The following is a list of rogue abilities in Pillars of Eternity II: Deadfire.
Ability tree[]
Active abilities[]
Level | Ability | Activation | Cost | Effects | Description | |||
---|---|---|---|---|---|---|---|---|
1st Level Rogue Abilities | ||||||||
1 (I) | ![]() |
Arkemyr's Dazzling Lights (Trickster) |
Active | 1 Guile |
AoE: |
Overwhelms anyone in the area of effect with a brilliant and bewildering pyrotechnic display, decreasing their Will and leaving them Dazed. | ||
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Crippling Strike | Active | 1 Guile |
Target: |
The rogue attacks their enemy's ability to move around effectively, Hobbling any enemy successfully hit. | |||
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Escape | Active | 1 Guile |
Self:
|
Allows the rogue to break Engagement and expertly avoid attacks, diving out of range to a specific location. | |||
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Roguish Charm (Debonaire) |
Active | 1 Guile |
Foe Target:
|
Convince a Kith target to turn on their allies and join your side. If the rogue is of a higher level the target will gain Body Inspirations when Charmed, higher level results in more powerful Inspirations. | |||
2nd Level Rogue Abilities | ||||||||
2 (II) | ![]() |
Blinding Strike | Active | 2 Guile |
Target: |
A dirty attack that makes the opponent unable to see, Blinding the target. | ||
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Mirrored Image (Trickster) |
Active | 1 Guile |
Self:
|
Creates duplicates of the caster to distract enemies, granting a high Deflection bonus which is reduced with each hit taken. | |||
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Smoke Veil | Active | 2 Guile |
Self:
|
The rogue creates a small cloud of smoke that hides their presence for a short time. | |||
3rd Level Rogue Abilities | ||||||||
3 (III) | ![]() |
Arterial Strike | Active | 1 Guile |
Target:
|
The rogue attacks their enemy's ability to move around effectively, Hobbling any enemy successfully hit.
(Arterial Strike) - Affected enemies will now also bleed when moving, taking raw damage with each step. | ||
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Confounding Blind | Active | 2 Guile |
Target: |
A dirty attack that makes the opponent unable to see, Blinding the target.
(Confounding Blind) - While Blinded, all attacks on the target add a stacking penalty to Deflection. | |||
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Debilitating Strike | Active | 1 Guile |
Target:
|
The rogue attacks their enemy's ability to move around effectively, Hobbling any enemy successfully hit.
(Debilitating Strike) - Successful hits now also Distract the target. | |||
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Finishing Blow | Active | 2 Guile |
Target:
|
The rogue looks to finish off an injured opponent with a precise, deadly strike that increases in damage the more Health the target is missing. | |||
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Gouging Strike | Active | 2 Guile |
Target:
|
A dirty attack that makes the opponent unable to see, Blinding the target.
(Gouging Strike) - Gouge enemies causing raw damage over time until combat ends. | |||
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Ryngrim's Repulsive Visage (Trickster) |
Active | 1 Guile |
Foe AoE: |
The caster's face becomes a nightmarish mask of rotting, insect-infested flesh or other images of unspeakable horror, compelling all nearby foes to become Terrified and Sickened. | |||
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Strike the Bell | Active | 2 Guile |
Target:
|
The rogue strikes their target violently in the head, interrupting them. The bonus effects of this attack vary based on the type of weapon used.
Ranged: Bonus Penetration | |||
4th Level Rogue Abilities | ||||||||
4 (IV) | ![]() |
Llengrath's Displaced Image (Trickster) |
Active | 2 Guile |
Self:
|
Causes the caster to appear visually displaced, increasing their Deflection and Reflex for the duration. Additionally, many Deflection and Reflex attacks that score Hits will be converted to Grazes. | ||
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Shadow Step | Active | 3 Guile |
Attack Targets:
|
The rogue breaks Engagement and expertly avoids the next attack, diving out of range to a specific location. Afterwards, the rogue's next primary weapon attack will Paralyze their target. | |||
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Shadowing Beyond | Active | 3 Guile |
Self:
|
The rogue travels through the Beyond, appearing at a specific location and expertly avoiding the next attack. Afterwards the rogue is temporarily invisible. | |||
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Withering Strike | Active | 3 Guile |
Target: |
The rogue aims for a vital area, Weakening the target. | |||
5th Level Rogue Abilities | ||||||||
5 (V) | ![]() |
Break the Bell | Active | 2 Guile |
Target:
|
The rogue strikes their target violently in the head, interrupting them. The bonus effects of this attack vary based on the type of weapon used.
Ranged: Bonus Penetration (Break the Bell) - Two-Handed Staggered effect upgraded to Dazed. | ||
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Confusion (Trickster) |
Active | 2 Guile |
Foe AoE: |
Infects the minds of enemies in the area of effect with delirium, Confusing them. | |||
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Devastating Blow | Active | 2 Guile |
Target:
|
The rogue looks to finish off an injured opponent with a precise, deadly strike that increases in damage the more Health the target is missing.
(Devastating Blow) - Broadens the rogue's knowledge of critical anatomy, granting more bonus damage. | |||
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Eliminating Blow | Active | 2 Guile |
Target:
Self:
|
The rogue looks to finish off an injured opponent with a precise, deadly strike that increases in damage the more Health the target is missing.
(Eliminating Blow) - Enemies near the target are Shaken from the attack. | |||
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Pierce the Bell | Active | 2 Guile |
Target:
|
The rogue strikes their target violently in the head, interrupting them. The bonus effects of this attack vary based on the type of weapon used.
Ranged: Bonus Penetration (Pierce the Bell) - Ranged weapons also gain bonus damage. | |||
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Ring the Bell | Active | 2 Guile |
Target:
|
The rogue strikes their target violently in the head, interrupting them. The bonus effects of this attack vary based on the type of weapon used.
Ranged: Bonus Penetration (Ring the Bell) - One-Handed damage over time effect now lasts longer. | |||
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Smoke Cloud | Active | 2 Guile |
AoE:
|
The rogue creates a small cloud of smoke that leaves all those inside, except the rogue, Distracted temporarily. | |||
6th Level Rogue Abilities | ||||||||
6 (VI) | ![]() |
Arkemyr's Wondrous Torment (Trickster) |
Active | 2 Guile |
Foe Target:
|
Drains the target's Resolve, Intellect, and Perception, and creates two lesser versions of the effect that jump to nearby enemies when the first effect ends. | ||
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Perishing Strike | Active | 3 Guile |
Target: |
The rogue aims for a vital area, Weakening the target.
(Perishing Strike) - When the Weakened effect ends, the target receives the Enfeebled Affliction. | |||
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Sap | Active | 1 Guile |
Target: |
The rogue performs a Primary Attack that leaves the target Confused and Hobbled. | |||
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Toxic Strike | Active | 3 Guile |
Target:
|
The rogue aims for a vital area, Weakening the target.
(Toxic Strike) - Also causes a Corrode damage over time effect that builds in potency the longer it remains active. | |||
7th Level Rogue Abilities | ||||||||
7 (VII) | ![]() |
Coordinated Positioning | Active | 1 Guile |
Self: |
In one quick move, the rogue instantly switches positions with one nearby target, canceling any Engagements. Automatic when targeting an ally, otherwise the rogue must succeed an attack roll. | ||
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Gaze of the Adragan (Trickster) |
Active | 2 Guile |
Foe AoE: |
Gives the caster the mystifying gaze of the adra creature that provides the spell's namesake, Petrifying enemies within the area of effect. | |||
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Pernicious Cloud | Active | 2 Guile |
AoE:
|
The rogue creates a small cloud of smoke that leaves all those inside, except the rogue, Distracted temporarily.
(Pernicious Cloud) - Increases the size and duration of the cloud, and adds a Corrosive damage over time effect. | |||
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Smoke Grenade | Active | 2 Guile |
AoE:
|
The rogue creates a small cloud of smoke that leaves all those inside, except the rogue, Distracted temporarily.
(Smoke Grenade) - The rogue can now throw the bomb to a targeted area and the bomb now also applies Sickened. | |||
8th Level Rogue Abilities | ||||||||
8 (VIII) | ![]() |
Enduring Shadows | Active | 3 Guile |
Self:
|
The rogue travels through the Beyond, appearing at a specific location and expertly avoiding the next attack. Afterwards the rogue is temporarily invisible.
(Enduring Shadows) - The invisibility lasts much longer and grants the Swift Inspiration. | ||
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Flurry of Blades | Active | 3 Guile |
Attack Targets:
|
The rogue breaks Engagement and expertly avoids the next attack, diving out of range to a specific location. Afterwards, the rogue's next primary weapon attack will Paralyze their target.
(Flurry of Blades) - Before teleporting, the rogue throws daggers at nearby enemies, dealing Pierce damage and Hobbling them. | |||
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Gambit | Active | 4 Guile |
Target:
|
The rogue takes a calculated risk to strike their foe with a powerful blow from each weapon. For each point of Guile remaining this attack gains additional Critical Hit damage and chance to Critically Hit. Gambit's cost is high, but if it successfully crits the rogue regains some of their Guile. | |||
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Kalakoth's Freezing Rake (Trickster) |
Active | 3 Guile |
Target: |
A ghostly, skeletal hand rakes across the area, doing Freeze damage to all those within, leaving them Weakened and Hobbled. | |||
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Perplexing Sap | Active | 1 Guile |
Target: Attack Targets (when scoring a hit with an attack): |
The rogue performs a Primary Attack that leaves the target Confused and Hobbled.
(Perplexing Sap) - Enemies that the target strikes in confusion can now also become confused. | |||
9th Level Rogue Abilities | ||||||||
9 (IX) | ![]() |
Vanishing Strike | Active | 3 Guile |
Target:
|
Strike an enemy and then immediately vanish into the shadows, granting invisibility for a brief time. | ||
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Wall of Many Colors (Trickster) |
Active | 3 Guile |
Hazard AoE:
|
Summons a scintillating wall of varied colors that inflicts varied damage and afflictions on all those passing through it. |
Passive abilities[]
Level | Ability | Activation | Cost | Effects | Description | |||
---|---|---|---|---|---|---|---|---|
Core Rogue Passives | ||||||||
Core | ![]() |
Assassin (Assassin) |
Passive |
Self:
|
Assassins train to strike opponents who are completely unaware of their presence, often killing a hapless victim in a single blow. However, assassins are even more fragile than other rogues, making them vulnerable in toe-to-toe fights. | |||
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Assassinate (Assassin) |
Passive |
Self:
|
While under the cover of invisibility or natural stealth, assassins receive several offensive bonuses. | ||||
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Cowardice (Debonaire) |
Passive |
Self: |
Receive a penalty to Accuracy and Defenses if there are no allies nearby. | ||||
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Debonaire (Debonaire) |
Passive |
Self: |
As charming as they are devious, these rogues use cleverness and diplomacy to achieve their goals. Often acting only in self-interest, they have been known to contract high-society thefts, unveil scandals, or even perform the occasional white-glove assassination.
Bonus Gain Roguish Charm ability. Gain Hit to Graze against attacks when not affected by any afflictions. Penalty Gain Cowardice ability. | ||||
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Sneak Attack | Passive |
Self:
|
Uses the rogue's ability to approach unseen, adding additional bonus damage to their weapon attacks when the target is Flanked or affected by any Affliction. | ||||
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Sneak Attack (Trickster) |
Passive |
Self:
|
Uses the rogue's ability to approach unseen, adding additional bonus damage to their weapon attacks when the target is Flanked or affected by any Affliction.
(Trickster) - Sneak Attack now deals reduced damage. | ||||
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Streetfighter - (Heating Up) (Streetfighter) |
Passive |
Self:
|
Sneak Attack damage increases and Recovery decreases when the street fighter is either Flanked or Bloodied. | ||||
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Streetfighter - (Looking for a Fight) (Streetfighter) |
Passive |
Self:
|
Recovery is slower when the street fighter is neither Flanked nor Bloodied. | ||||
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Streetfighter - (On The Edge) (Streetfighter) |
Passive |
Self:
|
Weapon Crit damage and Sneak Attack damage increase and Recovery is faster when the street fighter is both Flanked and Bloodied. | ||||
1st Level Rogue Passives | ||||||||
1 (I) | ![]() |
Arms Bearer | Passive |
Self:
|
Gain an additional Weapon Set. | |||
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Backstab | Passive |
Self:
|
Dramatically increases damage done from Stealth or Invisibility. The rogue may use melee or ranged weapons but must be within 2m of the target. | ||||
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Defensive Roll | Passive |
Self (when critically hit):
|
When Critically Hit the rogue briefly becomes immune to Engagement. | ||||
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Fast Runner | Passive |
Self:
|
The character becomes more fleet and nimble, increasing Stride and granting a defensive bonus against Disengagement Attacks. | ||||
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Monastic Unarmed Training | Passive |
Self:
|
Gain scaling effectiveness in Unarmed attacks. Though, not as effective as a Monk's unarmed strikes, benefit from Increased Accuracy, Damage, and Penetration as you gain levels. | ||||
2nd Level Rogue Passives | ||||||||
2 (II) | ![]() |
Dirty Fighting | Passive |
Self: |
The rogue employs a variety of underhanded tactics, turning some of their Hits into Critical Hits. | |||
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One-Handed Style | Passive |
Self: |
While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits. | ||||
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Two Weapon Style | Passive |
Self:
|
Specialized training increases the character's Action Speed while using a weapon in each hand. | ||||
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Two-Handed Style | Passive |
Self:
|
Grants a Damage bonus while wielding a two-handed weapon. | ||||
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Weapon and Shield Style | Passive |
Self:
|
Equipped shields' Deflection bonuses are increased and grant an equal bonus to the character's Reflex. | ||||
3rd Level Rogue Passives | ||||||||
3 (III) | ![]() |
Bear's Fortitude | Passive |
Self:
|
Increases the character's Fortitude defense. | |||
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Bull's Will | Passive |
Self:
|
Increases the character's Will defense. | ||||
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Combat Focus | Passive |
Self: |
Gain Concentration at the start of each combat. | ||||
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Deep Pockets | Passive |
Self:
|
Extensive experience with the concealment of various goods and weapons has taught the rogue how to best manage the placement of items. The rogue gains two additional Quick Item slots. | ||||
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Riposte | Passive |
Attackers (on incoming Misses that target Deflection):
|
The rogue looks for openings to counterattack in combat. Incoming melee attacks that target Deflection and Miss have a chance of allowing an instant Full Attack Riposte. (Requires a melee weapon) | ||||
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Snake's Reflexes | Passive |
Self:
|
Increases the character's Reflex defense. | ||||
4th Level Rogue Passives | ||||||||
4 (IV) | ![]() |
Adept Evasion | Passive |
Self: |
The rogue becomes especially skillful at dodging attacks, converting nearly all Reflex targeting Grazes to Misses. | |||
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Persistent Distraction | Passive |
Attackers: Self:
|
The rogue's Engagement limit increases and enemies engaged by the rogue are Distracted. | ||||
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Tumbling | Passive |
Self:
|
Gain additional defense against Disengagement attacks. | ||||
5th Level Rogue Passives | ||||||||
5 (V) | ![]() |
Deep Wounds | Passive |
Self:
|
Expertise in the art of pain leads all Slash, Pierce, and Crush damage caused by the rogue's weapons to also do Raw Damage over time. | |||
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Tough | Passive |
Self:
|
Increases the base maximum health that you gain with each level. | ||||
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Uncanny Luck | Passive |
Self: |
Gain a small chance to completely avoid any attack and to convert some Hits to Critical Hits. | ||||
6th Level Rogue Passives | ||||||||
6 (VI) | ![]() |
Improved Critical | Passive |
Self:
|
Increases the amount of damage dealt by Critical Hits. | |||
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Slippery Mind | Passive |
Self:
|
While Bloodied or Near Death, the rogue gains immunity against Mind Afflictions (Perception, Intellect, and Resolve). | ||||
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Spell Resistance | Passive |
Self:
|
Grants a chance to completely resist the effects of a hostile spell. | ||||
7th Level Rogue Passives | ||||||||
7 (VII) | ![]() |
Accurate Empower | Passive |
Self:
|
Empowered attacks gain increased Accuracy. | |||
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Deathblows | Passive |
Self:
|
Allows the rogue to take better advantage of an enemy's weaknesses, dealing significantly more damage when the target is afflicted by two or more conditions that allow a Sneak Attack. | ||||
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Lasting Empower | Passive |
Self:
|
Empowered attacks gain increased duration on Affliction and Inspiration effects. | ||||
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Penetrating Empower | Passive |
Self:
|
Empowered attacks gain increased Penetration. | ||||
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Potent Empower | Passive |
Self:
|
Empowered attacks gain increased Damage. | ||||
8th Level Rogue Passives | ||||||||
8 (VIII) | ![]() |
Great Soul | Passive |
Self:
|
Increases the maximum number of times Empower can be used before resting. | |||
9th Level Rogue Passives | ||||||||
9 (IX) | ![]() |
Murderous Intent | Passive |
Self: |
Empowered attacks against Bloodied or Near Death enemies are guaranteed to crit (if they hit) and receive a significant Crit Damage bonus. | |||
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Prestige | Passive |
Self:
|
Increases your Power Level, increasing the effectiveness of all abilities. | ||||
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Wall of Flashing Steel | Passive |
Self on Critical Hit (when scoring a critical hit):
|
When the rogue scores a Critical Hit, they gain bonus Deflection for a short time. |