Dragon Age 2 Warrior Skill Trees Revealed

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kael013

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TsunamiWombat said:
Was it ever verified there'll be story import from DA1? I could never be arsed to finish it. Sorry.

Oh well i'm sure there'll be a "Dragon Age Saves" website.
Yes you can import saves. It even counts the expansion and DLC.
 

Yoh3333

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TsunamiWombat said:
Was it ever verified there'll be story import from DA1? I could never be arsed to finish it. Sorry.

Oh well i'm sure there'll be a "Dragon Age Saves" website.
you will be able to do so. it has been stated, i don't think you will meet your person in any way, but you will see the impacts he have made. some of them atleast :p
 

BabyRaptor

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Anyone else getting "Installer integrity check has failed" when trying to install the demo?
 

DuctTapeJedi

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Onyx Oblivion said:
Need to see the Rogue and Mage skill trees.

Warriors are for people with no imagination.

Warmonger is going to be the Tank tree, I see.
Mage: You get to cast offensive spells, heal people, summon animals and shape shift.
Rogue: You can pickpocket, steal, break into vaults and turn invisible with stealth mode.
Warrior: You... get to carry a slightly larger sword...

I don't remember the last warrior character I made in any RPG.
It's just a waste.
 

rsvp42

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kael013 said:
TsunamiWombat said:
Was it ever verified there'll be story import from DA1? I could never be arsed to finish it. Sorry.

Oh well i'm sure there'll be a "Dragon Age Saves" website.
Yes you can import saves. It even counts the expansion and DLC.
I wasn't aware of this. Will a hard copy of the PC version work with a a DA:O save from Steam? I assume it would, but can't hurt to make sure...
 

ultrachicken

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Hopefully the warrior has a distinct feel from the rogue this time around. They played almost exactly the same in Origins.
 

mercr452

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I played the demo on both the xbox and PC. They are completely different. The xbox plays as an action game, mashing the A button to attack with X,Y,B as special moves with the addition of the the R trigger for a total of 6 mapped special attacks/ skills. Also, tactics is a bit forced on the xbox IMO. One has to hold the L trigger to pause the game while using the L/R bumper to switch characters.

The PC is more tactical and easier to manage. Pause is still the space bar. The UI is not invasive. It's very similar to Origins, but it has a streamlined combat like they advertised. Instead of a 1-2 second pause between attacks as in Origins, there are almost no pauses between attacks in DA2. I believe that Bioware stuck with the things that made DA Origins on the PC great.

Also, in the demo, some skills are locked with a lvl 99 requirement. So one can only try on average 3 of the 6 skill trees. For example, you cannot choose the shapeshifting skill tree when playing a mage. I also believe that dual-wielding is out for warriors as well. Also inventory is disabled and I have not tried traps or poisons as of yet (I haven't played a rogue extensively).

Play style is the same and yet different across the classes. A mage needs to be careful with closing enemies, yet attacking (on the console) is the same as a warrior. (mash A with skills thrown in, pop a potion if needed) PC is a little different because you can use the auto-attack and forget, managing your other characters until the target you have selected dies and you move on. I briefly tried playing as a rogue and you can get slaughtered if you get surrounded/separated by enemies (same with mage), warrior is the only one that can survive.

Since I like to mirco-manage things on the tactical side, the PC is a great option for me. However, if a player only likes the action parts with a good story (from what I have seen so far) then a console version is the right choice for you. I believe that Bioware did a good job of designing the game to two different types of game player, tactical and action oriented.

I would love to hear opinions from others who have tried the demo.


Really don't click this spoiler if you want to start fresh. Really.
I don't like how the sister dies if you play a mage
 

beefpelican

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ultrachicken said:
Hopefully the warrior has a distinct feel from the rogue this time around. They played almost exactly the same in Origins.
With the existence of the Warmonger tree, it looks like warriors will be much better at threat management than rogues. Which was also the case in DA:O, but could be handled entirely by the AI with no human intervention.
 

tzimize

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kael013 said:
TsunamiWombat said:
Was it ever verified there'll be story import from DA1? I could never be arsed to finish it. Sorry.

Oh well i'm sure there'll be a "Dragon Age Saves" website.
Yes you can import saves. It even counts the expansion and DLC.
But...I have uninstalled it now....my saves.....................NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Bah. There should be a big warning sign about this somewhere.
 

Taluien

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tzimize said:
But...I have uninstalled it now....my saves.....................NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Bah. There should be a big warning sign about this somewhere.
Well, maybe you still have the saves, as far as I know BioWare saves the saves in a completely different folder... and if you don't check the "Delete savefile too?"box during the deinstall, they should still be there. Look in your "Documents" (am from Germany, sry, don't know if thats the right folder name), the folder where Windows saves Music and stuff like that by default. There should be a BioWare folder inside, where you should have Dragon Age, and presto, there are your saves.
 

tzimize

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Taluien said:
tzimize said:
But...I have uninstalled it now....my saves.....................NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

Bah. There should be a big warning sign about this somewhere.
Well, maybe you still have the saves, as far as I know BioWare saves the saves in a completely different folder... and if you don't check the "Delete savefile too?"box during the deinstall, they should still be there. Look in your "Documents" (am from Germany, sry, don't know if thats the right folder name), the folder where Windows saves Music and stuff like that by default. There should be a BioWare folder inside, where you should have Dragon Age, and presto, there are your saves.
I know....but I recently got a new system, so a lot of those files are gone... :<
 

rickthetrick

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Is there any way to make a hybrid class like the one in the trailer? He was definitely more than what you can do with the mage in the demo. Maybe this will change with the official release.....I hope so at least.
 

Taluien

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rickthetrick said:
Is there any way to make a hybrid class like the one in the trailer? He was definitely more than what you can do with the mage in the demo. Maybe this will change with the official release.....I hope so at least.
Probably by going the way of DA:O with specializations, like Blood Mage or Berserker or Assassin. But that is only an assumption of mine, don't take anything for granted. We will see once the game hits the rigs.
 

mercr452

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ravenshrike said:
Distorted Stu said:
I just hope its better than the last upgrade system. There were things i really didnt use at all, like trap making or poisons.
And yet, if you were playing a hard enough difficulty mod, those things were invaluable to PC rogues.
I just played a rogue and it seems that debilitating potions/ poisons? are in their own skill tree. You don't make them. Also, I didn't see any separate options for increasing speech or other skills like herbalism and lockpicking. They could be included in skill trees or other options, but I didn't see them in the demo. The skills could also be locked with the lvl 99 requirement.
 

Chronologist

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Apropos of nothing, I wonder if you could have a variant difficulty setting in these games where you have more or less companions. In DA:O you can solo the game as an Arcane Warrior or Blood mage, or better as both, with Leliana around to check for (invisible) traps. I'd kinda like to try a 2-man group sometime and not be punished for it.

Back on topic, I don't really see what the point of showing these is. Great, so it's like a normal advancement tree where you can get all the upgrades in a category or specialize in one or two subsets of that category. Not exactly inventing the wheel. I think I'd prefer it if the system was more similar to DA:O's leveling system, but if instead of chooseing a specialization, you unlocked a second set of higher-tier abilities at, say, 10th level, and a third tier at 20th level, with max character level 3. At each tier, present 4-6 different categories of abilities that can be picked at will and advanced in a branching fashion, and presto!

For fighting styles I would have liked to have seen two-weapon, two-handed, sword and board, archery, thrown weapons, duelist style (one-handed weapon and nothing else) and double-weapon style (like quarterstaffs and halberds). All classes could gain access to improved techniques with the basic type of weapon, while advanced class choices expanded upon those weapons (like a throwing-weapon rogue knocking down enemies with his axes, or a Mage imbuing her lance with electricity).

Whatever. Bioware is a good company, then tend to make good games, I'll probably buy whatever they make when it goes on sale. As it is, I'm just not hyped for this, guys.
 

Taluien

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mercr452 said:
ravenshrike said:
Distorted Stu said:
I just hope its better than the last upgrade system. There were things i really didnt use at all, like trap making or poisons.
And yet, if you were playing a hard enough difficulty mod, those things were invaluable to PC rogues.
I just played a rogue and it seems that debilitating potions/ poisons? are in their own skill tree. You don't make them. Also, I didn't see any separate options for increasing speech or other skills like herbalism and lockpicking. They could be included in skill trees or other options, but I didn't see them in the demo. The skills could also be locked with the lvl 99 requirement.
Lockpicking and detecting traps are basic abilities of rogues that improve with every 10 points in Cunning. Just check the stat description in the demo.
 

Dr. wonderful

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Onyx Oblivion said:
Need to see the Rogue and Mage skill trees.

Warriors are for people with no imagination.

Warmonger is going to be the Tank tree, I see.

Rogue
(character is at level 1)

Dual Weapon


1. Unforgiving Chain
Requires: Level 3
For a short time, every basic melee attack the rogue executes in rapid succession increases the chance to score a critical hit. Activating any other talent cancels the effect, but Explosive Strike can exploit the chain for extra damage
Critical chance: Stacking +2% per hit, up to 10 hits.
Type: Passive ability

2. Explosive Strike
Requires: Level 4
Requires: Unforgiving Chain
The rogue completes the combo built up by Unforgiving Chain. Every basic melee attack that the rogue completed immediately prior to using Explosive Strike increases the damage inflicted by breaking the chain.
Physical damage: 10
Physical damage: +50% per basic attack in previous chain, up to 10 hits
Physical force: 2x
Cost: 15 stamina
Cooldown: 25s
Type: Activated ability

3. Merciless Strike
Requires: Level 4
Requires: Explosive Strike
Points required in Dual Weapon: 3
Explosive Strike now guarantees a critical hit and inflicts significantly more damage against enemies who have been knocked off balance by a warrior.
Physical damage: 400% vs STAGGERED targets
Critical chance: 100%
Type: Upgrade

4. Backstab
Requires: Level 2
The lightning-quick rogue vanishes in a smoke screen and reappears behind the enemy with a fierce strike to the back.
Physical damage: 25
Physical force: 2x
Cost:20 stamina
Cooldown: 15s
Type: Activated ability

5. Murder
Requires: Level 8
Requires: Backstab
Points required in Dual Weapon: 3
The rogue now exploits weaknesses in an opponent's defenses when using Backstab to inflict extra damage.
Critical chance: 100%
Type: Upgrade

6. Perforate
Requires: Level 6
Requires: Backstab
Backstab now cools down more quickly, allowing the rogue to use it more frequently.
Cooldown: -5s
Type: Upgrade

7. Twin Fangs
Requires: Level 6
Requires: Explosive Strike
Requires: Backstab
Points required in Dual Weapon: 4
The rogue slashes at a target with both weapons, dealing an automatic critical hit with each blade.
Physical damage: 60 (x2 hits)
Physical force: 2x (x2 hits)
Critical chance: 100%
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability

8. Reversed Grip
Required: Level 10
Twin Fangs can now be used more frequently, allowing the rogue to rapidly tear down any opponent.
Cooldown: -10s
Type: Upgrade

9. Lacerate
Requires: Level 5
Requires: Backstab
Points required in Dual Weapon: 2
While this mode is active, the rogue's deadly blades have a chance to inflict bleeding wounds that continue to cause damage for a short time.
Chance: 10%
Physical damage: 10
Reserved: 10% of stamina
Cooldown: 10s
Type: Sustained mode

10. Main
Requires: Level 9
Requires: Lacerate
Points required in Dual Weapon: 4
Lacerate now cuts deeper, inflicting serious damage.
Chance: 100% vs. STAGGERED targets
Physical damage: +5
Type: Upgrade

Archery


1. Bursting Arrow
Requires: Level 3
Requires: Bow
This arrow explodes on impact showering the area in sharpnel and flame.
Fire damage: 8
Elemental force: 2x
Size: 5m
Cost: 30 stamina
Cooldown: 20s
Type: Activated ability

2. Shattering Arrow
Requires: Level 9
Requires: Bursting Arrow
Points required in Archery: 2
Bursting Arrow is now more powerful and can be used more frequently.
Fire damage: 600% vs. BRITTLE targets
Elemental force: 400% vs. BRITTLE targets
Cooldown: -5s
Type: Upgrade

3. Smoking Arrow
Requires: Level 7
Requires: Bursting Arrow
Bursting Arrow now generates a cloud of smoke that veils allies from enemy attacks.
Obscure chance: 100% for all party members
Type: Upgrade

4. Hail of Arrows
Requires: Level 5
Requires: Bursting Arrow
Points required in Archery: 2
Requires: Bow
The archer unleashes an entire quiver into the air. For a short time after, the missles rain down on enemy ranks.
Physical damage: 3 every 1s
Duration: 4s
Size 10m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability

5. Storm of Arrows
Requires: Level 9
Requiers: Hail of Arrows
Points required in Archery: 5
Hail of Arrows now sweeps across a greater area of the battlefield and slows most enemies to a crawl.
Enemy atack speed: -50%
Enemy movement speed: -50%
Size: 15m
Type: Upgrade

6. Archer's Lance
Requires: Level 7
Requires: Pinning Shot
Requires: Bursting Arrow
Points required in Archery: 3
Requires: Bow
This arrow carries such force that it tears through every enemy along its deadly path.
Physical damage: 19 vs. all enemies along path
Physical force: 2x vs. all enemies along path
Critical chance: 100% vs. targeted enemy
Cost: 40 stamina
Cooldown: 30s
Type: Activated ability

7. Punishing Lance
Requires: level 11
Requires: Archer's Lance
Points required in Archery: 6
Archer's Lance scythes through weaker opponents.
Effect: Instantly kills weaker enemies
Physical damage: +9 vs. all BRITTLE targets along path
Physical force: 400% vs. all BRITTLE targets along path
Type: Upgrade

8. Pinning Shot
Requires: Level 2
Requires: Bow
The archer looses an arrow that immobilizes a target for a short time.
Physical damage: 19
Physical force: 2x
Pinning chance: 80% vs. normal enemies
Duration: 8s
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability

9. Rapid Pinning Shot
The archer can now use Pinning Shot more frequently, and affected enemies are held immobile for longer period.
Duration: +2s
Cooldown: -5s
Type: Upgrade

10. Disorienting Shot
Requires: Level 8
Requires: Pinning Shot
Points required in Archery: 3
The damage inflicted by Pinning Shot becomes so severe that it oten leaves enemies unable to defend themselves.
Physical damage: +9
DISORIENT chance: 100% vs. pinned enemies
Type: Upgrade

Sabotage


1. Rush
Requires: Level 3
The rogue rushes forward, attempting to knock down the target and all nearby enemies.
Physical force: 16x
Cost: 15 stamina
Cooldown: 15s
Type: Activated ability

2. Charge
Requires: Level 7
Requires: Rush
The rogue covers more ground with Rush, knocking enemies down along the path.
Type: Upgrade

3. Blitz
Requires: Level 9
Requires: Rush
Points required in Sabotage: 2
The rogue bowls enemies over with a Rush attack that now inflicts damage.
Physical damage: 11
Type: Upgrade

4. Fatiguing Fog
Requires: Level 7
Requires: Rush
Points required in Sabotage: 3
The rogue envelops enemies in a dense fog that slows them to a near crawl.
Enemy attack speed: -50%
Enemy movement speed: -50%
Duration: 10s
Size: 6m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability

5. Overpowering Fog
Requires: Level 13
Requires: Fatiguing Fog
Points required in Sabotage: 5
Fatiguing Fog becomes so oppressive that it leaves most enemies DISORIENTED, reducing their defenses and make them vulnerable to follow-up attacks from a warrior or mage.
DISORIENT chance: 100% vs. normal enemies
Type: Upgrade

6. Impenetrable Fog
Requires: Level 11
Requires: Fatiguing Fog
Fatiguing Fog now lingers in teh air and veils allies from enemy attacks.
Obscure chance: 100% for all party members
Type: Upgrade

7. Miasmic Flask
The rogue lobs an explosive flask into a group of enemies, briefly stunning them.
Stun chance: 100% vs. normal enemies
Duration: 4s
Size: 5m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability

8. Improved Formula
Requires: Level 3
Miasmic Flasks are now available moer frequently, and the stun effect lasts longer.
Duration: +2s
Cooldown: -5s
Type: upgrade

9. Confusion
Requires: Level 5
Points required in Sabotage: 2
The rogue tricks nearby enemies, causing some to fight among themselves for a short time.
Confuse chance: 50% vs. normal enemies
Duration: 10s
Size: 4m
Cost: 30 stamina
Cooldown: 30s
Type: Activated ability

10. Chaos
Requires: Level 9
Requires: Confusion
Points required in Sabotage: 6
Confusion persists longer, and enemies who were attacking each other now leave their defenses open as well.
DISORIENT chance: 100% vs. confused targets
Duration: +10s
Type: Upgrade

Specialist


1. Speed
Requires: Level 4
While this mode is active, the rogue attacks with much greater speed. (This mode cannot be used at the same time as Precision or Power.)
Attack speed: +10%
Reserved: 20% of stamina
Cooldown: 5s
Type: Sustained mode

2. Lightning Speed
Requires: Level 8
Requires: Speed
Points required in Specialist: 3
While Speed is active, the rogue's attacks become even quicker.
Attack speed: +5%
Type: Upgrade

3. Energizing Speed
Requires: Level 10
Requires: Speed
Points required in Specialist: 5
While Speed is active, the cooldown time of each of the rogue's talent is now reduced.
Cooldown: 90% for all talents
Type: Upgrade

4. Precision
Requires: Level 3
While this mode is active, the rogue focuses on accuracy in order to gain bonuses to critical hits and attack. (This mode cannot be used at the same time as Speed or Power.)
Attack: +20%
Critical chance: +10%
Reserved: 15% of stamina
Cooldown: 5s
Type Sustained mode

5. Precise Attack
Requires: Level 7
Requires: Precision
Points required in Specialist: 2
While Precision is active, the rogue's attacks are now even more likely to hit enemies.
Attack: +10%
Type: Upgrade

6. Precise Criticals
Requires: Level 9
Requires: Precision
Points required in Specialist: 3
While Precision is active, the rogue now has an even greater chance of landing a critical hit.
Critical chance: +5%
Type: Upgrade

7. Harmony
Requires: Level 6
Requires: Speed
Requires: Precision
Requires: Power
Points required in Specialist: 3
While in any of the Power, Precision, or Speed modes, the rogue gains an additional bonus from the other two.
Attack speed: +5% in Power or Precision
Attack: +10% in Speed or Power
Critical chance: +5% in Speed or Power
Stun chance: 1% vs. normal enemies in Speed or Precision
Type: Passive ability

8. Power
Requires: Level 5
While this mode is active, the rogue throws more force into each shot or strike, hoping to stun enemies. Given the speed of the rogue's attack, the chance to stun is significant. (This mode cannot be used at the same time as Precision or Speed.)
Stun chance: 3% vs. normal enemies
Reserved: 20% of stamina
Cooldown: 5s
Type: Sustained mode

9. Stunning Power
Requires: Level 11
Requires: Power
Points required in Specialist: 5
While Power is active, the rogue becomes even more liekly to stun foes.
Stun chance: +3% vs. normal enemies
Type: Upgrade

10. Slashing Power
Requires: Level 9
Requires: Power
Points required in Specialist: 3
The rogue's attacks become so forceful that opponents who are stunned by Power begin to bleed, suffering addtional damage for a short time.
Physical damage: 11 vs. stunned targets
Type: Upgrade

Scoundrel


1. Blindside
Requires: Level 5
The rogue beceoms capable of more potent attacks when engaging distracted opponents. Any target not actively engaging the rogue suffers increased damage from any of the rogue's attacks.
Damage: 120% vs. enemies engaging other allies
Type: Passive ability

2. Twist the Knife
Requires: Level 5
Requires: Blindside
Points required in Scoundrel: 2
The rogue is more concerned with victory than ensuring a fair fight. Against any stunned enemy, the rogue now inflicts automatic critical hits.
Critical chance: 100% vs. stunned targets
Type: Passive ability

3. Follow-Through
Requires: Level 7
Requires: Back-to-Back
Points required in Scoundrel: 2
The rogue thrives on continued momentum in combat, dashing from one attack to the next. The rogue now regains more stamina than normal from every basic attack.
Stamina regeneration: +1% per basic attack
Type: Passive ability

4. Back-to-Back
Requires: Level 3
The rogue stealths and moves to a targeted ally's side, appearing an instant later, ready to render aid.
Cost: 15 stamina
Cooldown: 30s
Type: Activated ability

5. Invisible Friend
Requires: Level 7
Requires: Back-to-Back
Points required in Scoundrel: 2
When using Back-to-Back, the rogue now remains stealthed for a short time. This effect occurs even if the rogue has not learned the Stealth talent.
Stealth chance: 100%
Duration: 10s
Type: Upgrade

6. Armistice
Requires: level 4
The rogue distracts all enemies surrounding a single party member, drawing them away from that ally and redirecting them toward whichever ally each considers the second-greatest threat on teh battlefield.
Threat reduction: 100%
Size: 10m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability

7. Truce
Requires: Level 8
Requires: Armistice
Points required in Scoundrel: 3
The rogue can now use Armistice more frequently, granting respite for party members who inflict significant damage but who are unable to survive enemy onslaughts.
Cooldown: -5s
Type: Upgrade

8. Goad
Requires: Level 6
Requires: Armistice
The rogue incites all enemies in an area into attacking a chosen ally instead of their current targets. Besides simply direction foe to cluster around a particularly hardy party member, this effect complements spells or talents that provide bonuses based on the number of enemies surrounding a companion, like Bravery, Grave Robber, Savvy, or Wrath of the Elvhen.
Threat redirection: 100% to targeted companion
Size: 6m
Cost: 20 stamina
Cooldown: 20s
Type: Activated ability

9. Corral
Requires: Level 10
Requires: Armistice
Points required in Scoundrel: 4
Goad now draws enemies from across a larger area toward the chosen companion.
Size: 10m
Type: Upgrade

10. Brand
Requires: Level 6
Requires: Back-to-Back
Rogue are collaborators and conspirators by nature, not solo powerhouses. After the rogue selects an enemy for allies to destory, any warriors or mages in the party become much more likely to land critical hits against the unfortunate designee.
Critical chance: +10% vs. target for warriors and mages
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability

Subterfuge


1. Stealth
Requires: Level 3
The rogue fades from view, stalking the battlefield. Enemies immediately cease attacking the stealthed rogue, although any action beyond movement will break the cover.
Stealth chance: 100%
Movement speed: 60%
duration: 10s
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability

2. Silent Running
Requires: Level 7
Requires: Stealth
Points required in Subterfuge: 2
The rogue no longer suffers a movement penalty while stealthed.
Movement speed: 100%
type: Upgrade

3. Camouflage
Requires: Level 9
Requires: Stealth
Points required in Subterfuge: 3
The rogue now stays hidden for longer, and dropping into stealth is less tiring.
Duration: +5s
Cost: -10 stamina
Type: Upgrade

4. Ambush
Requires: Level 4
Requires: Stealth
Points required in Subterfuge: 2
The rogue executes an automatic critical hit if striking from stealth. This ability also combines with other talents, such as Hail of Arrows or Backstab.
Critical chance: 100% when stealthed
Type: Passive ability

5. Lingering Shroud
Requires: Level 6
Requires: Stealth
Points required in Suberfuge: 2
The rogue is master of concealment. If the rogue is obscured and stealthed at the same time, the rogue is able to take a single action, like making an attack or using an item, while still maintaining stealth. Only the obscure effect is lost. The rogue's second action will still break stealth. When paired with other abilities that enhance stealth. When paried with other abilities that enhance stealth, like Ambush or Shadow Veil, this can be a powerful advantage.
Type: Passive ability

6. Evade
The rogue leaps backward. Enemies within melee range will often seek an easier target instead.
Theat reduction: Based on enemy rank
Size: 5m
Cost: 15 stamina
Cooldown: 10s
Type: Activated ability

7. Tactical withdrawal
Requires: Level 3
Requires: Evade
The suddenness of the rogue's escape now frequently leaves enemies stunned.
Stun chance: 100% vs. normal enemies
Type: Upgrade

8. Chameleon's Breath
Requires: Level 4
Requires: Evade
The rogue tosses a flask that shatters in a haze of smoke, obscuring nearby allies for a short time, which means that enemy attacks are much more likely to miss them.
Obscure chance: 100% for all party members
Duration: 10s
Size: 5m
Cost: 20 stamina
Cooldown: 30s
Type: Activated ability

9. Chameleon's Cloud
Requires: Level 8
Requires: Chameleon's Breath
Points required in Subterfuge: 2
The rogue gains access to a more potent version of Cameleon's Breath that persists longer and can obscure a larger group of allies.
Duration: +5s
Size: 8m
Type: Upgrade

10. Subtlety
Requires: Level 6
Requires: Evade
Points required in Subterfuge: 2
The rogue is adept at the art of subtlety and distraction, generating significantly less threat from all attacks and abilities. As a result, enemies are far less likely to turn on the rogue.
Threat generation: -25%
Type: Passive ability

That is Rogue, I'll get Mage Later.