage 4 points: 55-63 damage 5 points: 68-76 damage 1 point : 29-43 damage 2 points: 52-66 damage 3 points: 75-89 damage 4 points: 98-112 damage 5 points: 121-135 damage 1 point : 47-67 damage 2 points: 84-104 damage 3 points: 121-141 damage 4 points: 158-178 damage 5 points: 195-215 damage 1 point : 69-99 damage 2 points: 123-153 damage 3 points: 177-207 damage 4 points: 231-261 damage 5 points: 285-315 damage 1 point : 104-148 damage 2 points: 186-230 damage 3 points: 268-312 damage 4 points: 350-394 damage 5 points: 432-476 damage 1 point : 158-226 damage 2 points: 282-350 damage 3 points: 406-474 damage 4 points: 530-598 damage 5 points: 654-722 damage 1 point : 216-312 damage 2 points: 384-480 damage 3 points: 552-648 damage 4 points: 720-816 damage 5 points: 888-984 damage
Cheap Shot 26
Stuns the target for 4 seconds. Must be stealthed. Awards 2 combo points.
Expose Armor 1/2/3/4/5 14/26/36/46/56
Finishing move that exposes the target for 30 seconds, reducing armor per combo point: 1 point : 80 armor 2 points: 160 armor 3 points: 240 armor 4 points: 320 armor 5 points: 400 armor 1 point : 145 armor 2 points: 290 armor 3 points: 435 armor 4 points: 580 armor 5 points: 725 armor 1 point : 210 armor 2 points: 420 armor 3 points: 630 armor 4 points: 840 armor 5 points: 1050 armor 1 point : 275 armor 2 points: 550 armor 3 points: 825 armor 4 points: 1100 armor 5 points: 1375 armor 1 point : 340 armor 2 points: 680 armor 3 points: 1020 armor 4 points: 1360 armor 5 points: 1700 armor
Garrote 1/2/3/4/5/6 14/22/30/38/46/54
Garrote the enemy, causing 108/162/222/282/348/438 damage over 18 seconds.
Rupture 1/2/3/4/5/6 20/28/36/44/52/60
Finishing move that causes damage over time. Lasts longer per combo point: 1 point : 45 damage over 6 secs 2 points: 75 damage over 10 secs 3 points: 105 damage over 14 secs 4 points: 135 damage over 18 secs 5 points: 165 damage over 22 secs 1 point : 69 damage over 6 secs 2 points: 115 damage over 10 secs 3 points: 161 damage over 14 secs 4 points: 207 damage over 18 secs 5 points: 253 damage over 22 secs 1 point : 96 damage over 6 secs 2 points: 160 damage over 10 secs 3 points: 224 damage over 14 secs 4 points: 288 damage over 18 secs 5 points: 352 damage over 22 secs 1 point : 135 damage over 6 secs 2 points: 225 damage over 10 secs 3 points: 315 damage over 14 secs 4 points: 405 damage over 18 secs 5 points: 495 damage over 22 secs 1 point : 186 damage over 6 secs 2 points: 310 damage over 10 secs 3 points: 434 damage over 14 secs 4 points: 558 damage over 18 secs 5 points: 682 damage over 22 secs 1 point : 255 damage over 6 secs 2 points: 425 damage over 10 secs 3 points: 595 damage over 14 secs 4 points: 765 damage over 18 secs 5 points: 935 damage over 22 secs
Kidney Shot 1/2 30/50
Finishing move that stuns the target. Lasts longer per combo point: 1 point : 1/2 seconds 2 points: 2/3 seconds 3 points: 3/4 seconds 4 points: 4/5 seconds 5 points: 5/6 seconds
Slice and Dice 1/2 10/42
Self Only Finishing move that increases melee attack speed by 20%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds

Subtety Abilities

Name/Rank Level Description Hemorrhage 1/2/3 35/46/58
An instant strike that damages the opponent and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 3/5/7. Lasts 30 charges or 15 seconds. Awards 1 combo points.
Blind 34
Blinds the target, causing it to wander at 40% of move speed confused for up to 10 seconds. Any damage caused will remove the effect.
Safe Fall 40
Self Only Reduces damage from falling.
Pick Pocket 4
Pick the target's pocket(NPC only)
Disarm Trap 30
5 yards Sneak up on the trap in order to disarm it. Don't get too close or the trap will go off.
Detect Traps 24
Self Only Hidden traps will become visible for 3 minutes.
Distract 22
Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Does not break stealth.
Stealth 1/2/3/4 1/20/40/60
Self Only Allows the rogue to sneak around, but reduces your speed to 50%/60%/65%/70% of normal. Lasts until cancelled.
Vanish 1/2 22/42
Self Only Allows the rogue to vanish from sight, entering an improved stealth mode for 10 seconds. Also breaks movement impairing effects. (2nd rank is better that the first)
Sap 1/2/3 10/28/48
Disorients the target for up to 25/35/45 seconds. Must be stealthed. Only works on Humanoids that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.

Last Updated: Mar 13, 2016