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Heodan a human rogue.
36 (+12 per level)
Skill bonuses

Rogues are one of the playable classes in Pillars of Eternity.

Description[edit | edit source]

Rogues are vicious killers, feared for the brutality of their attacks. They can be found as often in dark back alleys as the heart of battlefield skirmishes. Though unpredictable and undisciplined, rogues are commonly used as shock troops or as part of a surprise assault, their withering attacks breaking enemy ranks and morale. Rogues tend to congregate in larger numbers in cities where they can be steadily employed as mercenaries or hired muscle.

Background[edit | edit source]

Contrary to what their name might imply, rogues come from many walks of life. They are cutpurses, thugs, and courtesans but also aristocrats, diplomats, and personal guards. Often separated by station in life, they are united by their reliance on wits, speed, and subterfuge to achieve their goals. The way of the rogue is not to stand toe-to-toe with the biggest brute in the room and exchange body blows, but to glance away in feigned confusion and slip an unseen blade between the brute's ribs as he turns his attention. When a room explodes in a storm of fire, the fighters grit their teeth, the priests pray for salvation, and the wizards fumble to find a spell to protect them, but the rogues just... disappear. They excel at being in the one place where no one's looking, at kicking people when they're down, at taunting a foe into turning its back on the rogue's ally while he or she nimbly skips away, and at being just too damned slippery to pin down.

Whether they pack a pair of daggers, a fine rapier, a slim bow, a stubby pistol, or a brutish club, rogues haul a carnival of pain with them wherever they go. If their natural tendencies weren't dangerous enough, their affinity for skulduggery allows some talented rogues to tap into their souls to perform amazing stunts: fading from view in plain sight, briefly cloaking their allies in a veil of shadow, imbuing their weapons with a soul-eating venom, or even becoming so insubstantial that blades barely hurt them.

While rogues are known for their stealthy nature both in and out of battle, many of them are quite talented with machines and contraptions of all sorts. High-born rogues are often very knowledgeable about esoteric matters, while many low-born rogues are well-equipped to survive in the wild.[1]

Rogues gain a starting skill bonus to Mechanics and Stealth and are the only class to get a bonus to both of those skills.[2] Rogues have the highest single target damage and they have abilities that can dramatically increase their damage for a short duration.[3] The rogue can use most of his abilities with ranged weapons, but he needs to be relatively close to the target to use them.[4]

Suggestions[edit | edit source]

Rogues excel at laying out mass amounts of damaging punishment to your opposition. They fare well either in ranged combat or on the front line, and their inflicted de-buffs make taking out an enemy progressively easier over time. As a solo class, a Rogue presents all the tools you need to take out a single opponent of equal standing. One of this type does not perform well at all though when presented first among an opposing crowd. You either need some one to take the heat of initial aggression or use a defensive tool of some sort to thin out the crowd. You must focus your Rogue build on applying several de-buffs over the progression of battle. They automatically do this through their Weapon attack abilities, but it's still necessary to select some ability in your character's growth that actually does such. A few will allow you to apply some de-buffs with out the need for attacking, but it takes time to acquire that level of proficiency.

Stealth and Mechanics as skills tends to go naturally together, but it's important to focus your Rogue on Stealth first. Mechanics can come as a secondary focus. If you favor keeping them nearly balanced, then Stealth should remain slightly higher than Mechanics. This value remains important in either version of Pillars of Eternity.

One of the Rogue's strongest benefits comes in its bewildering ability to Multi Class practically well with any other class. In Deadfire, Rogue (Assassin) / Fighter (Devoted) strings out the highest damage in the game. How ever, you will want to focus upon one Weapon only with this combination. Great Sword makes the best choice in this case, but you may find it difficult early on to find a decent magical version. Hunting Bows consist as the best default ranged Weapon for any Rogue, but that might change, depending on your Multi Class and subclass choices. Swords and Estocs should in theory work out well, but they actually don't. You will consistently find your self on the receiving end of critical damage much more often.

Attributes[edit | edit source]

Highly Recommended:


Abilities[edit | edit source]

Select one ability on each odd level. Sneak Attack is learnt automatically by all rogues at level 1.

Ability Acquirable
at level
Activation Speed Duration Effects Description
Rogue passive icon.png Sneak Attack 1 Passive Uses the rogue's ability to approach unseen, adding weapon damage to their attacks when the target is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned, or Weakened, as well as when any target is struck within two seconds of combat starting.
Blinding strike icon.png Blinding Strike 1 Active Average 10.0 seconds A dirty attack that makes the opponent unable to see. Inflicts extra damage and Blinds the target.
Crippling strike icon.png Crippling Strike 1 Active Average 10.0 seconds The rogue attacks his or her enemy's ability to move around effectively, inflicting extra damage to and Hobbling any enemy successfully hit.
Rogue passive icon.png Dirty Fighting 3 Passive The rogue employs a variety of underhanded tactics, turning some of their Hits into Critical Hits.
Escape icon.png Escape 3 Active Fast 10.0 seconds
  • +25 Deflection
  • +25 Reflex
Allows the rogue to break Engagement and expertly avoid the next attack, diving out of range to a specific location and granting a temporary defense bonus.
Reckless assault icon.png Reckless Assault 3 Modal Instant
  • -8 Deflection
  • +8 Melee Accuracy
  • +20% Melee Damage
Causes the rogue to dive into battle without a second thought, lowering his or her Deflection but increasing Accuracy and weapon damage.
Rogue passive icon.png Deep Wounds 5 Passive 10.0 seconds
  • Target: 3 Raw damage per 3 seconds
Expertise in the art of pain leads all Slash, Pierce, and Crush damage caused by the rogue to also do Raw Damage over time.
Finishing blow icon.png Finishing Blow 5 Active Average The rogue looks to finish off an injured opponent with a precise, deadly strike that increases in damage the less Endurance the target has.
Rogue passive icon.png Riposte 5 Passive The rogue looks for openings to counterattack in combat. Incoming melee attacks that target Deflection and Miss or Graze have a chance of allowing an instant Full Attack Riposte. Only active with melee weapons equipped.
Rogue passive icon.png Adept Evasion 7 Passive
  • Self: +75% of incoming Grazes converted to Misses when defended by Reflex
  • Self: +50% of incoming Hits converted to Grazes when defended by Reflex
The rogue becomes especially skillful at dodging attacks, converting many Reflex Hits to Grazes.
Coordinated positioning icon.png Coordinated Positioning 7 Active Fast
  • Switches position with one nearby target
  • Cancels Engagement if in effect
In one quick move, the rogue instantly switches positions with one nearby target, canceling Engagement if in effect. Automatic when targeting an ally, otherwise must Hit vs. an enemy's Reflex.
Rogue passive icon.png Persistent Distraction [WM2] 7 Passive Whenever the rogue is contributing to the Flanked affliction on a target, the victim is also Distracted.
Fearsome strike icon.png Fearsome Strike 9 Active Average 15.0 seconds The rogue attempts to greatly hinder an opponent by targeting areas crucially important to their ability to fight, inflicting extra damage as well as Weakening and Hobbling the target.
Withering strike icon.png Withering Strike 9 Active Average 10.0 seconds The rogue aims for a vital area, inflicting extra damage and Weakening the target.
Rogue passive icon.png Deathblows 11 Passive Allows the rogue to size up a target's battlefield position, making Sneak Attack more effective when the target is afflicted by two or more conditions that allow a Sneak Attack.
Smoke cloud icon.png Smoke Cloud [WM1] 11 Active Fast 12.0 seconds The rogue creates a small cloud of smoke that leaves adjacent enemies Distracted for a short duration.
Sap icon.png Sap [WM1] 13 Active Average 5.0 seconds The rogue performs a Primary Attack that does additional damage and can leave the target Stunned.
Shadow step icon.png Shadow Step [WM2] 13 Modal Average 6.0 seconds
  • +20% Melee Damage
  • +20% Ranged Damage
By stepping through the Between, a rogue is able to seemingly teleport across the battlefield for a few moments, returning to his or her starting position when the effect is ended.
Feign death icon.png Feign Death [WM2] 15 Active Instant 10.0 seconds
  • Self: Invisible, Immune to Engagement, Untargetable, Break Engagements for 6 seconds
  • User: +20 Endurance, Untargetable, Prone, Damage Shield for 10 seconds
The rogue collapses to the ground and pretends to be out of a fight, regaining Endurance and biding his or her time until the moment is right to return to battle. When the rogue stands up, he or she becomes invisible for a short period of time.

Talents[edit | edit source]

  • Deflecting Assault – Increases the rogue's ability to concentrate, reducing the Deflection penalty when using Reckless Assault.
  • Devastating Blow – Broadens the rogue's knowledge of critical anatomy, increasing the damage done by Finishing Blow.
  • Vicious Fighting – Improves the rogue's skill with devious maneuvers, increasing the percentage of the rogue's hits that are converted to Critical Hits when using Dirty Fighting.
  • Shadowing Beyond – Allows the character to temporarily turn invisible. Enemies cannot detect invisible characters and attacks made from invisibility automatically count as a Sneak Attack. Attacking, casting a spell, using a special ability, or using an item will end the invisible state.
  • Backstab – Dramatically increases melee damage done from Invisibility

Related Items[edit | edit source]

Icon Name Item type Enchantments
Boots cat whisper icon.png Cat's Whisper Boots
Glove killers work icon.png Killer's Work Gloves
Mace nightshroud icon.png Nightshroud [WM1]
Crossbow twin sting icon.png Twin Sting [WM2]
Club war club of the mataru icon.png War Club of the Mataru [DP]

Notable characters[edit | edit source]

Pillars of Eternity
The White March - Part I
Pillars of Eternity II: Deadfire

References[edit source]