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The following is a list of rogue abilities in Pillars of Eternity II: Deadfire.

Ability tree[]

 
 
Active AbilitiesPassive Abilities
Power level 1 is unlocked at level 1 / 1
 
Escape
Cost: 1 Guile

Allows the rogue to break Engagement and expertly avoid attacks, diving out of range to a specific location.
 
 
 
Crippling Strike
Cost: 1 Guile

The rogue attacks their enemy's ability to move around effectively, Hobbling any enemy successfully hit.
 
 
 
Backstab
Dramatically increases damage done from Stealth or Invisibility. The rogue may use melee or ranged weapons but must be within 2m of the target.
 
Defensive Roll
When Critically Hit the rogue briefly becomes immune to Engagement.
 
Fast Runner
The character becomes more fleet and nimble, increasing Stride and granting a defensive bonus against Disengagement Attacks.
 
Arms Bearer
Gain an additional Weapon Set.
 
Monastic Unarmed Training
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 2 is unlocked at level 3 / 4
 
 
 
 
 
 
 
 
 
 
 
Smoke Veil
Cost: 2 Guile

The rogue creates a small cloud of smoke that hides their presence for a short time.
 
 
 
Blinding Strike
Cost: 2 Guile

A dirty attack that makes the opponent unable to see, Blinding the target.
 
 
 
Two Weapon Style
Specialized training increases the character's Action Speed while using a weapon in each hand.
 
Weapon and Shield Style
Equipped shields' Deflection bonuses are increased and grant an equal bonus to the character's Reflex.
 
Dirty Fighting
The rogue employs a variety of underhanded tactics, turning some of their Hits into Critical Hits.
 
One-Handed Style
While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits.
 
Two-Handed Style
Grants a Damage bonus while wielding a two-handed weapon.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 3 is unlocked at level 5 / 7
 
 
 
 
 
 
Arterial Strike
Upgraded from Crippling Strike
Cost: 1 Guile

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.
 
Debilitating Strike
Upgraded from Crippling Strike
Cost: 1 Guile

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.
 
 
 
 
 
 
Gouging Strike
Upgraded from Blinding Strike
Cost: 2 Guile

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.
 
Confounding Blind
Upgraded from Blinding Strike
Cost: 2 Guile

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.
 
Finishing Blow
Cost: 2 Guile

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.
 
 
 
 
 
Strike the Bell
Cost: 2 Guile

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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time
 
 
 
Bear's Fortitude
Increases the character's Fortitude defense.
 
Snake's Reflexes
Increases the character's Reflex defense.
 
Riposte
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)
 
Bull's Will
Increases the character's Will defense.
 
Deep Pockets
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.
 
Combat Focus
Gain Concentration at the start of each combat.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 4 is unlocked at level 7 / 10
 
Shadowing Beyond
Upgraded from Escape
Cost: 3 Guile

The rogue travels through the Beyond, appearing at a specific location and expertly avoiding the next attack. Afterwards the rogue is temporarily invisible.
 
Shadow Step
Upgraded from Escape
Cost: 3 Guile

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.
 
Withering Strike
Cost: 3 Guile

The rogue aims for a vital area, Weakening the target.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Persistent Distraction
The rogue's Engagement limit increases and enemies engaged by the rogue are Distracted.
 
Adept Evasion
The rogue becomes especially skillful at dodging attacks, converting nearly all Reflex targeting Grazes to Misses.
 
Tumbling
Gain additional defense against Disengagement attacks.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 5 is unlocked at level 9 / 13
 
 
 
 
 
 
 
 
 
 
 
 
Smoke Cloud
Upgraded from Smoke Veil
Cost: 2 Guile

The rogue creates a small cloud of smoke that leaves all those inside, except the rogue, Distracted temporarily.
 
 
 
 
 
 
 
Devastating Blow
Upgraded from Finishing Blow
Cost: 2 Guile

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.
 
Eliminating Blow
Upgraded from Finishing Blow
Cost: 2 Guile

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.
 
Break the Bell
Upgraded from Strike the Bell
Cost: 2 Guile

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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time

(Break the Bell) - Two-Handed Staggered effect upgraded to Dazed.
 
Ring the Bell
Upgraded from Strike the Bell
Cost: 2 Guile

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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time

(Ring the Bell) - One-Handed damage over time effect now lasts longer.
 
Pierce the Bell
Upgraded from Strike the Bell
Cost: 2 Guile

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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time

(Pierce the Bell) - Ranged weapons also gain bonus damage.
 
 
 
 
Tough
Increases the base maximum health that you gain with each level.
 
Uncanny Luck
Gain a small chance to completely avoid any attack and to convert some Hits to Critical Hits.
 
Deep Wounds
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 6 is unlocked at level 11 / 16
 
 
 
 
 
 
 
Toxic Strike
Upgraded from Withering Strike
Keywords: Poison
Counters: Antidote
Cost: 3 Guile

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.
 
Perishing Strike
Upgraded from Withering Strike
Cost: 3 Guile

The rogue aims for a vital area, Weakening the target. (Perishing Strike) - When the Weakened effect ends, the target receives the Enfeebled Affliction.
 
 
 
 
 
 
Sap
Cost: 1 Guile

The rogue performs a Primary Attack that leaves the target Confused and Hobbled.
 
 
 
Spell Resistance
Grants a chance to completely resist the effects of a hostile spell.
 
Slippery Mind
While Bloodied or Near Death, the rogue gains immunity against Mind Afflictions (Perception, Intellect, and Resolve).
 
Improved Critical
Increases the amount of damage dealt by Critical Hits.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 7 is unlocked at level 13 / 19
 
 
 
 
 
 
 
Coordinated Positioning
Cost: 1 Guile

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.
 
 
 
Pernicious Cloud
Upgraded from Smoke Cloud
Cost: 2 Guile

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.
 
Smoke Grenade
Upgraded from Smoke Cloud
Cost: 2 Guile

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.
 
 
 
 
 
 
Deathblows
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.
 
Accurate Empower
Empowered attacks gain increased Accuracy.
 
Potent Empower
Empowered attacks gain increased Damage.
 
Penetrating Empower
Empowered attacks gain increased Penetration.
 
Lasting Empower
Empowered attacks gain increased duration on Affliction and Inspiration effects.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 8 is unlocked at level 16 / cannot be learned as multiclass
 
Enduring Shadows
Upgraded from Shadowing Beyond
Cost: 3 Guile

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.
 
Flurry of Blades
Upgraded from Shadow Step
Cost: 3 Guile

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.
 
Gambit
Cost: 4 Guile

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.
 
 
 
 
 
 
 
Perplexing Sap
Upgraded from Sap
Cost: 1 Guile

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.
 
 
 
Great Soul
Increases the maximum number of times Empower can be used before resting.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 9 is unlocked at level 19 / cannot be learned as multiclass
 
Vanishing Strike
Keywords: Invisible
Cost: 3 Guile

Strike an enemy and then immediately vanish into the shadows, granting invisibility for a brief time.
 
 
 
Murderous Intent
Empowered attacks against Bloodied or Near Death enemies are guaranteed to crit (if they hit) and receive a significant Crit Damage bonus.
 
Wall of Flashing Steel
When the rogue scores a Critical Hit, they gain bonus Deflection for a short time.
 
Prestige
Increases your Power Level, increasing the effectiveness of all abilities.
 
 
 
 
 
 

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.
Crippling Strike Active 1 Guile Target:
The rogue attacks their enemy's ability to move around effectively, Hobbling any enemy successfully hit.
Escape Active 1 Guile Self:
Allows the rogue to break Engagement and expertly avoid attacks, diving out of range to a specific location.
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.
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.
Smoke Veil Active 2 Guile Self:
  • Invisible, Untargetable for 5.0 sec
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.

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.

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.

Finishing Blow Active 2 Guile Target:
  • Full Attack
Self:
  • +50% Damage, +50% Damage by percentage of target's Health lost
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.
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.

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.
Strike the Bell Active 2 Guile Target:
  • Full Attack
Self:
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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time

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.
Shadow Step Active 3 Guile Attack Targets:
Self:
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.
Shadowing Beyond Active 3 Guile Self:
  • Untargetable, Invisible, +50 Deflection for 10.0 sec
The rogue travels through the Beyond, appearing at a specific location and expertly avoiding the next attack. Afterwards the rogue is temporarily invisible.
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:
  • Full Attack
Self:
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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time

(Break the Bell) - Two-Handed Staggered effect upgraded to Dazed.

Confusion
(Trickster)
Active 2 Guile Foe AoE:
Infects the minds of enemies in the area of effect with delirium, Confusing them.
Devastating Blow Active 2 Guile Target:
  • Full Attack
Self:
  • +50% Damage, +200% Damage by percentage of target's Health lost
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.

Eliminating Blow Active 2 Guile Target:
  • Full Attack
Foe AoE:
Self:
  • +50% Damage, +50% Damage by percentage of target's Health lost
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.

Pierce the Bell Active 2 Guile Target:
  • Full Attack
Self:
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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time

(Pierce the Bell) - Ranged weapons also gain bonus damage.

Ring the Bell Active 2 Guile Target:
  • Full Attack
Self:
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
Two-Handed: Applies Staggered
One-Handed: Raw Damage over time

(Ring the Bell) - One-Handed damage over time effect now lasts longer.

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.
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.

Sap Active 1 Guile Target:
The rogue performs a Primary Attack that leaves the target Confused and Hobbled.
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.
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.
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.

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:
  • Teleport to target location, Untargetable, Invisible, +50 Deflection for 20.0 sec, Swift for 20.0 sec
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.

Flurry of Blades Active 3 Guile Attack Targets:
Foe AoE:
Self:
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.

Gambit Active 4 Guile Target:
  • Full Attack
Self on Critical Hit (when scoring a critical hit):
  • +2 of each Rogue resource
Self:
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.
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.
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:
  • Full Attack
Self:
  • Invisible, Untargetable for 5.0 sec
Strike an enemy and then immediately vanish into the shadows, granting invisibility for a brief time.
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[]

Note: Includes both class-compatible and class-exclusive passives.
Level Ability Activation Cost Effects Description
Core Rogue Passives
Core Assassin
(Assassin)
Passive Self:
  • +15% Damage taken
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.
Assassinate
(Assassin)
Passive Self:
While under the cover of invisibility or natural stealth, assassins receive several offensive bonuses.
Cowardice
(Debonaire)
Passive Self:
Receive a penalty to Accuracy and Defenses if there are no allies nearby.
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 significant Hit to Crit against Charmed targets.

Gain Roguish Charm ability.

Gain Hit to Graze against attacks when not affected by any afflictions.

Penalty
Cannot Engage.

Gain Cowardice ability.

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.
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.

Streetfighter - (Heating Up)
(Streetfighter)
Passive Self:
Sneak Attack damage increases and Recovery decreases when the street fighter is either Flanked or Bloodied.
Streetfighter - (Looking for a Fight)
(Streetfighter)
Passive Self:
Recovery is slower when the street fighter is neither Flanked nor Bloodied.
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:
  • +1 Weapon Sets
Gain an additional Weapon Set.
Backstab Passive Self:
  • +100% Damage with weapons against ≤ 2m distance targets
Dramatically increases damage done from Stealth or Invisibility. The rogue may use melee or ranged weapons but must be within 2m of the target.
Defensive Roll Passive Self (when critically hit):
  • Immune to Engagement for 2.0 sec
When Critically Hit the rogue briefly becomes immune to Engagement.
Fast Runner Passive Self:
  • +15% Stride, +5 Defense when Disengaging
The character becomes more fleet and nimble, increasing Stride and granting a defensive bonus against Disengagement Attacks.
Monastic Unarmed Training Passive Self:
  • +5% Damage with Unarmed attacks, +2 Accuracy with Unarmed attacks, +1 Penetration with Unarmed attacks
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.
One-Handed Style Passive Self:
While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits.
Two Weapon Style Passive Self:
  • -15% Weapon Recovery Time when dual-wielding
Specialized training increases the character's Action Speed while using a weapon in each hand.
Two-Handed Style Passive Self:
  • +15% Damage with two-handed weapons
Grants a Damage bonus while wielding a two-handed weapon.
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.
Bull's Will Passive Self:
Increases the character's Will defense.
Combat Focus Passive Self:
Gain Concentration at the start of each combat.
Deep Pockets Passive Self:
  • +2 Quick Item Slots
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.
Riposte Passive Attackers (on incoming Misses that target Deflection):
  • Full Attack
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)
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.
Persistent Distraction Passive Attackers:
Self:
The rogue's Engagement limit increases and enemies engaged by the rogue are Distracted.
Tumbling Passive Self:
  • +20 Defense when Disengaging
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.
Tough Passive Self:
Increases the base maximum health that you gain with each level.
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.
Slippery Mind Passive Self:
While Bloodied or Near Death, the rogue gains immunity against Mind Afflictions (Perception, Intellect, and Resolve).
Spell Resistance Passive Self:
  • 10% resistance against Spells
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.
Deathblows Passive Self:
  • +50% Damage with weapons
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.
Lasting Empower Passive Self:
  • +20% Affliction and Inspiration duration on Empowered attacks
Empowered attacks gain increased duration on Affliction and Inspiration effects.
Penetrating Empower Passive Self:
Empowered attacks gain increased Penetration.
Potent Empower Passive Self:
  • +15% Damage with Empowered attacks
Empowered attacks gain increased Damage.
8th Level Rogue Passives
8 (VIII) Great Soul Passive Self:
  • +1 max Empower points
Increases the maximum number of times Empower can be used before resting.
9th Level Rogue Passives
9 (IX) Murderous Intent Passive Self:
  • 100% of Hits converted to Crits with Empowered attacks against ≤ 50% health targets, +100% Crit damage with Empowered attacks against ≤ 50% health targets
Empowered attacks against Bloodied or Near Death enemies are guaranteed to crit (if they hit) and receive a significant Crit Damage bonus.
Prestige Passive Self:
Increases your Power Level, increasing the effectiveness of all abilities.
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.
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