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Chicago invader claims American River 50 victoryBy: By Todd Mordhorst / Special to the Journal
Matt Flaherty's latest trip to the Auburn area turned out much better than his previous visit last month for the Way Too Cool 50K Endurance Run. Back on March 8, Flaherty's hopes of keeping up with the speedy pack in Cool were dashed by a nasty stomach virus.
On Saturday at the Auburn Dam Overlook, Flaherty was again feeling queasy, but only from sheer exhaustion after winning the American River 50-mile Endurance Run. Flaherty covered the trail from Sacramento to Auburn in 6 hours, 8 minutes and 18 seconds.
"I went out hard from the start and I paid for it a little bit during the second half," Flaherty said. "Those last three miles were the longest miles of my life. But it was a beautiful course. Overall it was very enjoyable."
Flaherty ran with Eric Senseman for about 15 miles before breaking away and he ran solo the rest of the way. He finished the first 26 miles – marathon distance – in roughly 2:45.
The Chicago runner recently quit his job as an attorney to focus on his running career. A cycling accident left him with an Achilles injury that wiped out most of his 2012 season, but he has come back stronger than ever and added an impressive win to his resumé on Saturday.
"Overall it went pretty well, all things considered," Flaherty said of his victory.
Senseman finished in 6:20 as his mother took the microphone to announce his arrival at the finish line.
Paulo Medina draped a Peruvian flag over his shoulders as he cruised across the finish line for a strong third-place finish in 6:45. Medina, who lives in Citrus Heights, was running just his fourth ultramarathon and looked to be in fine form as he preps for the Western States Endurance Run in June.
"I was shooting for sub-seven hours so 6:45… it's all gravy," said Medina, 28, who is originally from Lima, Peru. "Western States is going to be my first 100-miler, so hopefully it goes well. I'm very excited. I'm glad to be a local runner and run these trails and get help from so many local runners and the support of local businesses."
Pam Smith was all smiles after she outlasted fellow veteran runner Tera Dube to win the women's race. A two-time top-10 finisher at Western States, Smith was determined, and clocked in with a time of 6:54.
"I definitely like to focus on pacing and starting slow, but this race has the fast part up front and I come from a road background so I definitely wanted to be a little faster on the road section," said Smith, a pathologist from Salem, Ore. "And then I focused on holding as strong as I could during the second half."
Dube was well back, finishing second in 7:11 and Ana Guijarro took third in 7:28.
Auburn's Tim Twietmeyer, who finished 25 straight Western States Endurance Runs, added 25 straight AR 50s to his list of accomplishments on Saturday. He made it to his hometown in 7:27.


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For the most current version of this Note, see Background Notes A-Z.
Islamic Republic of Mauritania
Area: 1,030,070 sq. km. (419,212 sq. mi.); slightly larger than Texas and New Mexico combined.
Cities (2004): Capital--Nouakchott (pop. 708,000). Other cities--Nouadhibou (72,000), Rosso (50,000), Kaedi (34,000), Zouerate (34,000), Kiffa (33,000), Atar (24,000).
Terrain: Northern four-fifths barren desert; southern 20% mainly Sahelian with small-scale irrigated and rain-fed agriculture in the Senegal River basin.
Climate: Predominantly hot and dry.
Nationality: Noun and adjective--Mauritanian(s).
Population (2005): 2,906,000.
Annual growth rate: 2.7%.
Ethnic groups: Arab-Berber (White Moor), Arab-Berber-Negroid (Black Moor), Haalpulaar, Soninke, Wolof (Black African Mauritanians).
Religion: Islam.
Languages: Arabic (official), Hassaniya (Arabic dialect), French, Pulaar, Wolof, and Soninke.
Education: Years compulsory--six. Attendance (student population enrolled in primary school)--82%. Adult literacy (% of population age 15+)--59%.
Health: Infant mortality rate--77/1,000. Life expectancy--51 yrs.
Work force: Agriculture and fisheries--50%. Services and commerce--20%. Government--20%. Industry and transportation--10%.
Note: On August 3, 2005, President Maaouiya Ould Sid'Ahmed Taya was deposed in a bloodless coup. Military commanders, led by Colonel Ely Ould Mohammed Fal (alternative spelling: Vall) seized power while President Taya was attending the funeral of Saudi Arabia's King Fahd. Colonel Fal established the ruling Military Council for Justice and Democracy to run the country. The council dissolved the Parliament and appointed a transitional government. The United States calls for a return to a constitutional government through free and fair elections as soon as possible.
Type: Republic.
Independence: November 28, 1960.
Constitution: Approved 1991. Military rule 1978-1992. Original constitution promulgated 1961.
Branches: Executive--president (chief of state). Legislative--bicameral national assembly, directly elected lower house (81 members), and upper house (56 members) chosen indirectly by municipal councilors. Judicial--a supreme court and lower courts are nominally independent but subject to control of executive branch; judicial decisions are rendered mainly on the basis of Shari'a (Islamic law) for social/family matters and a western style legal code, applied in commercial and some criminal cases.
Political parties: 21.
Suffrage: Universal at 18.
National day: November 28, Independence Day.
GDP (2003): $1.1 billion.
Annual growth rate (2003): 2.7%.
Per capita income (2003): $430.
Natural resources: petroleum, fish, iron ore, gypsum, copper, phosphates, salt.
Agriculture (19.3% of GDP 2003): Products--livestock, traditional fisheries, millet, maize, wheat, dates, rice.
Industry (30% of GDP 2003): Types--iron mining, fishing.
Services (50.8% of GDP 2003).
Trade: Exports (f.o.b.)--$388 million (2003). Export partners--Japan 13%, France 10.9%, Spain 9.6%, Italy 9.5%, Germany 8.7%, Belgium 7.4%, China 5.8%, Russia 4.8% (2004). Imports--$418 million (2002): foodstuffs, machinery, tools, petroleum products, and consumer goods. Import partners--France 14.5%, U.S. 7.7%, China 7.4%, Spain 5.9%, Belgium 4.3%, U.K. 4.3% (2004).
Currency: Ouguiya (UM).
USAID: Total FY 2005 USAID assistance to Mauritania--$14,160,300.
From the 3rd to 7th centuries, the migration of Berber tribes from North Africa displaced the Bafours, the original inhabitants of present-day Mauritania and the ancestors of the Soninke. Continued Arab-Berber migration drove indigenous black Africans south to the Senegal River or enslaved them. By 1076, Islamic warrior monks (Almoravid or Al Murabitun) completed the conquest of southern Mauritania, defeating the ancient Ghana empire. Over the next 500 years, Arabs overcame fierce Berber resistance to dominate Mauritania. The Mauritanian Thirty-Year War (1644-74) was the unsuccessful final Berber effort to repel the Maqil Arab invaders led by the Beni Hassan tribe. The descendants of Beni Hassan warriors became the upper stratum of Moorish society. Berbers retained influence by producing the majority of the region's Marabouts -- those who preserve and teach Islamic tradition. Hassaniya, a mainly oral, Berber-influenced Arabic dialect that derives its name from the Beni Hassan tribe, became the dominant language among the largely nomadic population. Within Moorish society, aristocratic and servant classes developed, yielding "white" (aristocracy) and "black" Moors (the enslaved indigenous class).
French colonization at the beginning of the 20th century brought legal prohibitions against slavery and an end to interclan warfare. During the colonial period, the population remained nomadic, but sedentary black Africans, whose ancestors had been expelled centuries earlier by the Moors, began to trickle back into southern Mauritania. As the country gained independence in 1960, the capital city of Nouakchott was founded at the site of a small colonial village. Ninety percent of the population was still nomadic. With independence, larger numbers of ethnic Sub-Saharan Africans (Haalpulaar, Soninke, and Wolof) entered Mauritania, moving into the area north of the Senegal River. Educated in French, many of these recent arrivals became clerks, soldiers, and administrators in the new state.
Moors reacted to this change by trying to Arabicize much of Mauritanian life, such as law and language. A schism developed between those who considered Mauritania to be an Arab country (mainly Moors) and those who sought a dominant role for the Sub-Saharan peoples. The discord between these two conflicting visions of Mauritanian society was evident during intercommunal violence that broke out in April 1989 (the "1989 Events"). It has since subsided. However, the tension between these two visions remains. A significant number from both groups, however, seeks a more diverse, pluralistic society.
[See note on August 2005 coup under "Government" in the Profile section.]
Mauritania's last presidential election, its third since adopting the democratic process in 1992, took place on November 7, 2003. Six candidates, including Mauritania's first female and first Haratine (former slave family) candidates, represented a wide variety of political goals and backgrounds. Incumbent President Maaouiya Sid'Ahmed Taya won reelection with 67.02% of the popular vote, according to official figures, with second-place finisher Mohamed Haidallah earning just under 20%. Several opposition groups alleged that the government had used fraudulent means to win the elections, but did not elect to pursue their grievances via available legal channels. The elections incorporated safeguards first adopted in the 2001 municipal elections--published voter lists and hard-to-falsify voter identification cards--and took place amid a generally calm atmosphere. However, main opposition candidate Mohamed Haidallah was arrested prior to Election Day on charges of planning a coup, released the same day, and rearrested after Election Day. He received a suspension of civil rights and a five-year suspended prison sentence for his alleged coup plotting.
The PRDS, led by President Maaouiya Ould Sid'Ahmed Taya, dominated Mauritanian politics from the country's first multi-party elections in April 1992--following the approval by referendum of the current constitution in July 1991--until he was overthrown in August 2005. President Taya, who won elections in 1992 and 1997, first became chief of state through a December 12, 1984 bloodless coup which made him chairman of the committee of military officers that governed Mauritania from July 1978 to April 1992. The country's first president, Moktar Ould Daddah, served from independence until ousted in a bloodless coup on July 10, 1978. A group of current and former Army officers launched a bloody but unsuccessful coup attempt on June 8, 2003.
Politics in Mauritania have always been heavily influenced by personalities, with any leader's ability to exercise political power dependent upon control over resources; perceived ability or integrity; and tribal, ethnic, family, and personal considerations. Conflict among White Moor, Black Moor, and Black African Mauritanian groups, centering on language, land tenure, and other issues, continues to be a major challenge to national unity.
The government bureaucracy is composed of ministries, special agencies, and parastatal companies. The Ministry of Interior controls a system of regional governors and prefects modeled on the French system of local administration. Under this system, Mauritania is divided into 13 regions (wilaya), including the capital district, Nouakchott. Control is tightly concentrated in the executive branch of the central government, but a series of national and municipal elections since 1992 have produced some limited decentralization.
Political parties, illegal during the military period, were legalized again in 1991. By April 1992, as civilian rule returned, 16 major political parties had been recognized; 12 major political parties were active in 2004. Most opposition parties boycotted the first legislative election in 1992, and for nearly a decade the parliament has been dominated by the PRDS. The opposition participated in municipal elections in January-February 1994 and subsequent Senate elections, most recently in April 2004, gaining representation at the local level as well as three seats in the Senate. The Parliament was dissolved by the Military Council in August 2005. Currently, 21 political parties are recognized, and several other parties have applied to the transitional government for recognition.
Principal Government Officials (installed by the Military Council for Justice and Democracy)
President--vacant (Colonel Ely Ould Mohammed Fal is the President of the Military Council)
Prime Minister--Sidi Mohamed Ould Boubacar
Minister of Foreign Affairs and Cooperation--Ahmed Ould Sid'Ahmed
Minister of Economic Affairs and Development--Hammada Ould Abed
Minister of Commerce, Handicrafts, and Tourism--Ba Abderrahmane
Ambassador to the United Nations--Mohamed Ould Tolba
Ambassador to the United States--Tijani Ould Kerim
Mauritania maintains an embassy in the United States at 2129 Leroy Place NW, Washington, DC 20008 (tel. 202-232-5700, fax 202-232-5701) and a Permanent Mission to the United Nations at 211 East 43rd Street, Suite 2000, New York, NY 10017 (tel. 212-986-7963, fax 212-986-8419).
The United States Government has condemned the August 2005 coup and the unconstitutional assumption of power by the Military Council for Justice and Democracy, and has called for a return to a constitutional government through free and fair elections as soon as possible.
Before the coup, U.S.-Mauritania relations were excellent, but underwent several transformations since Mauritania gained independence. From 1960 to 1967, the United States maintained cordial relations with Mauritania and provided a small amount of economic assistance. During the June 1967 Middle East war, Mauritania broke diplomatic and consular relations with the United States but restored ties 2 years later and maintained relatively friendly relations until the late 1980s, despite disagreement over the Arab-Israeli issue. Since 1981, the United States has provided about $130 million in economic and food assistance.
The 1989 rupture between Mauritania and Senegal (the "1989 Events") that resulted in Mauritania's deportation to Senegal of tens of thousands of its own citizens, negatively affected U.S.-Mauritanian relations. Moreover, Mauritania's perceived support of Iraq prior to and during the 1991 Gulf war further weakened the strained ties.
Relations between the U.S. and Mauritania reached a low in the spring of 1991, as details of the Mauritanian military's role in widespread human rights abuses surfaced. The U.S. responded by formally halting USAID operations and all military assistance to Mauritania. Relations also suffered in the 1990s as a result of repeated reports that slavery continued in some parts of Mauritania despite legal proscriptions.
By the late 1990s, the Mauritanian Government: adopted policies facilitating the return of those expelled or who fled during the 1989 Events; turned away from Iraq and toward the West; and initiated a poverty reduction strategy while securing debt relief under the Highly Indebted Poor Countries (HIPC) initiative. (See also Fact Sheet.) Improved relations with the United States, including the return of military cooperation and training programs, accompanied these changes. Mauritania is eligible for U.S. trade benefits under the Africa Growth and Opportunity Act (AGOA), but did not export any products to the US under these benefits during the first half of 2003 (last available data). Mauritania formally opened diplomatic relations with Israel in 2000 and remains one of only three Arab League member-nations to have done so.
Principal U.S. Officials
Ambassador--Joseph LeBaron
Deputy Chief of Mission--Steven Koutsis
Regional Security Officer--David Groccia
Political-Consular Officer--Josh Morris
Economic-Consular Officer--Anita Ghildyal
Management Officer--John Madden
Peace Corps Country Director--Obie Shaw
The address of the U.S. Embassy in Mauritania is Rue Abdallaye, BP 222, Nouakchott, Islamic Republic of Mauritania. Tel. (222) 525-2660/525-2663; fax (222) 525-1592.
Short URL: http://m.state.gov/md54155.htm

subset: commoncrawl


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Newspaper style manual picks the wrong word to tell media not to use
The editors at the Associated Press Stylebook have announced that they are "discouraging" use of the word "homophobia." The AP Stylebook is the widely used guide that media use to standardize terms and general usage. Why should the LGBTQ community be in a kerfuffle about it? Because the editors made their decision without consultation with the nation's leading LGBTQ organizations, leaders, activists and newspapers. That is a problem. Continue Reading →


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What is RM Cash
Overall customer review score:
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Extreme Control Kiteboarding School has been the first kitesurfing school in, Tulum. We start teaching in 2004 and we have been the first profetional IKO Kiteboarding School in the Riviera Maya. Come to learn kiteboarding or ride with us. Tulum offers winds from 10 to 18 knots from November to July. Extreme Control Adventure offers Kite Lessons in Tulum beach, but as well in the Yucatan Peninsula at El Cuyo or Isla Blanca. We organize great kitesurfing trips to El Cuyo, Isla Blanca a lagoon near Cancun, Sian Kaan Biosphere Reserve, Holbox Island, Playa Del Carmen, Xpu Ha, , Progreso, Rio Lagartos, San Felipe and Telchac Puerto.
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May 6, 2016
Television shows and films produced in the state spent more than $250 million in North Carolina this year.
Projections from the governor's office said more than 60 films, television shows or commercials were filmed in 30 of the state's 100 counties. The statement said those productions provided about 25,000 job opportunities, including roles for actors and crew.
Television productions including "Sleepy Hollow," ''Under the Dome" and "Eastbound and Down" were all filmed in Wilmington this year. The television crime drama "Homeland" was produced in Charlotte.
(Copyright 2013 The Associated Press. All rights reserved.)
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Unlike what seems like almost every other person on this site, I refuse to bump Null threads.
Kel, you listed many good shows. You and I have been on the same page for years. Believe me when I tell you this: The Wire is the greatest TV show ever. Others are really good also. You can watch some of them on Netflix to save some money.
Go on eBay and get The Wire. If you don't think it is an absolutely amazing show from beginning to end, I will take you to a game next season.


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May 5, 2016
Legislation setting a potential March 2015 starting date when North Carolina regulators could begin issuing permits for underground natural gas drilling such as fracking now goes to the House.
The Senate gave its final approval Wednesday in a 39-7 vote to the measure that bill supporters say will give potential drilling operators certainty that North Carolina wants companies to explore for energy. Tentative Senate approval came Tuesday.
The General Assembly authorized fracking in 2012 but said permits couldn't be issued without the express consent of legislators. Drilling
The bill also sets up severance taxes on energy production and urges Gov. Pat McCrory to work on offshore energy exploration.
Environmental groups say the process is going too fast and fracking threatens water quality.
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Linen Print Mirror Jewelry Box
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Use this guide to quickly find reputable sources and save time on your research! Contact your subject librarian or the reference librarians if you need more help. For an overview of how to research efficiently, see Steps of the Research Process.
Finding Materials in the Library
Search CityCat to find books, e-books, disks and more. There are many ways to search, such as Title, Author and Keyword.
Books in the library are organized by call number according to the Library of Congress classification system which groups items by subject, so you can often simply browse the shelves. Examples of Subject searches include: philosophy; ethics; logic; bioethics; existentialism; and free will and determinism. Here are some relevant subjects and their call numbers:
|Speculative Philosophy
Reference books are great for short overviews and background information. There are also reference resources in our database section.
The Routledge Dictionary of Philosophy (electronic resource)
Michael Proudfoot and A.R. Lacy, London ; New York : Routledge, 2010.
B41 L32 2010 E-book
The Oxford Dictionary of Philosophy
Simon Blackburn, Oxford ; New York : Oxford University Press, 2005.
B41 B53 2005 Rosenberg Reference
Biographical Dictionary of Twentieth Century Philosophers
Stuart Brown, Diane Collison, & Robert Wilkinson, eds. London; New York: Routledge, c1996.
B104 B5 1996 Rosenberg Reference
World Philosophy: Essay-reviews of 225 Major Works
Frank W. Magill, ed. Englewood Cliffs, NJ: Salem Press, c1982.
B29 W68 1982 Vols. 1-5 Rosenberg Reference
Encyclopedia of Bioethics
Warren Thomas Reich, editor-in-chief. New York : MacMillan, c1995.
QH 332 E52 1995 Vols. 1-5 Rosenberg Reference
Encyclopedia of Classical Philosophy
Donald J. Zayl, ed. Westport , CT : Greenwood Press, 1997.
B163 E53 1997 Rosenberg Reference
Dictionary of Existentialism
Haim Gordon, ed. Westport , CT : Greenwood Press, 1999.
B 819 D455 1999 Rosenberg Reference
Use databases for specialized and the most up-to-date information, especially academic (scholarly) sources that are not available for free on the Web. See the Articles & Databases page for a full list of databases available.
EBSCOhost is an online reference system consisting of 22 databases which offer a variety of proprietary full-text periodical articles from leading publishers and information providers. A listing of the databases may be accessed by selecting "Choose databases" near the top of the screen.
Gale Powersearch
Gale is the vender for several databases with coverage from 1980 to the present. Clicking on PowerSearch allows a combined search of 13 of these databases. You can limit your results to articles from scholarly journals only by checking the box "Refereed titles."
Literature Resource Center
Literature Resource Center has traditional reference works, critical information on authors and their works, and current journal articles. It is valuable for biographical information on philosophers and for critical information on both an individual philosophical work and a philosopher's body of work. (To access click on the Literature Category).
CQ Researcher
CQ provides lengthy research reports written by the editorial staff of the Congressional Quarterly Co. Reports related to philosophy are ones examining moral or ethical issues such as issues of reproductive ethics, teaching values, assisted suicide, designer humans, and the ethics of war. (To access click on the Social Sciences Category)
Ethnic Newswatch
Ethnic Newswatch is comprised of newspapers, magazines and journals of the ethnic, minority and native press in America. Search here for ethnic aspects of philosophy topics. (To access click on the Social Sciences Category)
Use websites for government information, statistics and current events. It's very important to carefully evaluate websites for accuracy, currency, bias and credibility.
Episteme links: Philosophy Sources on the Internet
Search here for material on individual philosophers or philosophy topics, traditions, or time periods. Also has encyclopedias and other reference works.
The Internet Encyclopedia of Philosophy
Has substantial articles on philosophers and their ideas. Also has a timeline of Western philosophy.
Stanford Encyclopedia of Philosophy
An encyclopedia continually updated by experts in the field of the given entry.
Philosophy Talk
Philosophy Talk is one-hour radio series in which each week two Stanford philosophers, along with a guest expert, discuss a topic. Topics include the lofty (truth, beauty), contemporary issues (terrorism, intelligent design) and everyday (love, happiness). A great site for both entertaining and enlightening talk.


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It's been talked about all year long: the Mayan calendar revealing an end to a current era on Earth. But there leading up to Friday, there were many different ideas about what December 21st may hold.
Some are preparing for what they believe to be doomsday, and some just believe it's a misinterpretation of the Mayan calendar.
Steve Baker owners a Metaphysical Shop downtown. He's studied the Mayan calendar and had been looking forward to the 21st--but not for the reason you might think.
Others have a more scientific approach. Minette Church is an anthropology professor at the University of Colorado-Colorado Springs. She takes more of a scientific perspective to the end of the Mayan calendar.
"I believe that we, as a Western society, have turned it into something it's not...turned it into an apocalyptic type thing...the fact is, it's just the end of an era."
Studies have shown that in anticipation of the end of the world, people are maxing out their credit cards, and casinos are having "end of the world" jackpots.
Either way you believe, scientists believe, you should still be prepared in case the world does not end.
"Have fun maxing out those cards, but prepare to wake up the next day having to deal with that debt," Church said.
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Lit Twig Joy
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Our sparkling
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The Kardashians are looking 'Fierce' in their 2011 Holiday card shot. They all look Fab Flawless in 3-D. Yep, 3 -D holiday photo, so of course the air brushing is Fab Flawless too.
Check out the shots by clicking the picture! 3-D tops the 'What my family did in 2011' typed and copied letters sent in cards.. Don't you think?


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Albania, Kosovo and Macedonia - Hidden Europe
Albania, Kosovo and Macedonia - Hidden Europe
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The Friends of the Lewisville Library began in 1984 and currently have over 125
active members. Their Board meets regularly on the fourth Monday of each month at
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quickdragon wrote:If alteil usa is closing, then the proper thing to do is let the jp guys win so they get the gran prize.
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text:
this wiki
|Class races
|Armor sets
|Starting a
- For related articles, see Category:Rogues.
Rogues are World of Warcraft's premiere melee damage dealer and especially effective in PvP. They have access to a wide range of special abilities, which depend on their constantly refilling pool of energy. Unlike other classes, such as the hunter who has the ability to deal physical damage from a distance, rogues must be in close.
The primary rogue class advantage is their ability to stealth, preventing other players from seeing them unless the rogue is very close and in a 180 degree arc in front of them or much lower level.
The primary rogue attribute is agility. For PvP rogues, stamina is needed for staying alive. For a rogue, agility is always preferable to strength or attack power. Agility gives both attack power and crit chance to a rogue, while strength only gives attack power. A rogue uses no mana, so intellect and spirit are completely useless.
At later levels, most rogue-oriented gear will also include a lot of Attack Power. Other gear bonuses sought by rogues are Crit, Hit, Haste, Mastery and Resilience. High Crit gives burst damage, High Hit increases chance to hit, mitigating dual wield penalty and enhancing dps, high Haste enhances an already high dps, high Mastery provides different bonuses depending on spec, and Resilience, which is only desirable for PvP, gives the rogue more ability to survive.
Rogues can only wear leather or cloth armor, are unable to use shields, and can only wield one-handed weapons (daggers, swords, maces, fist weapons and more recently, axes) and ranged weapons. They can dual wield one-handed weapons upon creation, in a way compensating for their lack of ability to use two-handed weapons. At level 10, they gain access to poisons that can be purchased from poison vendors. It is no longer required to complete a quest to gain the use of poisons.
Rogues acquire the passive ability to be able to Detect Traps , which can be very valuable in PvP situations with a hunter, or be valuable in dungeons where traps can be found, such as Icecrown Citadel (instance)
Rogues are best suited for players who like to sneak up on enemies and dish out large amounts of burst damage.
In Warcraft: Orcs & Humans, it is a rank you can achieve.
Rogues are Azeroth's legerdemains. They possess a wide range of skills that allow them to accomplish feats from disarming traps to finding secret doors to smacking a magic item until it works. They are decent in a fight, and if they can strike quickly or unseen — or are flanking an enemy with the help of a thoughtful ally — they can be truly deadly. Of course, they also excel at stealth.[1]
The rogues of Azeroth are the masters of subterfuge, skilled and cunning adversaries of those who dare not look into the shadows to see what lurks there. Roguery is a profession for those who seek the adventures of stalking in silent forests, dimly lit halls and heavily guarded strongholds. Using trickery in combat and able to vanish at the slightest distraction, the rogue is a welcome addition to any group of adventurers. Ideal spies, deadly to those they can catch unaware, rogues have no problem finding a place in the world. Deadly masters of stealth, rogues are the whispers in shadowy corners and the hooded figures crossing dark fields. Skilled with daggers and the art of silent death, these vagabonds and bandits skulk about Azeroth seeking targets and profit. A member of almost any race can learn the tricks necessary to become a skilled rogue. Still, for the tauren and draenei, such a profession is an alien concept and therefore rare (if not non-existent) among those peoples.[2] Rogues can be found among all races on Azeroth. Whether they are diplomats, spies, thieves, scoundrels, entertainers, or simply adventurers, you can find them plying just about any trade from Mount Hyjal to Ratchet.[3]
For as long as there were dark alleys and needs for dark services, there have been rogues, and thus they are one of the oldest professions in Azeroth. Rogues are a diverse class, and they are typically made up from the dregs of society — cutthroats, pirates, robbers, and low-lifes. The only code rogues live by is the contract, and their word is only as good as the money their services are bought for. The diverse aspects of their trade requires rogues to be well versed in lockpicking, toxicology, rudimentary alchemy and brawling. In combat, rogues rely on the element of surprise, and tactics which are regarded by most as vile and cowardly. They are rarely seen entering a fight without weapons laced in poisons and ample supplies of everything from bombs to elixirs in their backpacks. Their attacks concentrate on weak points in the body in an attempt to finish fights brutally and quickly. Rogues play prominent roles in every aspect of society — albeit, they will rarely be written in history books because their involvements will be largely unknown to the common person, but they are always there, greatly affecting the flow of events from the shadows.
From the high-contract assassin hired in secret by respected noblemen to the lowly street mugger, rogues are the ones called upon when maintaining the status quo requires a questionable solution — and by fulfilling it, are branded as outcasts by the very society that calls upon their service.
In Azeroth several rogues are free agents, though most prefer to join a guild for safety and ease of employment. Ravenholdt and the Syndicate are examples of said guilds. Other recognized rogue organizations include the Shattered Hand, the Deathstalkers and SI:7.
Notable rogues
|The Black Prince
|Illidan Stormrage
|Lord of Outland, Demon Hunter
|Deceased (Lore) Killable (WoW)
|Black Temple, Outland
|Maiev Shadowsong
|Warden's Cage, Shadowmoon Valley
|Garona Halforcen
|Gul'dan's personal spy and assassin
|Bloodgulch,Twilight Highlands
|Valeera Sanguinar
|Companion of Varian Wrynn
|Stormwind Harbor
|Mathias Shaw
|Leader of SI:7
|SI:7, Stormwind City
|Edwin VanCleef
|Leader of the Defias Brotherhood
|Deceased (lore), Deaceased (WoW)
|Ironclad Cove, The Deadmines
|Vanessa VanCleef
|Leader of the Defias Brotherhood
- Main article: Rogue races
The rogue class can be played by the following races:
|Ironforge dwarf
|Night elf
|Blood elf
Tauren and draenei are the only races that do not have rogues because they believe that the methods of the rogues are "dishonorable," and it is difficult to be stealthy when you have hooves (though this does not appear to be an issue for satyrs). However in the game files, both draenei and tauren have stealthing animations, and as such, Eredar and Broken have such motions, some people believe the reason of this is only because of the [Orb of Deception] item and/or GM command testing. It may also have to do with the new hunter ability (Avalible to draenei and Tauren), Camouflage.
Rogues can only wear leather or cloth armor, but are unable to use shields.
Although rogues excel at melee combat, they may only learn to use five types of melee weapons: daggers, fist weapons, one-handed maces, one-handed swords and one-handed axes[4]. For ranged weapons, rogues may learn to use bows, crossbows, guns and throwing weapons.
As with warriors, a rogue's choice of weapon typically affects distribution of talent points, and vice versa. For example: historically rogues could specialize in any of the five melee weapons available to them, a rogue who primarily or exclusively uses daggers/fist weapons would be likely to spend talent points in Close Quarters Combat. Similarly, a rogue who relies on one-handed maces, swords, and axes would probably not spend points on Improved Ambush, since the Ambush ability required use of a dagger in the rogue's main hand.
The choice of what ranged weapon is usually easier to figure out than that of the melee ones. Often, a Rogue will pick any ranged weapon which gives the better stats, whether it be a bow or a gun. Still, some Rogues prefer to use throwing weapons as the ability Deadly Throw requires it. This is so far the only Rogue-ability requesting a specific ranged weapon. Note, The ability Fan of Knives now requires a thrown weapon as well, also thrown can now be poisoned.
A rogue's most fundamental abilities, such as Sinister Strike and Mutilate and are instant attacks which inflict damage based on the weapon damage of the rogue's main-hand weapon. Rogues therefore find it desirable to use a weapon with the best average damage to maximize their DPS.
Weapon speed does not affect the damage bonus provided by a rogue's attack power. Instead, damage is calculated according to the following formula:
- Normalized Damage = Base Weapon Damage + (Base Multiplier × Attack Power ÷ 14)
The "base multiplier" depends on weapon type: 1.7 for daggers, and 2.4 for fist weapons, swords and maces. Although weapon speed for normalized attacks does not contribute to the bonus damage from attack power, if you have 2 weapons of equal DPS, the slower weapon will have a higher base damage (average damage) and thus cause more damage overall. The exception to this rule involves Riposte and Ghostly Strike. Neither ability is normalized, meaning that slow weapons with high damage ranges will inflict greater overall damage than fast weapons with low damage ranges.
Weapons held in the off hand have only two instant attacks: Shiv and the off-hand component of Mutilate. Otherwise their damage contribution is reasonably straightforward. Off-hand attacks suffer a standard damage penalty. Fast off-hand weapons increase the application rate of poisons, since they will hit more frequently than a slow weapon and therefore increase the chances of applying poison to a target. Most players choose to use the same type of off-hand as the main hand (or vice versa) in order to benefit from weapon specialization (if they are combat specced), but some prefer to use the fastest weapon available in order to quickly apply poisons and interrupt spellcasters. Faster weapons are also sometimes favored for by those rogues who rely heavily on Combat Potency, since that talent affords the opportunity to regain up to 15 energy on a successful off-hand hit.
To summarize, the common rogue prefers a slow weapon in the main-hand and a fast weapon in the off-hand. This goal is easiest to reach as a combat rogue, as assassination and subtlety rogues usually need a dagger in their main-hand to perform their abilities (daggers usable by rogues with a speed slower than 2.0 are rather unusual). Some rogues prefer fast weapons in both hands in order to apply more poison, but the final gain from using a fast main-hand is debated since weapon enchantments, such as rogue poisons, usually have a "fixed" system for proccing (see proc, poisons and normalization). That, plus the extra damage from the special attacks performed with a slow main-hand and the normal damage itself, implies that there is little or nothing to win with choosing a fast main-hand when attempting to produce more damage. Although having a fast main hand may increase the amount of physical damage you do in a shorter period of time, the bonus does little for DPS.
Finally, whether a rogue is using a fast main-hand or a slow main-hand, it is taken as common knowledge among rogues that the OH should always be a fast weapon. This is because the off-hand, unlike the main-hand, does not have any crucial "duty" when performing abilities, thus its role consists nearly entirely of applying poisons. The only exception where a slow off-hand is preferable is when using a few spells which contribute more from slow weapons than from fast, like Killing Spree and Mutilate.
Notable weapons
See Rogue equipment
This section provides a brief overview of the abilities of the rogue. For more a detailed assessment of rogue abilities, see the "Rogue abilities" article.
- Main article: Stealth
Stealth is the first major class ability a rogue can get. They have the ability to stealth and become essentially invisible to their level and lower, while moving at slower speed. Stealthed rogues are detectable at close range, though will remain stealthed and appear translucent. Be aware that higher level characters and mobs can more easily see through your stealth, and it does not take many levels to make your stealth worthless.
Many rogue abilities require stealth, and others require being behind the target, which is often achievable (while solo) only in stealth. Other rogue abilities, notably Sprint and Distract, interact well with stealth, although some actions, like lockpicking, will break stealth.
Stealth opens up a range of tactics and roles for rogues. Groups often rely on a rogue's stealth ability to scout dungeons, and to use Sap for added crowd control. In PvP, stealth combined with burst damage gives an element of surprise that can be especially effective against cloth-wearers.
Stealth can be improved through talents, items, and enchantments, both to decrease the chance of being detected, and to increase movement speed.
Dual wield
- Main article: Dual wield
A rogue starts off with the dual wielding skill upon creation since patch 3.3.0. Dual wielding is a trade-off with an increased chance to miss with each weapon and reduced damage on the off-hand, but it is a good ability for a rogue. A rogue cannot use a two-handed weapon (which have bigger stat buffs), cannot carry a shield, and has few good offhand choices (offhand items tend to all have caster stats). A second wielded weapon is the only way to reliably get two hands worth of rogue stat buffs. Any weapon held in the offhand slot only deals 50% damage untalented. Also, dual wielding weapons incurs an additional 19% miss chance to balance the extra damage; so alongside a base miss chance of 5%, dual wielding results in a base miss chance of 24%.
Roughly, with no tweaking, dual wield grants .76 + (.5 x .76) = 1.14 damage.
The first tier rogue talent, Dual Wield Specialization removes the off-hand damage penalty in increments of 10%. Note that this is multiplicative, not additive, so at maximum rank (5/5) it grants 50% increased damage. So, 50% increased by 50% = 75% damage for offhand weapons.
So, with Dual Wield Specialization maxed, dual wield grants .76 + (.75 x .76) = 1.33 damage.
Real results, with a weapon chosen for good benefits, will be better.
Bottom line is, in spite of the to-hit penalty, as a rogue you will want to dual wield.
- Main article: Poisons
The Alliance's poison quest can be obtained at level 20 in Westfall from Agent Kearnen called [24] Klaven's Tower; if you drop by S1:7 in Stormwind, Master Mathias will send you to Kearnen when the time is right by giving you the [20] Mathias and the Defias quest.
The Horde's version is in Orgrimmar from Shenthul called [20] Deep Cover; which sends you to The Barrens to talk to Taskmaster Fizzule for a quest called [24] Mission: Possible But Not Probable.
The poisons skills allows the rogue to use poisons, which can then be applied to their weapons. Poisons generally either cause damage to the target (either instantly or as damage over time) or cause other effects (slowing the target, removing the effectiveness of healing on the target, etc.). The ability to use each type of poison and level of the type of poison is a separate rogue skill. Different weapons can have different poisons applied, and faster weapons cause the poison to proc more often.
Poisons are a temporary weapon buff, and as such do not stack with other enhancements such as sharpening stones.
All poisons have a timer, which formerly lasted 30 minutes but as of patch 2.3.0 was raised to 60 minutes. As of patch 2.1.0 a rogue's poisons no longer have multiple charges; each now has one charge and stacks up to 20 units. The poison timer is displayed on the weapons properties when you mouse over the weapon. As of patch 1.10.0 applying poison will not break stealth or shadowmeld; previously to this, applying poisons would break these states. As of Patch 2.0.1, poisons remain on weapons through zoning between continents or into instances.
A variety of talents in the assassination tree enhance the use of poisons. Wearing three or more pieces of the Bloodfang Armor set increases the chance to apply poisons by 5%.
Prior to patch 3.0.2 and Wrath of the Lich King, the Poisons skill, the ability to brew poisons from ingredients, was a secondary skill, similar to Cooking or First Aid, but available only to rogues. As of the 3.0.2 patch and Wrath of the Lich King, the Poisons skill is no longer available in the game. Poisons may still be used by rogues, but are no longer brewed. Poisons can now be purchased from any Poison Vendor or Shady Dealer. Different ranks of Mind-numbing Poison have also been removed as of this patch.
- Main article: Lockpicking
Rogues have the ability to obtain the important skill Lockpicking. This ability allows them to open locked chests, lockboxes, and doors, depending on the rogue's skill in lockpicking and the level of the locked object (note that blacksmiths can create keys to open locked chests and engineers can manufacture explosive charges that can open locked doors, in the case that a skilled rogue is unavailable.) Lockboxes can be pickpocketed from mobs or found as loot and are essential to rogues trying to level their lockpicking skill — their color (grey - red) represents the skill necessary to open them (red means the rogue's lockpicking skill is too low to open the object and must increase his/her skill level before attempting again.) As of patch 4.0.1 (the release of Cataclysm) Rogues no longer are required to train there locking picking skill, it is now passive granting the level higher as you level at a rate of +5 per level to a max 425 at level 85.
Early training in lockpicking for Alliance rogues can be obtained at level 16 by completing the Alther's Mill quest, obtained from Lucius, who skulks around the docks of Lakeshore in the Redridge Mountains; Keryn Silvius in the Goldshire Inn will send you to see Renzik at SI:7 in Stormwind who will send you to see Lucius (however, you can probably go direct to Lucius...) *No longer necessary*
Some high-level dungeons (like the Arcatraz in Tempest Keep or the Shattered Halls in Hellfire Citadel) can be opened by a rogue with a skill level of 350 in lockpicking. This can be a real time-saver for a group since the alternative to picking the locks to these dungeons is to complete several long quest chains resulting in a key reward.
Stuns, incapacitates, and/or disorients
Stuns a target for 4 seconds and awards 2 combo points for use on a finishing move. This is a very useful opener that requires Stealth and usually allows the rogue to get 1 or 2 instant attacks off in addition to auto-attacks before an opponent can recover. Cheap Shot has its own diminishing returns category, and can therefore be used with Kidney Shot to stunlock a foe.
Kidney shot is an excellent finishing move which stuns for up to 6 seconds depending on skill rank and number of combo points. It can keep an opponent stunned long enough for you to kill them (especially if you master stunlocking). This skill is most useful in PvP. In PvE it's also a great ability to help keep your group mates alive or to interrupt a spell being cast. Damage will not remove this effect, making it even better in PvE and PvP.
Gouge is not a stun, but is a very important skill that incapacitates your target. This is used frequently to stall an opponent allowing you time to regenerate energy and get behind your opponent to allow a Backstab. Since it is considered an incapacitating effect, any damage caused afterward breaks the Gouge. This ability turns off auto-attack when used. Also, speccing in Improved Gouge will add .5 seconds per point up to a maximum of 1.5 seconds to your Gouge. This adds just enough time for you to gouge someone and get out of combat to re-Stealth. Gouge can also be used to interrupt a spell being cast. It is possible also if you are combat to use this ability to be able to get behind your target and Backstab or Ambush .
Disorients an opponent for 10 seconds, causing them to wander around in a very small area while they are unable to act. More than enough time to bandage and re-Stealth in PvP. Any damage will remove the disorient effect. Blind can also be used to interrupt a spell being cast. This may also help to escape in a tough situation.
This move must be performed while Stealthed and your opponent cannot be in combat. However sapping will allow you 1 minute (or 10 seconds on a PvP target) of freedom. Feel free to use this to bandage AND return back to Stealth. Sap and Gouge share the same diminishing return timer. Some NPC's and bosses are immune to Sap so it is not recommended on boss fights. Sap is a great tool for PvE also as it can be used as a long lasting form of crowd control in places where there may be many mobs to pull.
Diminishing returns
Please note that diminishing returns apply to all effects that cause players to lose control of their character (stun, incapacitate, fear, etc.). The abilities of a rogue end up in five different categories of diminishing returns. Cheap Shot is in a separate category from Kidney Shot and therefore both can be used to stun an opponent for full ten seconds. Sap and Gouge are on the same diminishing returns, while Blind and Dismantle are each on their own.
Passive threat reduction
All rogues generate reduced threat, compared to most classes. While attacks from most classes generate 1.0x threat per damage, rogues generate 0.71x threat per damage.
Prior to patch 1.12, the rogues' threat reduction was 0.8x, but was additive with other threat modifiers. The reduction was increased because threat modifiers are now multiplicative.
Ignore armor
Unlike a caster's magic attacks, a rogue's melee attacks are reduced by the target's armor. The rogue has a few tricks to mitigate the armor.
Poisons, Rupture, and Garrote bypass armor. Expose Armor is a finishing move that reduces the target's armor for a short period which can be extended with the talent Improved Expose Armor. Maces ignore up to 15% of an enemy's armor when specced for Mace Specialization. The subtlety talent Serrated Blades ignore 3% armor per point, up to 9% at third rank.
Rogues are adept at running away. Sprint allows a rogue a temporary running speed boost, and [Glyph of Blurred Speed] allows a Sprinting rogue to run across water. [Glyph of Sprint] increases Sprint's speed boost by 30%. Vanish allows a rogue to disappear from combat and enter an improved Stealth mode. With [Glyph of Vanish], a rogue gains 30% movement speed while under the Vanish effect.
Rogue talents are split into 3 categories:
Some builds to consider are :
Mutilate/Preparation (AKA 41/5/25)
Combat swords/axes
Combat maces
Combat fists/daggers
Cold Blood/Prep/Seal Fate (AKA CB/Prep)
Shadowstep with assassination
Killing Spree
These are just general outlines. Please see the rogue builds section for a little more in depth explanation.
Talent builders can be found at Official Blizzard site, ThottBot, and Wowhead.
See the rogue talents page for further details.
Suggested professions
Leatherworking and Skinning
Leatherworking and Skinning are always a good choice. This is due to Master of Anatomy which raises your critical strike rating in accordance with your skinning skill level, which can be very useful to rogues. The items crafted tend to be better than other items you can loot at the same level. This is a very balanced profession choice for performance and money. It is recommended that you go Elemental Specialization because the gear is more suited for rogues and feral druids as it provides Agility and Stamina.
Herbalism and Alchemy
Herbalism and Alchemy are a pretty viable option. The Alchemy profession allows the rogue to manufacture powerful potions, elixirs, and flasks. Healing potions are the Endless Rage.
- Alchemy also opens up the ability to craft an [Assassin's Alchemist Stone], which adds a decent amount of attack power in addition to the 40% bonus to healing potions.
- As well as the above item at Alchemy level 500 rogues can craft [Quicksilver Alchemist Stone]
- Note that this profession is not only beneficial to the rogue in performance, it can be an excellent money maker.
- Mixology became available with Patch 3.0.2 which doubled the duration of Elixirs and Flasks for the Alchemist who learns the skill. This is beneficial in a raid situation and also increases the length that flasks generated by a guild cauldron last.
- Herbalism is also a very good way to obtain Swiftthistle, which is needed to make Thistle Tea.
- Herbalism also grants the ability of Lifeblood, an ability that grants a burst of haste.
Engineering and Mining
Engineering is arguably the best (and most fun) profession for a rogue (with Mining being the most beneficial complementary profession). It allows for a very distinct edge in combat. It can, however, be expensive, for while you usually only have to craft items once in engineering, the items tend to be a bit expensive at times. There are a few engineering items that require components crafted by other professions, from blacksmiths to tailors to alchemists. Picking up mining with Engineering will save you a lot of money indeed, however, still be prepared to spend a solid amount of gold. Also, don't expect to be able to compensate your money with this profession, as Engineers make little to no money from their profession and still spend large amounts of money on items they still use at end game.
Some very notable items would be:
- [Adamantite Grenade] & [Frost Grenade] - Can allow for an easy long range silence or just to stop someone from fleeing.
- [Gnomish Death Ray] - Knock-down power at the cost of some of your own health.
- [Parachute Cloak] - To ease sneaking from above and save your life once in a while.
- [Catseye Ultra Goggles] - These give you a very distinct advantage against other rogues.
- [Gnomish Rocket Boots], [Goblin Rocket Boots], and eventually [Rocket Boots Xtreme] provide 50%, 70% and 300% run speed increase (respectively).
- [Gnomish Army Knife] - Great for keeping a group from having to rez. Vanish from a losing fight and then rez the rezzer. And this is good for every profession.
- [Weakness Spectralizers] - One of the best headpieces in the game for a rogue. Not to be underestimated.
- [Jeeves] is great for raiders. Sometimes a place to repair isn't close. In those cases, drop one of these and have the raid restock on reagents and repair gear. And also gives the engineer bank acces to deposit newly got gear or materials.
With the release of WotLK, some engineering item enhancements were added (These are only usable by engineers):
- [Hand-Mounted Pyro Rocket] - ~1800 fire damage once every 45 seconds. This item does not trigger Global Cooldown. Takes up enchant spot on gloves. Usable in arenas.
- [Frag Belt] - Allows you to throw one grenade every 6 minutes and incapacitate targets for 3 seconds, also deals about 700 damage. Can not be used in arenas.
- [Flexweave Underlay] - Grants you a 30 second parachute effect once a minute. Also adds 23 agility to your cloak. Usable in arenas but without much use.
- [Nitro Boosts] - Five second speed increase(150%), can be used every 3 minutes. It also adds +24 critical strike rating. This can not be used in arenas.
- [Hyperspeed Accelerators] - Increases Haste by 340 for 12 seconds. It can only be activated every minute and does not trigger Global Cooldown Takes up enchant spot on gloves. Usable in arenas.
Jewelcrafting and Mining
Jewelcrafting is a very good profession for a rogue.
- Crafted rings and necklaces. (every level, stating at 10)
- Stone statues, an extra self-heal that works in combat:
- (low level)
- [Rough Stone Statue]
- [Coarse Stone Statue]
- [Heavy Stone Statue]
- [Solid Stone Statue]
- [Dense Stone Statue]
- (mid level)
- [Figurine - Golden Hare]
- [Figurine - Black Pearl Panther]
- [Figurine - Truesilver Crab]
- [Figurine - Truesilver Boar]
- [Figurine - Black Diamond Crab]
- [Figurine - Dark Iron Scorpid]
- (high level)
- [Figurine - Emerald Boar]
- [Figurine - Ruby Hare]
- Ability to cut gems for sockets for high level gear.
Enchanting is a very profitable profession if you know how to use it. As a rogue it's possible to solo run some lower level dungeons and head straight for the boss of each then disenchant their loot. At level 70 Scholomance, Blackrock Depths, UBRS, Dire maul and even Stratholme are very doable and most certainly profitable. Enchanting provides no utility or combat usage for PvP or PvE whatsoever other than the self-only invaluable ring enchants.
Inscription is a new profession introduced with the 3.0.2 Patch. This profession is easy to learn, quick to level, and can be very profitable. It utilizes Pigments from milled herbs and allows the rogue to make Glyphs for themselves and others. See rogue glyphs for a list of glyphs the Scribe could make for themselves. One notable benefit of Inscription is the ability to craft and apply Master's Inscription of the Axe to your shoulders once you reach Inscription level 400. This enhancement can be purchased with a Snowfall Ink and provides 120 attack power and 15 critical strike rating (a substantial increase in stats when compared with the Sons of Hodir shoulder enchant.) Herbalism complements this profession. Inscription, much like Enchanting, is mainly only picked up for money; this is because Glyphs are not replaced or changed often if at all, once you have you're glyphs thats usually set and done, so it is preferred by many to just buy the Glyphs. The money making aspect such as making cards and glyphs for others though is quite appealing to the rogue who doesn't want any extra combat utility that other profession could offer.
Blacksmithing is a viable choice for rogues looking to min/max as much as possible. At the blacksmithing skill of 400, you can use [Socket Gloves] and [Socket Bracer] to add an extra socket to your gloves and bracers respectively. Weaponsmiths can make the [Corroded Saronite Edge] and [Corroded Saronite Woundbringer], both decent weapons for the 78-80 push and the early part of your time at 80. Other rogue friendly weapons include the [Titansteel Bonecrusher] and [Titansteel Shanker]. As leveling blacksmithing to its highest is an expensive and time consuming task, you may be better served to level mining and ask someone else to make the Titansteel items for you. Finally, Blacksmiths can make [Eternal Belt Buckle] for themselves and others.
In short, each profession has different benefits. You have to decide what you want. Would you prefer making some decent cash over combat and survivability utilities in PvP and PvE that is offered by Engineering and Alchemy? Or would you prefer to have some profits coming out of your profession with less personal combat benefits such as Enchanting, Inscription, and possibly blacksmithing? (Note: not recommended for rogues as they cannot use ANY of the gear made, and there are no WotLK weapons out there for any of the specializations.)
While some people personally like engineering, be prepared to drop a lot of money on the profession, as it's not a strong money-making profession.
None of this makes any one profession the "right answer." Experiment with the different professions to find the one you enjoy, it's a compromise between what you want (profit or utility) and your budget. Play around with your choices and try to find where that line is and how fine it is.
Useful Add-ons
This section lists some of the more helpful mods specifically for the rogue class.
- EnergyWatch v2
- Displays a progress bar that fills, empties, and refills in time with your energy recharge tick. This can be extremely useful for timing that Cheap Shot or Ambush so you tick immediately and have extra energy for a Gouge, etc. This may be considered obsolete now that a rogue's energy is now constantly refilling, as opposed to ticking up.
- RogueFocusClassic
- An all in one addon that keeps track of energy ticks, combo points, AND total energy. As much as I loved EnergyWatch, this is a much better addon.
- Poisoner
- This mod allows for extremely easy application of poisons. It creates a small minimap icon that can be hovered over to display all the poisons you currently have. Just left click the desired poison to apply to the main hand weapon, or right click to apply to the offhand.
- Natur Enemy Cast Bars (NECB)
- Notifies the player when someone begins to cast a spell. This is great since it lets you know when to kick, blind or stun the opponent; quite handy if you prefer not to be polymorphed.
Addons can be found at Curse Gaming, WoW UI, and WoW Interface
For rogue specific addons, check out Curse-Rogue Addons and WoWUI-Rogue Addons
End-game expectations
Your main priority in raiding is maximizing melee DPS, while staying alive. Put your threat reducing abilities (namely, Feint, Vanish and Tricks of the Trade) to good use, use them before you gain aggro. As with all melee DPS classes, rogues are expected to come to raids with ample supplies of Flasks, Potion of Speeds, food, poisons and bandages. Depending on particular situation, rogues may not get many heals. If that's the case, rogues should use potions or health stones or bandages.
Since the release of the Burning Crusade expansion, most raid instances were built to accommodate rogue poisons and the immunity to them has all but been removed. All WotLK bosses are susceptible to rogue poisons.
Also rogues are wanted be utilized as interrupters at some bosses such as Kel'Thuzad and General Vezax, and can be asked to dismantle in instances like Onyxia's Lair.
Patch changes
Patch 2.3.0 (13-Nov-2007): Extended applied poison effects from 30 minutes to 1 hour.
/ Patch 3.0.2 (14-Oct-2008): Brought several changes to rogues.
- Pick Lock and Disarm Trap no longer require Thieves' Tools.
- Vanish no longer requires the reagent Flash Powder.
- Poisons are no longer created from ingredients by rogue. The vendors that sold poison ingredients now sell ready to use poisons.
- Mace Specialization no longer gives a chance to stun the target, instead bypasses armor.
Patch 3.3.0 (08-Dec-2009): Dual Wield added to level one skills, and starting kit changed to include two daggers.
Wrath of the Lich King changes
Sap only works on humanoid targets, until Rank-4 at which point it is usable on Beasts, Dragonkin, and Demons as well as Humanoids.
With the improvements in the assassination tree, Mutilate builds are now viable in both PvE and PvP. This is in particular good news for the dagger-loving rogues out there.
Cataclysm changes
General preview
New Rogue Abilities
[Redirect] (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like [Slice and Dice] will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.
[Combat Readiness] (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when [Evasion] or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.
[Smoke Bomb] (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
Changes to abilities and mechanics
We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
- In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put [Cheap Shot] on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
- In PvE, even accounting for active modifiers like Slice and Dice and [Envenom], a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
- We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, [Recuperate], to convert combo points into a small heal-over-time (HoT).
- To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
- [Ambush] will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
- As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
- [Deadly Throw] and [Fan of Knives] will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
- We are very happy with [Tricks of the Trade] as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.
New talents and talent changes
In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.
- Assassination will be more about daggers, poisons, and burst damage.
- Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
- The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
- In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
- Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
- The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.
Mastery Passive Talent Tree Bonuses
- Assassination
- Melee damage
- Melee critical damage
- Poison damage
- Combat
- Melee damage
- Melee Haste
- Harder-hitting combo-point generators
- Subtlety
- Melee damage
- Armor Penetration
- Harder-hitting finishers
The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
|Combat Spec Rotation + Addons
|New abilities and talents preview
|Rogue DPS rundown by TGN on YouTube
|Combat Readiness
|Twin Peaks + Smoke Bomb
|Mixed Rogue PvP
|Random BG Fun
|Mixed Rogue PvP 2
|Mixed Rogue PvP 1.5 (Dara Mactire)
|Rogue Tips: Prep Kicking
See also
- Lockpicking - Guide to getting that lockpicking skill up.
- Rogue sets - Discussion of set items for rogues.
- Rogue gear guide - Information about choice of rogue equipment.
- Stealth run - Solo or duo-able dungeons.
- Stealth chests - Soloable chests in instances.
- List of rogues - List of important NPC rogues and rogues from lore.
External links
- General
- Guides


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Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: Intro
Few cars have influenced the automotive landscape the way the Ford Taurus has. At its introduction back in 1986, the Taurus was a groundbreaking model, one which spawned a fan base like no other family sedan has before it or since. Its revolutionary aerodynamic shape, exceptional feature set, outstanding comfort, and wonderfully affordable price tag immediately assured it a place in the automotive hall of fame.
Unfortunately, these attributes made it a hard act to follow too.
Easily one of the best-selling cars in America throughout its first 10 years of production, subsequent models weren't nearly as innovative. Ford, resting on its laurels vis-à-vis the Taurus, was focusing heavily on its trucks and SUVs during the second decade of the Taurus' lifetime. So much so, Ford allowed the Taurus to stagnate. The market responded predictably and more competitive models from Asia filled the void, supplanting the Taurus as the best-selling car in America.
Eventually, things got so bad the Taurus was relegated to rental fleets only while Ford introduced new models in the Taurus's space with different names. The Ford 500, and the Ford is Freestyle were basically the Taurus in disguise. However, marketers mistakenly thought the Taurus name had lost its attraction. Ford's current CEO, Alan Mullaly felt this was a mistake and ordered the Taurus name revived. He was proven correct. Today, the Taurus is once again one of Ford's best-selling models.
There have been six generations of the Taurus produced since the original was introduced in 1986. For the purposes of this buyer's guide, we will focus on the fourth, fifth, and sixth generations—starting with model year 2000.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2000 – 2007
The fourth-generation Ford Taurus was introduced in model year 2000. Rather than continuing down the radical design path for which it had become noted, the shape of the fourth-generation car was considerably more conservative. This was in an effort to increase the car's market appeal. The interior was also redesigned to appear more conventional.
In this case however, conventional wasn't such a bad thing.
Many had considered the previous generation's heavy reliance upon ovals as the primary design cue overwrought. The fourth-generation car kept the overall shape of the third-generation car but the detailing was more squared off, resulting in arguably a more handsome car.
Engine choices for the fourth-generation model were both 3.0 L V6 engines. A four-speed automatic was the only transmission choice for the front drive powertrain. Low-end models got the 155 hp version of the 3.0 L, while the more luxurious models got the double overhead cam 200 hp engine.
There was also a station wagon version of the Taurus.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2000
The 2000 Ford Taurus was introduced in four states of trim; "LX", "SE", "SES", and "SEL".
LX was the base model. Its standard features included; front bucket seats, a center console, a lighted entry system, power brakes, a rear window defroster, 16-inch steel wheels, and driver and front passenger airbags.
The Taurus LX ran a single overhead cam, 155 hp version of the V6 and used cloth upholstery. The LX also featured power steering, a remote trunk release, a tilt steering wheel, air conditioning, and intermittent windshield wipers. Power features included the windows and the exterior mirrors. An AM/FM audio system provided news and tunes.
The options list contained a keyless entry system, alloy wheels, ABS, front side airbags, an antitheft alarm system, a power driver seat, cruise control, power door locks, and an AM/FM/cassette audio system.
For Taurus SE, most of the LX's optional features were standard. The SE's options included the 200 hp double overhead cam V6 engine, a compact disc changer, traction control, front side air bags, a split front bench seat, a split rear bench seat, a power driver's seat, and power adjustable pedals.
The Taurus SES was equipped largely the same as the Taurus SE, however its option list also contained power heated mirrors, a power moon roof and traction control, plus leather upholstery and steering wheel trim.
The top-of-the-line Taurus SEL got all of the standard features and most of the options of the SES as standard equipment. The SEL's extras included a power front passenger seat and a rear spoiler as options. The SEL got automatic on/off headlights as standard equipment and was powered exclusively by the 200 hp double overhead cam version of the V6.
The Taurus wagon came only in SE trim; however many of the features of the Taurus SES sedan were either standard equipment, or options for the Taurus SE wagon. This model included front bucket seats, a center console, a keyless entry system, a lighted entry system, a power antenna, and power brakes. It rode on a set of 16-inch alloy wheels and featured driver and passenger front airbags.
The Taurus SE wagon also had an antitheft alarm system, cloth upholstery, cruise control, power steering, and a tilt steering wheel. Air conditioning, intermittent windshield wipers, power windows, and a rear window wiper were standard equipment as well. The model used power door locks, power exterior mirrors, a roof rack, and an AM/FM/cassette audio system.
Optional features included a compact disc changer, heated exterior mirrors, a power moon roof, and a third seat. Traction control, four-wheel ABS, front side airbags, and leather upholstery also graced its options list—as did a power driver seat, power adjustable pedals, and leather steering wheel trim.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2001
For model year 2001, Ford added a Lower Anchor And Tether For Children (LATCH) system for child safety seats, the fuel tank capacity was increased to 18 gallons, a six-disc CD changer was made standard for SES, power door locks were made standard for the LX, and that model also got an optional rear spoiler.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2002
For 2002, the Taurus LX offered floor mats, the 155 hp V6 engine, air conditioning, rear defogger, power windows and locks, stereo, anti-theft system and tilt steering wheel as standard features.
The 2002 Taurus SE added aluminum wheels, safety approach lamps, a power driver seat, cruise control, a CD player, and remote keyless entry.
The SES Ford Taurus featured illuminated vanity mirrors, a split-folding rear seat and antilock brakes.
The SES Deluxe package added the 200-hp V6 engine, five-passenger seating, a rear spoiler, a leather-wrapped steering wheel, a moonroof, and leather upholstery.
The full-boat 2002 Ford Taurus SEL used machined aluminum wheels, leather upholstery, a moonroof, a six-disc in-dash CD changer, and an automatic climate control system.
On the wagon side, an SEL trimmed model debuted featuring; 16-inch alloy wheels, variable intermittent wipers, privacy glass, a rear defogger, a six-way height adjustable power driver seat with lumbar support, and leather upholstery. The Ford Taurus SEL wagon also featured a split folding rear seat back and rear ventilation ducts. It used remote power door locks, power mirrors, and power windows.
The SEL wagon's pedal set was adjustable and it also employed cruise control, a front console with storage, front cupholders, remote rear hatch release, and front seatback storage. The Taurus SEL station wagon's speed proportional power steering system was controlled through a tilt adjustable leather wrapped steering wheel.
The model also featured climate control, a trunk light, front reading lights, front and rear floor mats, dual illuminated vanity mirrors, and a four-speaker AM/FM stereo audio system.
Its safety kit consisted of four-wheel ABS, child seat anchors, an antitheft alarm system, ventilated front/solid rear disc brakes, rear door child safety locks, front seatbelt pre-tensioners, a rear center three point belt, electronic brake force distribution, and an emergency rear hatch release inside the car.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2001 / 2002 / 2003 / 2004 / 2005 / 2006 /2007
Ford Taurus Used-car buyers guide: 2001
For model year 2001, Ford added a Lower Anchor And Tether For Children (LATCH) system for child safety seats, the fuel tank capacity was increased to 18 gallons, a six-disc CD changer was made standard for SES, power door locks were made standard for the LX, and that model also got an optional rear spoiler.
Ford Taurus Used-Car Buyers Guide: 2003
Power windows and door locks were made standard for all models, as were a tilt steering wheel and floor mats. The top-of-the-line SEL got its own unique instrument cluster with satin finished backgrounds for the dials. "Imola" leather seats and dark wood trim further distinguished that trim line. The SEL's optional steering wheel was made of wood and trimmed with leather.
Ford Taurus Used-Car Buyers Guide: 2004
Cosmetic updates changed the front and rear appearance of the Taurus. Inside, the instrument cluster was revised, the steering wheel was redesigned, and a smart airbag system was installed using a weight sensor in the passenger seat to determine the required force of deployment.
Ford Taurus Used-Car Buyers Guide: 2005
The wagon was discontinued at the end of the 2004 model year. The LX and SES trim lines were discontinued as well. Models equipped with alloy wheels got a tire pressure monitoring system. Top-of-the-line SEL models got a new wood trim package.
Ford Taurus Used-Car Buyers Guide: 2006
The 200 hp double overhead cam V6 engine was dropped, leaving only the 155 hp powerplant.
Ford Taurus Used-Car Buyers Guide: 2007
General consumer models were killed. For 2007, the Ford Taurus was available only as a fleet model. If you run across a 2007 model Taurus for sale, odds are it is an ex-rental car.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2008 - 2009
After the Ford 500 failed to catch on, the model was reissued as an all-new fifth-generation Taurus in 2008. Power came from a 3.5L V6 producing 263 hp and 249 foot-pounds of torque. A six-speed automatic transmission routed power to either the front wheels, or all four wheels—making the 2008 Taurus an all-wheel drive model for the first time in the model's history.
The 2008 Taurus also benefited significantly from the fact that the Ford 500 was scheduled for an update for the 2008 model year. Changes from the previous year's 500 included a new front-end treatment, the 263 hp 3.5 L V6, and the six-speed transmission.
Additional improvements included the incorporation of stability control. The Ford Sync telematics system, which has been developed with Microsoft, enabled the hands-free use of mobile phones and voice control of digital music players.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2008
The 2008 Ford Taurus was offered in two trim levels, "SEL" and "Limited".
Taurus SEL used 17-inch polished alloy wheels, variable intermittent wipers, a rear window defogger, two-way power seats for the passenger and a six-way height adjustable power seat for the driver—with manually adjustable lumbar support. The front passenger seat would fold flat, and the rear seat back was configured to split fold. There was also a rear armrest with storage and a set of rear ventilation ducts.
A digital keypad controlled the power door locks, the power windows were capable of one-touch operation, and power exterior mirrors were included as standard equipment as well. The SEL Taurus also featured cruise control, front console storage, front and rear cup holders, front and rear door pockets, and an overhead console with storage.
The 2008 Taurus SEL retained accessory power when its engine was shut off, there was a remote trunk release, and the front seat backs had storage pockets. The tilt adjustable steering wheel included audio and cruise controls in addition to controlling a power steering system.
Air conditioning, simulated wood trim on the center console and dashboard, front and rear reading lights, leather trim on the shift knob and steering wheel, front and rear floor mats, an electrochromatic inside rearview mirror, and dual illuminating vanity mirrors made the interior a more accommodating place to be. The 2008 SEL's audio system was driven by an AM/FM in-dash single-disc CD player stereo unit, which incorporated an auxiliary input for portable audio devices.
Ford's 2008 Taurus SEL's safety suite consisted of four-wheel ABS, front and rear head airbags, a pair of front side-mounted airbags, child seat anchors, ventilated front/solid rear disc brakes, rear door child safety locks, and an engine immobilizer. There were also front fog lights, a passenger airbag occupant sensing deactivation system, a rear center three-point safety belt, and front seatbelt pre-tensioners.
Traction control, electronic brake force distribution, an emergency interior trunk release, and a tire pressure monitoring system rounded out the 2008 Ford Taurus SEL's safety gear package.
The 2008 Ford Taurus Limited used leather upholstery, 18-inch alloy wheels, all-wheel-drive, a center limited slip differential, a four-way power passenger seat with manually adjustable lumbar support, and a heated eight-way power driver's seat. Taurus Limited also featured dual zone automatic climate controls, and an AM/FM in-dash six-disc CD player with CD MP3 playback capability and an auxiliary input port for portable audio devices. The head unit also supported full iPod integration. The 2008 Ford Taurus Limited was prewired for a cellular phone and also included a Bluetooth wireless data link.
On the safety front, to the SEL's safety kit, the Limited added automatic headlamps.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2009
Stability control was added to the list of standard safety features. An SE model was added to the lineup, incorporating 17-inch wheels, full power accessories, power seats, a leather-wrapped steering wheel, wood-grain (not genuine wood) interior trim, air-conditioning, a CD player with an auxiliary audio input jack, and cruise control.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2010 – Current (2012)
Reborn for the 2010 model year as Ford's halo model, the all-new Taurus was positioned to bridge the gap between family sedans and luxury cars. The rebirth of the SHO model also added the performance aspect to the car's portfolio.
Completely redesigned, the new look—while not quite as revolutionary as the original Taurus—was handsome nonetheless. Further, a full array of cutting-edge technological features at a relatively affordable price made the new Taurus an outstanding value.
A choice of two engines were available, the standard engine was a 3.5 L V6, which produced 263 hp and 249 foot-pounds of torque. This engine was fitted to every Taurus model except the SHO. Its power was routed to either the front wheels, or all four wheels by way of a six-speed automatic transmission.
Taurus SHO was an all-wheel-drive proposition only and got a twin turbocharged version of the 3.5 L V6 good for 365 hp and 350 foot-pounds of torque.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2010
Capable of seating five people, the 2010 Ford Taurus was offered in "SE", "SEL", "Limited", and "SHO" trim levels.
The standard equipment list for Taurus SE included 17-inch alloy wheels, automatic headlights, keyless entry and a SecuriCode entry pad. The model featured full power accessories, cruise control, a six-way power adjustable driver's seat, a 60/40 split-folding rear seat, a tilt-and-telescoping steering wheel incorporating audio controls, and a six-speaker stereo with a CD/MP3 disc player and an auxiliary input jack for portable audio devices.
To all of the above, the SEL added 18-inch wheels, an automatic transmission with paddle shifters, a pair of heated side mirrors, a dual-zone automatic climate control system, an electrochromatic auto-dimming rearview mirror, and satellite radio.
As options for the SEL, Ford's product planners offered 19-inch wheels, rear parking sensors, a power passenger seat, ambient lighting, leather upholstery, and Ford's Microsoft developed Sync system—incorporating Bluetooth streaming and a fully integrated iPod interface with voice control.
All of the above was standard fare on the Taurus Limited, which also got 10-way power front seats, driver memory functions, and an upgraded stereo system with a six-CD/MP3 disc player.
The top of the line Taurus SHO model added the twin turbocharged engine, a sport-tuned suspension system, high intensity discharge xenon headlamps, an auto-dimming electrochromic exterior driver's mirror, a tail spoiler, as well as keyless ignition and entry, which was also optional on SEL and Limited. The SHO also featured an exclusive upgraded leather trim and faux-suede upholstery treatment for its seats.
Options varied according to trim level, but the highlights included a sunroof, remote start, power-adjustable pedals, heated front seats, a set of multicontour massaging seats, and a 12-speaker Sony-branded premium audio system.
Taurus Limited and SHO also offered adaptive cruise control with a collision warning system, a blind-spot warning system, automatic high beams, an electrochromic auto-dimming exterior driver mirror, rain-sensing wipers, cooled front seats, heated rear seats, a rear window power sunshade, and a navigation system.
The optional infotainment system featured an in-dash single-CD/DVD player, incorporating a hard drive with 10GB of digital music storage. The system also employed Sirius Travel Link, featuring real-time traffic, weather and other location-based information.
One could go all out and order a fully equipped Taurus SHO. This rocked 20-inch wheels, a rearview camera, and an SHO Performance package, which included performance brake pads, a recalibrated steering system, a more aggressive final-drive ratio, a stability control defeat option, and performance-oriented summer tires.
The 2010 Ford Taurus safety suite was comprised of standard antilock disc brakes, stability and traction control, front side airbags, and side curtain airbags. Optionally available safety features were a blind spot warning system, a pre-collision warning system, a cross-traffic warning system—which activated when a so-equipped Taurus model was put into reverse, rear parking sensors, and a rearview camera.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: 2011 / 2012
Ford Taurus Used-Car Buyers Guide: 2011
Changes were minimal for 2011; the rearview camera was made standard for Limited and SHO models, Microsoft Sync equipped models got a three-year subscription to a traffic directions and information service included in the base price, and the optional navigation system incorporated HD radio.
Ford Taurus Used-Car Buyers Guide: Current Model (2012)
Exterior styling was updated mildly, other than that, there were no changes to the Taurus for 2012.
Ford Taurus Used-Car Buying Guide
Ford Taurus Used-Car Buying Guide: Summary
For all intents and purposes in continuous production for more than 26 years, the Ford Taurus is Ford's fourth oldest nameplate currently sold in its North American lineup. There has been a more upscale version of the Taurus called the Sable marketed as a Mercury product from 1986 to 2005, and again from 2008 to 2009. At one point the best-selling car in the United States, the Taurus is one of the five top-selling nameplates in Ford's history.
That said, finding a good clean pre-owned Ford Taurus should be a relatively easy task. The models have proven to be quite reliable, are gifted with a generous array of safety equipment, and are very comfortable. Further, recalls of Ford Taurus models have been relatively few. Still however, an Internet search for "Ford Taurus recalls" is a very prudent aspect of the search for a preowned model to purchase.
Similarly, a vehicle history report, run against the VIN of the car you intend to purchase could go a long way toward ensuring you get a pristine example. Finally, as always, a very thorough pre-purchase inspection by a trusted professional independent mechanic should always be performed before making any final purchase decisions.


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With an exceptional reputation for fine dining, Fraser's Restaurant is known for its consistency in providing award winning food, wine and service in a contemporary atmosphere.
Located in the magnificent setting of Kings Park and overlooking the City of Perth and the Swan River, Fraser's promises you a truly unique dining experience.
Fraser's Restaurant and Reception Centre is fully licensed and offers diners a great selection of modern Australian cuisine.
Entrees start at $14.00, Mains from $33.00 and Desserts range from $12.00 - $16.00.
Operating Hours
Open seven days a week
Lunch from 12.00 pm
Dinner from 6.00 pm
*Open every day of the year except Good Friday.
Wheelchair access and toilet facilities are available.
Contact Details
60 Fraser Avenue, Kings Park WA 6005
Phone: (+61 8) 9481 7100
Fax: (+61 8) 9481 7401
Website: www.frasersrestaurant.com.au
Location map: Fraser Avenue precinct