Rogue enhancements (history)

Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken. In-game each enhancement has "Rogue" in front of the name, which is not included here for brevity.

General Enhancements

 * Dexterity I: Rogue 2, 2 AP. +1 Dexterity.
 * Dexterity II: Rogue 6, 4 AP. +2 Dexterity.
 * Dexterity III: Rogue 10, 6 AP. +3 Dexterity.
 * Faster Sneaking I: Rogue 1, 1 AP. 10% more speed when sneaking.
 * Faster Sneaking II: Rogue 5, 2 AP. 20% more speed when sneaking.
 * Faster Sneaking III: Rogue 9, 1 AP. 35% more speed when sneaking.
 * Faster Sneaking IV: Rogue 13, 1 AP. 50% more speed when sneaking.
 * Improved Trap Sense I: Rogue 1, 1 AP. +1 saves against traps.
 * Improved Trap Sense II: Rogue 4, 2 AP. +2 saves against traps.
 * Improved Trap Sense III: Rogue 7, 3 AP. +3 saves against traps.
 * Improved Trap Sense IV: Rogue 10, 4 AP. +4 saves against traps.
 * Item Defense I: Rogue 3, 1 AP. 25% chance to avoid item damage as it happens.
 * Item Defense II: Rogue 7, 2 AP. 33% chance to avoid item damage as it happens.
 * Item Defense III: Rogue 11, 3 AP. 50% chance to avoid item damage as it happens.

Skill Enhancements

 * Balance I: Rogue 1, 1 AP. +1 to Balance skill.
 * Balance II: Rogue 4, 2 AP. +2 to Balance skill.
 * Balance III: Rogue 8, 3 AP. +3 to Balance skill.
 * Balance IV: Rogue 12, 4 AP. +4 to Balance skill.
 * Bluff I: Rogue 1, 1 AP. +1 to Bluff skill.
 * Bluff II: Rogue 4, 2 AP. +2 to Bluff skill.
 * Bluff III: Rogue 8, 3 AP. +3 to Bluff skill.
 * Bluff IV: Rogue 12, 4 AP. +4 to Bluff skill.
 * Disable Device I: Rogue 1, 1 AP. +1 to Disable Device skill.
 * Disable Device II: Rogue 4, 2 AP. +2 to Disable Device skill.
 * Disable Device III: Rogue 8, 3 AP. +3 to Disable Device skill.
 * Disable Device IV: Rogue 12, 4 AP. +4 to Disable Device skill.
 * Hide I: Rogue 1, 1 AP. +1 to Hide skill.
 * Hide II: Rogue 4, 2 AP. +2 to Hide skill.
 * Hide III: Rogue 8, 3 AP. +3 to Hide skill.
 * Hide IV: Rogue 12, 4 AP. +4 to Hide skill.
 * Move Silently I: Rogue 1, 1 AP. +1 to Move Silently skill.
 * Move Silently II: Rogue 4, 2 AP. +2 to Move Silently skill.
 * Move Silently III: Rogue 8, 3 AP. +3 to Move Silently skill.
 * Move Silently IV: Rogue 12, 4 AP. +4 to Move Silently skill.
 * Search I: Rogue 1, 1 AP. +1 to Search skill.
 * Search II: Rogue 4, 2 AP. +2 to Search skill.
 * Search III: Rogue 8, 3 AP. +3 to Search skill.
 * Search IV: Rogue 12, 4 AP. +4 to Search skill.
 * Spot I: Rogue 1, 1 AP. +1 to Spot skill.
 * Spot II: Rogue 4, 2 AP. +2 to Spot skill.
 * Spot III: Rogue 8, 3 AP. +3 to Spot skill.
 * Spot IV: Rogue 12, 4 AP. +4 to Spot skill.

Action Boost Enhancements
All boosts last 20 seconds and can be used 5 times per rest. They have a 30 second cooldown (shared by all action boosts).
 * Damage I: Rogue 1, 1 AP. +2 to attack damage.
 * Damage II: Rogue 2, 2 AP. +3 to attack damage.
 * Damage III: Rogue 7, 3 AP. +4 to attack damage.
 * Damage IV: Rogue 10, 4 AP. +5 to attack damage.
 * Haste I: Rogue 1, 1 AP. 15% more attack speed.
 * Haste II: Rogue 2, 2 AP. 20% more attack speed.
 * Haste III: Rogue 7, 3 AP. 25% more attack speed.
 * Haste IV: Rogue 10, 4 AP. 30% more attack speed.
 * Skill I: Rogue 1, 1 AP. +2 to all skills.
 * Skill II: Rogue 2, 2 AP. +3 to all skills.
 * Skill III: Rogue 7, 3 AP. +4 to all skills.
 * Skill IV: Rogue 10, 4 AP. +5 to all skills.
 * Extra Action Boost I: Rogue 10, 2 AP. +1 charges of all boosts.  Requires step IV of any other rogue boost.
 * Extra Action Boost II: Rogue 14, 4 AP. +2 charges of all boosts.

Combat Enhancements

 * Sneak Attack Training I: Rogue 1, 1 AP. +2 damage from Sneak Attacks.
 * Sneak Attack Training II: Rogue 4, 2 AP. +4 damage from Sneak Attacks.
 * Sneak Attack Training III: Rogue 7, 3 AP. +6 damage from Sneak Attacks.
 * Sneak Attack Training IV: Rogue 10, 4 AP. +8 damage from Sneak Attacks.
 * Sneak Attack Accuracy I: Rogue 2, 2 AP. +1 to hit with Sneak Attacks.
 * Sneak Attack Accuracy II: Rogue 6, 4 AP. +2 to hit with Sneak Attacks.
 * Sneak Attack Accuracy III: Rogue 10, 6 AP. +3 to hit with Sneak Attacks.
 * Subtle Backstabbing I: Rogue 4, 1 AP. Toggle for 10% less hate from melee attacks.
 * Subtle Backstabbing II: Rogue 7, 2 AP. Toggle for 20% less hate from melee attacks.
 * Subtle Backstabbing III: Rogue 10, 3 AP. Toggle for 30% less hate from melee attacks.
 * Subtle Backstabbing IV: Rogue 13, 4 AP. Toggle for 40% less hate from melee attacks.

Specialty Enhancements
A character can train only one rogue specialty at a time. Each has both passive benefits and active benefits, which consume charges of the same Action Boost required to get the specialty. All requirements must be taken from rogue class enhancements.


 * Way of the Assassin I: Rogue 6, 4 AP.
 * Requires: Hide II, Move Silently II, Sneak Accuracy I, Subtle Backstabbing I, Sneak Training II, Damage Boost II
 * Passive Benefit: Bluff+2, Hide+2, Move Silently+2, +1 poison saves
 * Active Benefit: Choose one of 3 kinds of poison. For 20 sec, your sneak attacks will have a 25% chance of applying that poison.  If the target fails a (low) Fortitude save, the effect triggers on it.  In addition, you have +2 to hit with sneak attacks and +20 to confirm critical hits.
 * Icechill: 1d3 Dexterity damage, 10 seconds of slowed attacks
 * Mindburn: 1d3 Intelligence damage, 10 seconds of no spellcasting
 * Soulshatter: 1d3 Wisdom damage, 10 seconds of -4 Spell Resistance


 * Way of the Assassin II: Rogue 12, 2 AP.
 * Requires: Rogue Sneak Attack Training III, Rogue Sneak Attack Accuracy III, Rogue Way of the Assassin I
 * Passive Benefit: +2 damage on critical hits (before multipliers), Bluff+2, Hide+2, Move Silently+2, +1 poison saves
 * Active Benefit: Assassinate is a devastating melee attack that can kill a living target instantly on a successful sneak attack made from stealth. The target gets a Fortitude save (DC 10 + Rogue Level + Int Modifier) to avoid death.


 * Way of the Mechanic: Rogue 6, 4 AP.
 * Requires: Open Locks II, Disable Device II, Trap Sense I, Spot II, Any Trap Lore I, Skill Boost II
 * Passive Benefit: Open Locks+2, Disable Device+2, Repair+2, Search+2, Spot+2
 * Active Benefit: Heal a construct or warforged progressively over time.


 * Way of the Thief-Acrobat: Rogue 6, 4 AP.
 * Requires: Balance II, Tumble II, Faster Sneaking I, Dexterity I, Haste Boost II.
 * Passive Benefit: Balance+2, Jump+2, Tumble+2, 2 more uses of Uncanny Dodge.
 * Active Benefit: 20 sec of Balance+10, Jump+10, Tumble+10, +4 dexterity, +25% enhancement bonus to running speed.

Resist Enhancements

 * Acid Trap Lore I: Rogue 2, 1 AP.  Stackable acid resist 2.
 * Acid Trap Lore II: Rogue 4, 2 AP.  Stackable acid resist 4.
 * Acid Trap Lore III: Rogue 10, 3 AP.  Stackable acid resist 6.
 * Cold Trap Lore I: Rogue 2, 1 AP.  Stackable cold resist 2.
 * Cold Trap Lore II: Rogue 4, 2 AP.  Stackable cold resist 4.
 * Cold Trap Lore III: Rogue 10, 3 AP.  Stackable cold resist 6.
 * Electric Trap Lore I: Rogue 2, 1 AP.  Stackable lightning resist 2.
 * Electric Trap Lore II: Rogue 4, 2 AP.  Stackable lightning resist 4.
 * Electric Trap Lore III: Rogue 10, 3 AP.  Stackable lightning resist 6.
 * Fire Trap Lore I: Rogue 2, 1 AP.  Stackable fire resist 2.
 * Fire Trap Lore II: Rogue 4, 2 AP.  Stackable fire resist 4.
 * Fire Trap Lore III: Rogue 10, 3 AP.  Stackable fire resist 6.
 * Sonic Trap Lore I: Rogue 2, 1 AP.  Stackable sonic resist 2.
 * Sonic Trap Lore II: Rogue 4, 2 AP.  Stackable sonic resist 4.
 * Sonic Trap Lore III: Rogue 10, 3 AP.  Stackable sonic resist 6.