Attack
Rogue · Learn level not recorded · 1 rank recordsView ranks and source tooltips 1/1
Unranked
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No matching ability. Try a shorter name or change the level filter.
The source does not provide an effect description.
Allows opening of locked chests and doors.
Tools: Thieves' Tools
The source does not provide an effect description.
Requires Bows
The source does not provide an effect description.
Requires Crossbows
The source does not provide an effect description.
Requires Guns
Hurl a thrown weapon at the target.
Requires Thrown
Allows one-hand and off-hand weapons to be equipped in the off-hand.
You are proficient in the use of the following armor types: Cloth, Leather.
Gives a chance to dodge enemy melee attacks.
Gives a chance to parry enemy melee attacks.
You are fluent in the following languages:
Higher-level records are hidden. Select future planning to view them.
Ambush the target, causing 250% weapon damage plus 70 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Stealth · Requires Daggers
Ambush the target, causing 250% weapon damage plus 100 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Stealth · Requires Daggers
Ambush the target, causing 250% weapon damage plus 125 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Stealth · Requires Daggers
Ambush the target, causing 250% weapon damage plus 185 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Stealth · Requires Daggers
Ambush the target, causing 250% weapon damage plus 230 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Stealth · Requires Daggers
Ambush the target, causing 250% weapon damage plus 290 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Stealth · Requires Daggers
Stuns the target for 4 sec. Must be stealthed. Awards 2 combo points.
Requires Stealth
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.
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Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 6-10 damage 2 points: 11-15 damage 3 points: 16-20 damage 4 points: 21-25 damage 5 points: 26-30 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 14-22 damage 2 points: 25-33 damage 3 points: 36-44 damage 4 points: 47-55 damage 5 points: 58-66 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 25-39 damage 2 points: 44-58 damage 3 points: 63-77 damage 4 points: 82-96 damage 5 points: 101-115 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 41-61 damage 2 points: 72-92 damage 3 points: 103-123 damage 4 points: 134-154 damage 5 points: 165-185 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 60-90 damage 2 points: 105-135 damage 3 points: 150-180 damage 4 points: 195-225 damage 5 points: 240-270 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 93-137 damage 2 points: 164-208 damage 3 points: 235-279 damage 4 points: 306-350 damage 5 points: 377-421 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 144-212 damage 2 points: 254-322 damage 3 points: 364-432 damage 4 points: 474-542 damage 5 points: 584-652 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 199-295 damage 2 points: 350-446 damage 3 points: 501-597 damage 4 points: 652-748 damage 5 points: 803-899 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 224-332 damage 2 points: 394-502 damage 3 points: 564-672 damage 4 points: 734-842 damage 5 points: 904-1,012 damage
Higher-level records are hidden. Select future planning to view them.
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 90 Armor 2 points: 180 Armor 3 points: 270 Armor 4 points: 360 Armor 5 points: 450 Armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 180 Armor 2 points: 360 Armor 3 points: 540 Armor 4 points: 720 Armor 5 points: 900 Armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 270 Armor 2 points: 540 Armor 3 points: 810 Armor 4 points: 1,080 Armor 5 points: 1,350 Armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 360 Armor 2 points: 720 Armor 3 points: 1,080 Armor 4 points: 1,440 Armor 5 points: 1,800 Armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 450 Armor 2 points: 900 Armor 3 points: 1,350 Armor 4 points: 1,800 Armor 5 points: 2,250 Armor
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Garrote the enemy, causing 144 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.
Requires Stealth
Garrote the enemy, causing 204 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.
Requires Stealth
Garrote the enemy, causing 282 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.
Requires Stealth
Garrote the enemy, causing 354 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.
Requires Stealth
Garrote the enemy, causing 444 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.
Requires Stealth
Garrote the enemy, causing 552 damage over 18 sec, increased by your Attack Power. Must be stealthed and behind the target. Awards 1 combo point.
Requires Stealth
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Finishing move that stuns the target. Lasts longer per combo point: 1 point : 1 second 2 points: 2 seconds 3 points: 3 seconds 4 points: 4 seconds 5 points: 5 seconds
Finishing move that stuns the target. Lasts longer per combo point: 1 point : 2 seconds 2 points: 3 seconds 3 points: 4 seconds 4 points: 5 seconds 5 points: 6 seconds
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Instantly attacks with both weapons for 75% weapon damage plus an additional 13 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Requires Daggers
Instantly attacks with both weapons for 75% weapon damage plus an additional 19 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Requires Daggers
Instantly attacks with both weapons for 75% weapon damage plus an additional 27 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Requires Daggers
Instantly attacks with both weapons for 75% weapon damage plus an additional 38 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Requires Daggers
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Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 25 damage over 8 secs 2 points: 37 damage over 10 secs 3 points: 51 damage over 12 secs 4 points: 68 damage over 14 secs 5 points: 87 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 35 damage over 8 secs 2 points: 53 damage over 10 secs 3 points: 74 damage over 12 secs 4 points: 99 damage over 14 secs 5 points: 127 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 53 damage over 8 secs 2 points: 79 damage over 10 secs 3 points: 109 damage over 12 secs 4 points: 143 damage over 14 secs 5 points: 183 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 76 damage over 8 secs 2 points: 110 damage over 10 secs 3 points: 149 damage over 12 secs 4 points: 195 damage over 14 secs 5 points: 246 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 105 damage over 8 secs 2 points: 151 damage over 10 secs 3 points: 207 damage over 12 secs 4 points: 270 damage over 14 secs 5 points: 342 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 159 damage over 8 secs 2 points: 222 damage over 10 secs 3 points: 295 damage over 12 secs 4 points: 377 damage over 14 secs 5 points: 469 damage over 16 secs
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Finishing move that increases melee attack speed by 20%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds
Finishing move that increases melee attack speed by 30%. Lasts longer per combo point: 1 point : 9 seconds 2 points: 12 seconds 3 points: 15 seconds 4 points: 18 seconds 5 points: 21 seconds
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Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point : 9 sec 2 points: 12 sec 3 points: 15 sec 4 points: 18 sec 5 points: 21 sec
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Increases your Energy regeneration rate by 100% for 15 sec.
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Backstab the target, causing 150% weapon damage plus 15 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 30 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 48 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 69 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 90 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 135 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 165 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 210 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Backstab the target, causing 150% weapon damage plus 225 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Requires Daggers
Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.
The rogue's dodge chance will increase by 50% for 15 sec.
Higher-level records are hidden. Select future planning to view them.
Performs a feint, causing no damage but lowering your threat by a small amount, making the enemy less likely to attack you.
Performs a feint, causing no damage but lowering your threat by a medium amount, making the enemy less likely to attack you.
Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.
Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.
Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.
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Causes 10 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 20 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 32 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 55 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 75 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
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A quick kick that injures a single foe for 15 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.
A quick kick that injures a single foe for 30 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.
A quick kick that injures a single foe for 45 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.
A quick kick that injures a single foe for 80 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.
A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 sec.
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An instant strike that causes 3 damage in addition to your normal weapon damage. Awards 1 combo point.
An instant strike that causes 6 damage in addition to your normal weapon damage. Awards 1 combo point.
An instant strike that causes 10 damage in addition to your normal weapon damage. Awards 1 combo point.
An instant strike that causes 15 damage in addition to your normal weapon damage. Awards 1 combo point.
An instant strike that causes 22 damage in addition to your normal weapon damage. Awards 1 combo point.
An instant strike that causes 33 damage in addition to your normal weapon damage. Awards 1 combo point.
An instant strike that causes 52 damage in addition to your normal weapon damage. Awards 1 combo point.
An instant strike that causes 68 damage in addition to your normal weapon damage. Awards 1 combo point.
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Increases the rogue's movement speed by 50% for 15 sec. Does not break stealth.
Increases the rogue's movement speed by 60% for 15 sec. Does not break stealth.
Increases the rogue's movement speed by 70% for 15 sec. Does not break stealth.
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Blinds the target, causing it to wander disoriented for up to 10 sec. Any damage caused will remove the effect.
Reagents: Blinding Powder
Greatly increased chance to detect traps.
Sneak up on the trap in order to disarm it. Don't get too close or the trap will go off.
Tools: Thieves' Tools
Throws a distraction, attracting the attention of all nearby enemies and reducing their Stealth detection as if they were 1 level lower for 10 seconds. Does not break stealth.
A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.
An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.
Pick the target's pocket.
Requires Stealth
Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.
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Reduces damage from falling.
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Incapacitates the target for up to 25 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Requires Stealth
Incapacitates the target for up to 35 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Requires Stealth
Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Requires Stealth
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Allows the rogue to sneak around, but reduces your speed by 50%. Lasts until cancelled.
Allows the rogue to sneak around, but reduces your speed by 40%. Lasts until cancelled.
Allows the rogue to sneak around, but reduces your speed by 35%. Lasts until cancelled.
Allows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
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Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects.
Reagents: Flash Powder
Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects. More effective than Vanish (Rank 1).
Reagents: Flash Powder
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Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, slowing their movement speed by 50% for 12 sec.
Reagents: Essence of Pain, Empty Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, slowing their movement speed by 70% for 12 sec.
Reagents: Essence of Agony x3, Crystal Vial
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Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 13 to 17 Nature damage. 60 charges.
Reagents: Dust of Decay, Empty Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 20 to 26 Nature damage. 85 charges.
Reagents: Dust of Decay x3, Leaded Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 29 to 37 Nature damage. 105 charges.
Reagents: Dust of Deterioration, Leaded Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 45 to 57 Nature damage. 130 charges.
Reagents: Dust of Deterioration x2, Crystal Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 62 to 80 Nature damage. 150 charges.
Reagents: Dust of Deterioration x3, Crystal Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 76 to 100 Nature damage. 175 charges.
Reagents: Dust of Deterioration x4, Crystal Vial
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Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 40% for 10 sec. 75 charges.
Reagents: Dust of Decay, Essence of Pain, Empty Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 50% for 12 sec. 115 charges.
Reagents: Dust of Decay x4, Essence of Pain x4, Leaded Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy, increasing their casting time by 60% for 14 sec. 150 charges.
Reagents: Dust of Deterioration x2, Essence of Agony x2, Crystal Vial
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Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 24 Nature damage over 12 sec. Stacks up to 5 times on a single target. 90 charges.
Reagents: Deathweed, Leaded Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 36 Nature damage over 12 sec. Stacks up to 5 times on a single target. 115 charges.
Reagents: Deathweed x2, Leaded Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 56 Nature damage over 12 sec. Stacks up to 5 times on a single target. 135 charges.
Reagents: Deathweed x3, Crystal Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 72 Nature damage over 12 sec. Stacks up to 5 times on a single target. 160 charges.
Reagents: Deathweed x5, Crystal Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy for 92 Nature damage over 12 sec. Stacks up to 5 times on a single target. 180 charges.
Reagents: Deathweed x7, Crystal Vial
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Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 67 for 15 sec. Stacks up to 5 times on a single target. 90 charges.
Reagents: Essence of Pain, Deathweed, Leaded Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 92 for 15 sec. Stacks up to 5 times on a single target. 115 charges.
Reagents: Essence of Pain, Deathweed x2, Leaded Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 128 for 15 sec. Stacks up to 5 times on a single target. 135 charges.
Reagents: Essence of Agony, Deathweed x2, Crystal Vial
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30% chance of poisoning the enemy, reducing all healing effects used on them by 165 for 15 sec. Stacks up to 5 times on a single target. 160 charges.
Reagents: Essence of Agony x2, Deathweed x2, Crystal Vial
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Create the reagent for the Blind ability.
Reagents: Fadeleaf
Effects are editorial translations of the dated client export. Original English names and full source text remain available for comparison; translations are not an official localized game client.
Data from Talents Forever / Chris Baldwin, adapted under CC BY 4.0. Spell and tooltip text © Blizzard Entertainment. Beta-client data and source-marked demo/in-game observations remain distinct; no Classic fallback is used. Trainer checks are not independently repeated here. Original dataset