Rogue Talents
Rogue School
|
Chain |
Name |
Prerequisite |
Description |
Cost (mana
|
Upkeep (mana
|
Fatigue (%
|
Ranged |
Cooldown
|
Area of Effect
|
|---|---|---|---|---|---|---|---|---|---|
|
Chain 1 |
Dirty
|
Dexterity 10 |
The rogue incapacitates a target, who takes no damage from the attack but is stunned for a short time. |
25 |
0 |
0 |
No |
25 |
0 |
|
Combat Movement |
Dexterity 14, Level 4 |
The quick-stepping rogue can more easily outmaneuver opponents, granting a wider flanking angle that makes backstabs easier to achieve. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Coup de Grace |
Dexterity 18, Level 8 |
When a target is incapacitated, the opportunistic rogue strikes where it hurts the most, inflicting automatic backstabs against stunned or paralyzed targets. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Feign Death |
Dexterity 22, Level 12 |
The rogue collapses at enemies' feet, making them lose interest and seek other targets until the rogue gives up the ruse. |
0 |
40 |
5 |
No |
300 |
0 |
|
|
Chain 2 |
Below the Belt |
Dexterity 10 |
The rogue delivers a swift and unsportsmanlike kick to the target, dealing normal combat damage as well as imposing penalties to defense and movement speed unless the target passes a physical resistance check. |
25 |
0 |
0 |
No |
15 |
0 |
|
Deadly Strike |
Dexterity 14, Level 4 |
The rogue makes a swift strike at a vulnerable area on the target, dealing normal damage but gaining a bonus to armor penetration. |
25 |
0 |
0 |
No |
15 |
0 |
|
|
Lethality |
Dexterity 23, Level 8 |
The rogue has a keen eye for weak spots and thus gains a bonus to critical chance for all attacks. Additionally, if the rogue's cunning score is greater than strength, sharpness of mind lets the character use the cunning modifier to affect attack damage in place of the strength modifier. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Evasion |
Dexterity 35, Level 12 |
The rogue gains an almost preternatural ability to sense and avoid danger. This talent grants a one-in-five chance of evading physical attacks, including being stunned or knocked down. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Chain 3 |
Deft Hands |
Cunning 10 |
All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills. |
0 |
0 |
0 |
No |
0 |
0 |
|
Improved Tools |
Cunning 14, Level 4 |
The rogue has taken to carrying a full set of implements designed to defeat trickier locks and spring traps without harm. These tools add a further bonus when lockpicking or disarming traps, which the character's cunning score also affects. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Mechanical Expertise |
Cunning 18, Level 8 |
Through practice and research, the rogue has come to possess an encyclopedic knowledge of devices designed to prevent entry. Knowing the right technique for the job lends the rogue yet another bonus when dealing with locks or traps. The character's cunning score also contributes to these skills. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Device Mastery |
Cunning 22, Level 12 |
Practice makes perfect, and only the most intricate locks or elaborate traps give the rogue pause at this level of mastery. A further bonus applies when lockpicking or disarming traps. The character's cunning score also contributes to these skills. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Chain 4 |
Stealth |
Cunning 10 |
The rogue has learned to fade from view, although perceptive enemies may not be fooled. Taking any action beyond movement, including engaging in combat or using items, will still attract attention. If the rogue initiates combat while still stealthed, the first strike is an automatic critical hit or backstab. |
0 |
0 |
5 |
No |
10 |
0 |
|
Stealthy Item Use |
Cunning 14, Level 4 |
The rogue has learned how to use items while sneaking. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Combat Stealth |
Cunning 18, Level 8 |
The rogue is stealthy enough to try sneaking during combat, although at a significant penalty. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Master Stealth |
Cunning 22, Level 12 |
The rogue has mastered the art of stealth, gaining significant bonuses on all stealth checks. |
0 |
0 |
0 |
No |
0 |
0 |
Dual Weapon School
|
Chain |
Name |
Prerequisite |
Description |
Cost (mana
|
Upkeep (mana
|
Fatigue (%
|
Ranged |
Cooldown
|
Area of Effect
|
|---|---|---|---|---|---|---|---|---|---|
|
Chain 1 |
Dual
|
Dexterity 12 |
When in this mode, the character strikes with both weapons simultaneously. Attacks cause more damage, but the character cannot inflict regular critical hits or backstabs. |
0 |
50 |
5 |
No |
10 |
0 |
|
Riposte |
Dexterity 16 |
The character strikes at a target once, dealing normal damage, as well as stunning the opponent unless it passes a physical resistance check. The character then strikes with the other weapon, generating a critical hit if the target was stunned. |
40 |
0 |
0 |
No |
20 |
0 |
|
|
Cripple |
Dexterity 22 |
The character strikes low at a target, gaining a momentary attack bonus and hitting critically if the attack connects, while crippling the target with penalties to movement speed, attack, and defense unless it passes a physical resistance check. |
35 |
0 |
0 |
No |
30 |
0 |
|
|
Punisher |
Dexterity 28 |
The character makes three blows against a target, dealing normal damage for the first two strikes and generating a critical hit for the final blow, if it connects. The target may also suffer penalties to attack and defense, or be knocked to the ground. |
50 |
0 |
0 |
No |
40 |
0 |
|
|
Chain 2 |
Dual-
|
Dexterity 12 |
The character sweeps both weapons in a broad forward arc, striking nearby enemies with one or both weapons and inflicting significantly more damage than normal. |
20 |
0 |
0 |
No |
15 |
2 |
|
Flurry |
Dexterity 18 |
The character lashes out with a flurry of three blows, dealing normal combat damage with each hit. |
40 |
0 |
0 |
No |
20 |
0 |
|
|
Momentum |
Dexterity 24 |
The character has learned to carry one attack through to the next, increasing attack speed substantially. This mode consumes stamina quickly, however. |
0 |
60 |
5 |
No |
30 |
0 |
|
|
Whirlwind |
Dexterity 30 |
The character flies into a whirling dance of death, striking out at surrounding enemies with both weapons. Each hit deals normal combat damage. |
40 |
0 |
0 |
No |
40 |
2 |
|
|
Chain 3 |
Dual-Weapon Training |
Dexterity 12 |
The character has become more proficient fighting with two weapons, and now deals closer to normal damage bonus with the off-hand weapon. |
0 |
0 |
0 |
No |
0 |
0 |
|
Dual-
|
Dexterity 16 |
The character is extremely skilled at wielding a weapon in each hand, gaining bonuses to attack and defense. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Dual-
|
Dexterity 26, Level 9 |
The character has significant experience with two-weapon fighting, gaining a bonus to critical chance, as well as a possibility with each hit to inflict bleeding lacerations that continue to damage a target for a time. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Dual-
|
Dexterity 36, Level 12 |
Only a chosen few truly master the complicated art of fighting with two weapons. The character is now among that elite company, able to wield full-sized weapons in both hands. Stamina costs for all dual-weapon talents are also reduced. |
0 |
0 |
0 |
No |
0 |
0 |
Archery School
|
Chain |
Name |
Prerequisite |
Description |
Cost (mana
|
Upkeep (mana
|
Fatigue (%
|
Ranged |
Cooldown
|
Area of Effect
|
|---|---|---|---|---|---|---|---|---|---|
|
Chain 1 |
Melee Archer |
Dexterity 12 |
Experience fighting in tight quarters has taught the archer to fire without interruption, even when being attacked. |
0 |
0 |
0 |
No |
0 |
0 |
|
Aim |
Dexterity 16 |
The archer carefully places each shot for maximum effect while in this mode. This decreases rate of fire but grants bonuses to attack, damage, armor penetration, and critical chance. Master Archer further increases these bonuses. |
0 |
35 |
5 |
No |
10 |
0 |
|
|
Defensive Fire |
Dexterity 22 |
While active, the archer changes stance, receiving a bonus to defense but slowing the rate of fire. With the Master Archer talent, the defense bonus increases. |
0 |
40 |
5 |
No |
15 |
0 |
|
|
Master Archer |
Dexterity 28 |
Deadly with both bows and crossbows, master archers receive additional benefits when using Aim, Defensive Fire, Crippling Shot, Critical Shot, Arrow of Slaying, Rapid Shot, and Shattering Shot. This talent also eliminates the penalty to attack speed when wearing heavy armor, although massive armor still carries the penalty. |
0 |
0 |
0 |
No |
0 |
0 |
|
|
Chain 2 |
Pinning Shot |
Dexterity 12 |
A shot to the target's legs disables the foe, pinning the target in place unless it passes a physical resistance check, and slowing movement speed otherwise. |
20 |
0 |
0 |
Yes |
15 |
0 |
|
Crippling Shot |
Dexterity 16 |
A carefully aimed shot hampers the target's ability to fight by reducing attack and defense if it hits, although the shot inflicts only normal damage. The Master Archer talent adds an attack bonus while firing the Crippling Shot. |
25 |
0 |
0 |
Yes |
10 |
0 |
|
|
Critical Shot |
Dexterity 21 |
Finding a chink in the target's defenses, the archer fires an arrow that, if aimed correctly, automatically scores a critical hit and gains a bonus to armor penetration. The Master Archer talent increases the armor penetration bonus. |
40 |
0 |
0 |
Yes |
10 |
0 |
|
|
Arrow of Slaying |
Dexterity 30 |
The archer generates an automatic critical hit if this shot finds its target, although high-level targets may be able to ignore the effect. The archer suffers reduced stamina regeneration for a time. Master Archer adds an extra attack bonus. |
80 |
0 |
0 |
Yes |
60 |
0 |
|
|
Chain 3 |
Rapid Shot |
Dexterity 12 |
Speed wins out over power while this mode is active, as the archer fires more rapidly but without any chance of inflicting regular critical hits. Master Archer increases the rate of fire further still. |
0 |
35 |
5 |
No |
30 |
0 |
|
Shattering Shot |
Dexterity 16 |
The archer fires a shot designed to open up a weak spot in the target's armor. The shot deals normal damage if it hits and imposes an armor penalty on the target. Master Archer increases the target's armor penalty. |
25 |
0 |
0 |
Yes |
15 |
0 |
|
|
Suppressing Fire |
Dexterity 24 |
When this mode is active, the archer's shots hamper foes. Each arrow deals regular damage and also encumbers the target with a temporary penalty to attack. This penalty can be applied multiple times. |
0 |
60 |
5 |
No |
10 |
0 |
|
|
Scattershot |
Dexterity 27 |
The archer fires a single arrow that automatically hits, stunning the target and dealing normal damage. The arrow then shatters, hitting all nearby enemies with the same effect. |
50 |
0 |
0 |
Yes |
40 |
0 |
Power of Blood School
|
Chain |
Name |
Prerequisite |
Description |
Cost (mana
|
Upkeep (mana
|
Fatigue (%
|
Ranged |
Cooldown
|
Area of Effect
|
|---|---|---|---|---|---|---|---|---|---|
|
Chain 1 |
Dark
|
None |
Tapping the power of tainted blood makes the rogue more nimble, able to move more quickly while using Stealth and more likely to dodge a physical attack. |
0 |
0 |
0 |
No |
0 |
0 |
|
The Tainted Blade |
None |
The rogue's blood gushes forth, coating the edges of weapons with a deadly taint. The character gains a bonus to damage determined by the cunning attribute, but suffers continuously depleting health in return. |
40 |
40 |
5 |
No |
5 |
0 |