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.

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).

Combat Enhancements

 * Sneak Attack Training I: Rogue 1, 1 AP. +3 damage from Sneak Attacks.
 * Sneak Attack Training II: Rogue 4, 2 AP. +6 damage from Sneak Attacks.
 * Sneak Attack Training III: Rogue 7, 3 AP. +9 damage from Sneak Attacks.
 * Sneak Attack Training IV: Rogue 10, 4 AP. +12 damage from Sneak Attacks.
 * Sneak Attack Accuracy I: Rogue 2, 1 AP. +1 to hit with Sneak Attacks.
 * Sneak Attack Accuracy II: Rogue 6, 2 AP. +2 to hit with Sneak Attacks.
 * Sneak Attack Accuracy III: Rogue 10, 3 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.


 * Rogue 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, +2 crit damage (pre-multiplier)
 * Active Benefit: Choose one of 3 kinds of poison. For 20 sec, your sneak attacks will have a 33% chance of applying that poison.  If the target fails a DC 19 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, 6 seconds of 50% slowed attacks
 * Mindburn: 1d3 Intelligence damage, 6 seconds of no spellcasting
 * Soulshatter: 1d3 Wisdom damage, 6 seconds of -4 Will saves and -10 Spell Resistance


 * Rogue 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: another +2 crit damage (pre-multiplier), 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.


 * Rogue Assassin III: Rogue 18, 2 AP.
 * Requires: Rogue Sneak Attack Training IV, Rogue Sneak Attack Accuracy IV, Rogue Assassin II
 * Passive Benefit: another +2 crit damage (pre-multiplier), Bluff+2, Hide+2, Move Silently+2, +1 poison saves
 * Also, any sneak attack that also counts as a vorpal strike (natural 20 followed by critical confirmation) that you make will kill most living targets.


 * Rogue Mechanic I: Rogue 6, 4 AP.
 * Requires: Open Locks II, Disable Device II, Trap Sense I, 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.


 * Rogue Thief-Acrobat I: 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: 1 minute of Balance+10, Jump+10, Tumble+10, +4 dexterity, +25% enhancement bonus to running speed.


 * Rogue Thief-Acrobat II: Rogue 12, 2 AP.
 * Requires: Rogue Dexterity III, Rogue Way of the Thief-Acrobat I.
 * Passive Benefit: Balance+2, Jump+2, Tumble+2, 2 more uses of Uncanny Dodge and increases your movement rate by 10%. It also grants a greater
 * increase to attack speed with staves and complete immunity to knockdown effects and slippery surfaces.

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.