Rogue talents (Origins)

__NOWYSIWYG__Rogue Talents are only available to the Rogue class.

Dirty Fighting Tree
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 * Talent-DirtyFighting icon.pngDirty Fighting
 * Activated
 * Range: Personal
 * Activation: 25
 * Cooldown: 25s
 * Requires: 10 Dexterity
 * The rogue incapacitates a target, who takes no damage from the attack but is stunned for a short time.
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 * Talent-CombatMovement icon.pngCombat Movement
 * Talent-CombatMovement icon.pngCombat Movement


 * Passive
 * Requires: Level 4
 * Requires: 14 Dexterity
 * Requires: 14 Dexterity


 * The quick-stepping rogue can more easily outmaneuver opponents, granting a wider flanking angle that makes backstabs easier to achieve.
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 * Talent-CoupDeGrace icon.pngCoup De Grace
 * Passive
 * Requires: Level 8
 * Requires: 18 Dexterity
 * When a target is incapacitated, the opportunistic rogue strikes where it hurts the most, inflicting automatic backstabs against stunned or paralyzed targets.
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 * Talent-FeignDeath icon.pngFeignDeath
 * Talent-FeignDeath icon.pngFeignDeath


 * Sustained
 * Range: Personal
 * Upkeep: 40
 * Fatigue: 5%
 * Cooldown: 300s
 * Requires: Level 12
 * Requires: 22 Dexterity
 * Requires: 22 Dexterity


 * The rogue collapses at the enemies' feet, causing them to lose interest and seek other targets until the rogue gives up the ruse.
 * }

Below the Belt Tree
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 * Talent-BelowTheBelt icon.pngBelow the Belt
 * Activated
 * Range: Personal
 * Activation: 25
 * Cooldown: 15s
 * Requires: 10 Dexterity
 * The rogue delivers a swift and unsportsmanlike kick to the target, dealing normal combat damage as well as imposing penalties to defense and movement speed unless the target passes a physical resistance check.
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 * Talent-DeadlyStrike icon.pngDeadly Strike
 * Talent-DeadlyStrike icon.pngDeadly Strike


 * Activated
 * Range: Personal
 * Activation: 25
 * Cooldown: 15s
 * Requires: Level 4
 * Requires: 14 Dexterity
 * Requires: 14 Dexterity


 * The rogue makes a swift strike at a vulnerable area on the target, dealing normal damage but gaining a bonus to armor penetration.
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 * Talent-Lethality icon.pngLethality
 * Passive
 * Requires: Level 8
 * Requires: 23 Dexterity
 * The rogue has a keen eye for weak spots, and thus gains a bonus to critical chance for all attacks. Additionally, if the rogue's cunning score is greater than strength, sharpness of mind lets the character use the cunning modifier to affect attack damage in place of the strength modifier.
 * The rogue has a keen eye for weak spots, and thus gains a bonus to critical chance for all attacks. Additionally, if the rogue's cunning score is greater than strength, sharpness of mind lets the character use the cunning modifier to affect attack damage in place of the strength modifier.


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 * Talent-Evasion icon.pngEvasion


 * Passive
 * Requires: Level 12
 * Requires: 35 Dexterity
 * Requires: 35 Dexterity


 * The rogue gains an almost preternatural ability to sense and avoid danger. This talent grants a one-in-five chance of evading a physical attack, including being stunned or knocked down.


 * }

Deft Hands Tree
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 * Talent-ImprovedLockpicking icon.pngDeft Hands
 * Passive
 * Requires: 10 Cunning
 * All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills.
 * All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills.


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 * Talent-ImprovedDisarmTrap icon.pngImproved Tools


 * Upgrade
 * Requires: Level 4
 * Requires: 14 Cunning
 * Requires: 14 Cunning


 * The rogue has taken to carrying a full set of implements designed to defeat trickier locks and spring traps without harm. These tools add a further bonus when lockpicking or disarming traps, which the character's cunning score also affects.


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 * Talent-MasterLockpicking icon.pngMechanical Expertise
 * Upgrade
 * Requires: Level 8
 * Requires: 18 Cunning
 * Through practice and research, the rogue has come to possess an encyclopedic knowledge of devices designed to prevent entry. Knowing the right technique for the job lends the rogue yet another bonus when dealing with locks or traps. The character’s cunning score also contributes to these skills.
 * Through practice and research, the rogue has come to possess an encyclopedic knowledge of devices designed to prevent entry. Knowing the right technique for the job lends the rogue yet another bonus when dealing with locks or traps. The character’s cunning score also contributes to these skills.


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 * Talent-MasterDisarmTrap icon.pngDevice Mastery


 * Upgrade
 * Requires: Level 12
 * Requires: 22 Cunning
 * Requires: 22 Cunning


 * Practice makes perfect, and only the most intricate locks or elaborate traps give the rogue pause at this level of mastery. A further bonus applies when lockpicking or disarming traps. The character’s cunning score also contributes to these skills.


 * }

Stealth Tree
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 * Talent-Stealth icon.pngStealth
 * Sustained
 * Range: Personal
 * Fatigue: 5%
 * Cooldown: 10s
 * Requires: 10 Cunning
 * The rogue has learned to fade from view, although perceptive enemies may not be fooled. Taking any action beyond movement, including engaging in combat or using items, will still attract attention. If the rogue initiates combat while still stealthed, the first strike is an automatic critical hit or backstab.
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 * Talent-StealthyItemUse icon.pngStealthy Item Use
 * Talent-StealthyItemUse icon.pngStealthy Item Use


 * Upgrade
 * Requires: Level 4
 * Requires: 14 Cunning
 * Requires: 14 Cunning

Requires: 22 Cunning
 * The rogue has learned how to use items while sneaking.
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 * Talent-CombatStealth icon.pngCombat Stealth
 * Upgrade
 * Requires: Level 8
 * Requires: 18 Cunning
 * The rogue is stealthy enough to try sneaking during combat, although at a significant penalty.
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 * Talent-MasterStealth icon.pngMaster Stealth
 * Upgrade
 * Requires: Level 12
 * Upgrade
 * Requires: Level 12


 * The rogue has mastered the art of stealth, gaining significant bonuses on all stealth checks.
 * }

Stealth Mechanics
Rogues can always enter Stealth outside of combat mode or out of perception-range of foes; in combat, they can hide in shadows if the ranks of nearby creatures are lower than Rogue's stealth rank. The complete set of conditions are listed below:

Breaking Stealth
Rogues will lose Stealth if any of the following situations apply:
 * If the Rogue attempts to Steal (whether successful or not)
 * If the Rogue attacks any target.
 * If a Rogue without Combat or Master Stealth takes damage (e.g. from traps or AoE).

Rogues generally have a small chance to keep stealth in these situations:
 * Top ranked Rogues can keep Stealth if they take damage:
 * Combat Stealth (Rank 3) gives a chance equal to character level, e.g. 9% for L9 Rogues
 * Master Stealth (Rank 4) gives twice that chance, e.g. 18% for L9 Rogues
 * Rogues can also keep Stealth after setting a trap (the odds of which have not yet been determined by players).

Stealth Notes

 * Cunning plays no role in entering Stealth-mode.
 * See also Bioware forum discussion of Rogue Mechanics
 * The relevant files are skill_stealth.nss, sys_stealth_h.nss, and rules_core.nss (which can be read/adjusted using the Toolset).

Power of Blood
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 * Dark Passage
 * Passive
 * Tapping the power of tainted blood makes the rogue more nimble, able to move more quickly while using Stealth and more likely to dodge a physical attack.
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 * The Tainted Blade
 * The Tainted Blade


 * Activation: 40
 * Upkeep: 40
 * Fatigue: 5%
 * Cooldown: 5s
 * Cooldown: 5s


 * The rogue’s blood gushes forth, coating the edges of weapons with a deadly taint. The character gains a bonus to damage determined by the cunning attribute, but suffers continuously depleting health in return. Bug: with tainted blade active bleeding damage from dual-weapon expert will be applied to the player instead of or in addition to the target.
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