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.

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.

Prestige Enhancements
A character can train only in one rogue Prestige path 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, +1d6 sneak attack damage
 * 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 +1d6 sneak attack damage, 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 +1d6 sneak attack damage, 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 Mechanic II: Rogue 12, 2 AP.
 * Spent: 42 action points
 * Requires All of: Rogue Improved Trap Sense II, Rogue Open Lock III, Rogue Disable Device III, Rogue Mechanic I
 * Grants an additional +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills. Also grants you the ability to smite contructs and living contructs for extra damage. In addition, you gain an additional +4 to saves against traps and 2 points of additional energy resistance against all elements.


 * 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 6, 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 6, 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 6, 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 6, 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 6, 2 AP.  Stackable sonic resist 4.
 * Sonic Trap Lore III: Rogue 10, 3 AP.  Stackable sonic resist 6.