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Rogue Talents

Hollowness January 16, 2010 User blog:Hollowness

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Dirty Fighting Tree

Talent-DirtyFighting icon
Dirty Fighting
  • Activated
  • Range: Personal
  • Activation: 25
  • Cooldown: 25s
  • Requires: 10 Dexterity
The rogue incapacitates a target, who takes no damage from the attack but is stunned for a short time.
Talent-CombatMovement icon
Combat Movement
  • Passive
  • Requires: Level 4
  • Requires: 14 Dexterity
The quick-stepping rogue can more easily outmaneuver opponents, granting a wider flanking angle that makes backstabs easier to achieve.
Talent-CoupDeGrace icon
Coup De Grace
  • Passive
  • Requires: Level 8
  • Requires: 18 Dexterity
When a target is incapacitated, the opportunistic rogue strikes where it hurts the most, inflicting automatic backstabs against stunned or paralyzed targets.
Talent-FeignDeath icon
FeignDeath
  • Sustained
  • Range: Personal
  • Upkeep: 40
  • Fatigue: 5%
  • Cooldown: 300s
  • Requires: Level 12
  • Requires: 22 Dexterity
The rogue collapses at the enemies' feet, causing them to lose interest and seek other targets until the rogue gives up the ruse.

Below the Belt Tree

Talent-BelowTheBelt icon
Below the Belt
  • Activated
  • Range: Personal
  • Activation: 25
  • Cooldown: 15s
  • Requires: 10 Dexterity
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.
Talent-DeadlyStrike icon
DeadlyStrike
  • Activated
  • Range: Personal
  • Activation: 25
  • Cooldown: 15s
  • Requires: Level 4
  • Requires: 14 Dexterity
The rogue makes a swift strike at a vulnerable area on the target, dealing normal damage but gaining a bonus to armor penetration.
Talent-Lethality icon
Lethality
  • Passive
  • Requires: Level 8
  • Requires: 23 Dexterity
  • Bonus: +10% Critical (Melee only!)
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.
Note: CUN calculation works for both melee and ranged
Talent-Evasion icon
Evasion
  • Passive
  • Requires: Level 12
  • Requires: 35 Dexterity
  • Bonus: 20% Dodge/Parry, 20% resist Stun/Knockdown
The rogue gains an almost preternatural ability to sense and avoid danger. This talent grants a one-in-five chance of evading a physical attack, including being stunned or knocked down.

Deft Hands Tree

Talent-ImprovedLockpicking icon
Deft Hands
  • Passive
  • Requires: 10 Cunning
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.
Note: Since lock picking and trap disarming are based on a Rogue's cunning skill, taking this talent will give you +10 to your cunning score as it applies to lock picking and trap disarming, but not to anything else.
Talent-ImprovedDisarmTrap icon
Improved Tools
  • Upgrade
  • Requires: Level 4
  • Requires: 14 Cunning
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.
Note: Since lock picking and trap disarming are based on a Rogue's cunning skill, taking this talent will give you +20 to your cunning score as it applies to lock picking and trap disarming, but not to anything else. (Does not stack with previous levels taken in this tree.)
Talent-MasterLockpicking icon
Mechanical Expertise
  • Upgrade
  • Requires: Level 8
  • Requires: 18 Cunning
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.
Note: Since lock picking and trap disarming are based on a Rogue's cunning skill, taking this talent will give you +30 to your cunning score as it applies to lock picking and trap disarming, but not to anything else. (Does not stack with previous levels taken in this tree.)
Talent-MasterDisarmTrap icon
Device Mastery
  • Upgrade
  • Requires: Level 12
  • Requires: 22 Cunning
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.
Note: Since lock picking and trap disarming are based on a Rogue's cunning skill, taking this talent will give you +40 to your cunning score as it applies to lock picking and trap disarming, but not to anything else. (Does not stack with previous levels taken in this tree.)

Stealth Tree

Talent-Stealth icon
Stealth
  • Sustained
  • Range: Personal
  • Fatigue: 5%
  • Cooldown: 10s
  • Requires: 10 Cunning
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.
Talent-StealthyItemUse icon
Stealthy Item Use
  • Upgrade
  • Requires: Level 4
  • Requires: 14 Cunning
The rogue has learned how to use items while sneaking.
Talent-CombatStealth icon
Combat Stealth
  • Upgrade
  • Requires: Level 8
  • Requires: 18 Cunning
The rogue is stealthy enough to try sneaking during combat, although at a significant penalty.
Talent-MasterStealth icon
Master Stealth
  • Upgrade
  • Requires: Level 12

Requires: 22 Cunning

The rogue has mastered the art of stealth, gaining significant bonuses on all stealth checks.

Power of Blood School

Note: This talent tree is only available through the Warden's Keep Downloadable Content.
Dark Passage
  • Passive
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.
The Tainted Blade
  • Cost: 40
  • Upkeep: 40
  • Fatigue: 5
  • Cooldown (sec): 5
  • Area of Effect (ft): 0
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. Bug: with tainted blade active bleeding damage from dual-weapon expert will be applied to the player instead of or in addition to the target.

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