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Assassin enhancements

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Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
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Assassin enhancements[edit]

Assassin enhancements tree
Assassin enhancements tree

Core abilities[edit]

Knife in the Darkness: You gain proficiency with Kukris.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Level 1 Rogue
Dagger in the Back: You gain +1 damage and +10% Fortification Bypass
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Knife in the Darkness, Level 3 Rogue
Assassin's Trick: Activate: Target opponent loses their immunity to sneak attack and 25% of their fortification for 15 seconds. (Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Dagger in the Back, Level 6 Rogue
Nimbleness: On Hit: Up to once every 2 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to 10 times. +5 Melee Power.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Assassin's Trick, Level 12 Rogue
Lethality: While wearing light or cloth armor you gain +1 Insight bonus to your Critical Damage Multiplier for any one-handed (melee) weapon you are wielding
Note: Also works with Orbs, Shields and offhand weapons when Two Weapon Fighting.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Nimbleness, Level 18 Rogue
Deadly Shadow: You gain +2 Dexterity and +2 Intelligence. You gain 10 Melee Power and +4 Sneak Attack dice. You gain +4 to Reflex Saving Throws. You gain +2 to the DC of your Assassinate.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Lethality, Level 20 Rogue

Tier One[edit]

Requires Knife in the Darkness, Rogue Level 1

Poison Strikes: Select one of three poisonous attacks. These attacks deal +30% damage and apply an "Assassin's Mark" to an opponent for 10 seconds on hit, enabling Weakening Strikes and Deadly Strikes (see below) to affect that opponent. (Cooldown: 6 seconds):
  • Heartseeker Poison: Melee Poison Attack: On damage: -1 fort save (stacks 5 times), On Crit: 1d6 Con damage, On Vorpal: Heartseeker (-5% hit points), Fortitude DC 10 + Rogue level + INT modifier + assassinate bonuses negates. Targeted Elemental becomes vulnerable to poison.
  • Ice Chill Poison: Melee Poison Attack: On damage: -1 reflex save (stacks 5 times), On Crit: 1d6 Dex damage, On Vorpal: Paralysis, Fortitude DC 10 + Rogue level + INT modifier + assassinate bonuses negates, 25% chance for additional save when the affected creature is damaged. Targeted Undead becomes vulnerable to poison.
  • Soulshatter Poison: Melee Poison Attack: On damage: -1 Will save (stacks 5 times), On Crit: 1d6 Wis damage, On Vorpal: Shattermantle (-100 Spell Resistance for 10 seconds), Will DC 10 + Rogue level + INT modifier + assassinate bonuses negates. Targeted Outsider becomes vulnerable to poison.
AP Cost: 2 Ranks: 1 Progression: 1
Venomed Blades: Imbue Toggle: On hit: 1d4/1d6/1d8 poison damage with weapon attacks, scaling with 200% of the higher Melee Power or Ranged Power.
AP Cost: 1 Ranks: 3 Progression: 1
Shiv: Melee Attack: Deals +10%/+20%/+30% Damage. On hit: Causes you target to become Bluffed. On Sneak Attack: Target also gains a −2 Fortitude Save against Poisons for 20 seconds. (Stacks 5 times.) (Cooldown: 12 seconds) Bluff duration is 1 second plus 1 second per 4 rogue levels.
AP Cost: 1 Ranks: 3 Progression: 1
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing sneak attacks.
AP Cost: 2 Ranks: 1 Progression: 1
Stealthy: +1/+2/+3 Hide and Move Silently. +25/50/75% enchantment bonus to movement speed while sneaking.
  • Bug: If you jump or fall down to a different surface while sneaking, your speed may reset to a slower value until you exit and re-enter sneak mode, or switch weapons.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Rogue Level 2, 5 APs spent in tree

Poison Strikes: Select one of three poisonous attacks.
AP Cost: 2 Ranks: 1 Progression: 5
Toxin Affinity: +1/+2/+3 Imbue Dice, Fortitude saves vs. Poisons and to the save DC of your Poison attacks.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Venomed Blades (Tier 1)
Bleed Them Out: Melee Attack: Deals +10%/+20%/+30% Damage. On successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds)
Note: Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.
AP Cost: 1 Ranks: 3 Progression: 5
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sneak Attack Training (Tier 1)
Action Boost Power: Activate to gain a 10/20/30 Action Boost bonus to Melee Power and Ranged Power for 20 seconds. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Rogue Level 3, 10 APs spent in tree

Poison Strikes: Select one of three poisonous attacks.
AP Cost: 2 Ranks: 1 Progression: 10
Critical Mastery: +1/2/3 bonus to critical damage and to confirm critical hits.
AP Cost: 1 Ranks: 3 Progression: 10
Shadow Dagger: Throw a dagger made of solidified shadows at your enemy. Deals 4d8/6d8/8d8 unholy damage and blinds the target (Fort DC 10/14/18 + Rogue Level + the greater of Intelligence or Dexterity bonus + bonuses to Assassinate Negates blindness). This damage scales with 400% Melee Power. (Cooldown: 30/20/10 seconds)

Notes:

  • Slow, non-homing projectile; easy to miss moving targets (it's basically a reskinned Necrotic/Caustic/Shocking/Flaming/Freezing Bolt).
  • The unholy damage affects creatures of all alignments, including undead.
  • Treated like a spell and does not function in an antimagic field.
AP Cost: 1 Ranks: 3 Progression: 10
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing sneak attacks
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Sneak Attack Training (Tier 2)
Dexterity or Intelligence: Choose one:
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Rogue Level 4, 20 APs spent in tree

Execute: Melee Assassinate attack: Deals +30% Damage. If the target is below 30% health, deal 500 damage. This damage scales with 400% Melee Power. (Cooldown: 15 seconds). Shares a cooldown with A Good Death and Merciful Strike (melee and ranged versions).
AP Cost: 2 Ranks: 1 Progression: 20
Killer: When you kill a target, gain +5% morale bonus to Doublestrike and Doubleshot for 15 seconds. Weak enemies will not always produce this effect. The killer buff can stack up to 2/3/4 times.
AP Cost: 1 Ranks: 3 Progression: 20
Weakening Strikes: Your attacks reduce the Melee and Ranged Power of opponents by (10 + Rogue Level/2) for 10 seconds if you attack an enemy with an "Assassin's Mark." (Applied by Poison Strikes.)
AP Cost: 2 Ranks: 1 Progression: 20
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing sneak attacks
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Sneak Attack Training (Tier 3)
Dexterity or Intelligence: Choose one:
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Dexterity or Intelligence (Tier 3)

Tier Five[edit]

Requires Rogue Level 5, Character Level 12, 30 APs spent in tree

Assassinate: Stealth Melee Assassinate Attack: On Sneak Attack: +10 Sneak Attack dice. Kills a target instantly, Fortitude save (10 + Rogue level + the greater of Intelligence or Dexterity bonus + bonuses to Assassinate) negates. (Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30
Measure the Foe: Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and +1 to the DC's of your Assassinate abilities for every 4/2/1 seconds you remain stealthed. This effect stacks up to five times, and lasts 10 seconds after you come out of stealth.
AP Cost: 1 Ranks: 3 Progression: 30
Deadly Strikes: +10 damage against enemies with an "Assassin's Mark". (Applied by Poison Strikes.)
AP Cost: 2 Ranks: 1 Progression: 30
Knife Specialization: You gain a +1 Competence bonus to Critical Damage Multiplier with Daggers and Kukris. Daggers also gain a +1 Competence bonus to Critical Threat Range. If you have Improved Critical: Piercing, this bonus to Threat Range is doubled.
AP Cost: 2 Ranks: 1 Progression: 30
Light Armor Mastery: Gain 2/4/6 to the Maximum Dexterity Bonus of light armor and gain 2/4/6 Physical Resistance Rating. Rank 3: +25% Competence bonus to maximum hit points.
AP Cost: 1 Ranks: 3 Progression: 30