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Dragon Age: Origins eGuide Essentials The Classes

The Rogue: Talent Tables

Rogue Talents

Rogue School

Chain

Name

Prerequisite

Description

Cost (mana
/stamina)

Upkeep (mana
/stamina)

Fatigue (%
mana/stamina)

Ranged

Cooldown
(sec.)

Area of Effect
Radius (ft.)

Chain 1

Dirty
Fighting

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
/stamina)

Upkeep (mana
/stamina)

Fatigue (%
mana/stamina)

Ranged

Cooldown
(sec.)

Area of Effect
Radius (ft.)

Chain 1

Dual
Striking

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-
Weapon Sweep

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-
Weapon Finesse

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-
Weapon Expert

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-
Weapon Mastery

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
/stamina)

Upkeep (mana
/stamina)

Fatigue (%
mana/stamina)

Ranged

Cooldown
(sec.)

Area of Effect
Radius (ft.)

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
/stamina)

Upkeep (mana
/stamina)

Fatigue (%
mana/stamina)

Ranged

Cooldown
(sec.)

Area of Effect
Radius (ft.)

Chain 1

Dark
Passage

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