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Rogue equipment
Rogue |
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Starting a... |
Rogues are primarily melee or ranged combatants with lots of skills for convenience. Therefore, any items which improve Stats or Skills are useful.
Equipment[edit]
Essential Items[edit]
Thieves' Tools are essential for the skills Disable Device and Open Lock. These skills are only available after rogue training. The full range of normal, Masterwork, +1, +2, +3, +4 and +5 tools are available from looting chests. These give a corresponding bonus to the roll of +1, +2 through to +7 respectively. This will stack with any item giving a bonus to disabling or unlocking.
In case a rogue has to resort to buying Thieves' tools The Harbor general vendor sells normal tools, The Marketplace general vendor sells normal or masterwork. Tools with bonuses are available for purchase only after gaining Free Agent favour. Their vendor in The Harbor will then sell them to you.
Always carry a spare pack and replace them when you have less than 50 in inventory.
Armor[edit]
Rogues are trained to wear Light armor only. This gives a choice of four types or choose from. Also available are Robes and Mithral or Darkleaf Medium Armor (which counts as light due to the metal properties). Light armor also ensures that Evasion is not hindered. Generally it is best to select an armor which does not reduce dexterity bonus.
At lower levels Adamantine armor is useful for giving some damage reduction. At higher levels the amount of damage received in attacks is much greater so DR/1 or 2 is insignificant. It is wiser to invest in magic armor that gives some benefits. As a rogue, unless you are a very specialised build you do not want to worry about AC.
Being untrained in shield use means rogues will not normally use them. In extremes, however, any character can use a shield untrained so getting a light shield gives some additional protection when necessary. Special ones to look out for are:
- Darkwood shields have the advantage of zero armor check penalty.
- Mithral has the advantage of increased maximum dexterity bonus.
Protection items are useful. Having light armor and no shield means that rogues tend to have a lower armor class, and some protection bonus, along with the bonus to armor class from high dexterity bonus often helps in melee combat.
Weapons[edit]
Rogues are trained to use Simple Weapons and the Martial Weapons of rapier, shortsword and shortbow only. This gives a modest selection to choose from. Due to rogues often having high dexterity the Weapon Finesse feat is a popular choice (the Assassin enhancement tree can allow Dexterity to be applied to damage with certain weapons if you have Weapon Finesse). As such the preferred light weapons, which are usable include Kukri (slashing), Light mace (bludgeoning), and Dagger (piercing). Racial or further training can mean that other finesse weapons are available for use.
Magic melee weapons giving a bonus to Backstabbing or Deception are an excellent compliment to rogue skills. Otherwise a weapon with bane, elemental or special powers are a personal preference. Magic ranged weapons with special powers are handy as it is applied to all ammunition, even normal bolts. Coupled with the Rogue's high dexterity this makes a good choice of weapon. Returning throwing weapons are useful to reduce costs.
Update 25 revamped the Rogue Mechanic Tree, making the Ranged Rogue attractive again, enhancing crossbows, bows and throwing weapons. Great Crossbow enhancements are superior to Heavy/Light or Repeating Crossbows. Unfortunately only a scarce amount of named Great Crossbow weapons are available in game, but with Crafting some good weapons can be created, e.g. Green Steel, Cannith Crafted, Thunder-Forged and ToEE Crafting.
Other Items[edit]
Stat boost items are excellent as they give a boost to several skills. They tend to be rarer to loot, especially those with high boosts. Skills boost items are more common and usually target a single skill. (although better ones can target several skills, or a stat and a skill - hold onto those!). The bonus is an odd number. +1 and +3 are available for use by any level, and then higher bonuses are level limited.
As Rogues also have only a good Reflex save, hence items which give Resistance or enhanced Fortitude save or Will save are good.
Items which give limited spell effects are handy to enhance skills, get buffed, or just mimic a good spell.
Named quest rewards[edit]
Named quest rewards which have a chance of being looted of particular interest to rogues are:
- Sacrifices: Troubleshooter's Goggles - Goggles: Spot +3Spot +3: Passive: +3 Competence bonus to the Spot skill., Search +3Search +3: Passive: +3 Competence bonus to the Search skill., Listen +3Listen +3: Passive: +3 Competence bonus to the Listen skill., TroubleshooterTroubleshooter: +1 insight bonus to all saves, Open Lock +3, Disable Device +3 (typed competence, thus non-stacking) - Required Level: 0
- Splinterskull: Lhor-Tragu's Shadowed Armor - +1 Leather Armor: Blue Augment Slot: EmptyBlue Augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Delera's Tomb: Skeleton Key - Trinket: Open Lock +7Open Lock +7: Passive: +7 Competence bonus to the Open Lock skill., Yellow Augment Slot: EmptyYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Caverns of Korromar: Wraith's Skin - +3 Leather Armor: Colorless Augment Slot: EmptyColorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Cult of Six: Jeweler's Loupe - Goggles: Haggle +10Haggle +10: Passive: +10 Competence bonus to the Haggle skill., Disable Device +10Disable Device +10: Passive: +10 Competence bonus to the Disable Device skill., Yellow Augment Slot: EmptyYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- South Threnal: Accomplice - Cloak: Move Silently +10Move Silently +10: Passive: +10 Competence bonus to the Move Silently skill., Hide +10Hide +10: Passive: +10 Competence bonus to the Hide skill., Curse of RepulsivenessCurse of Repulsiveness: Passive -1 Penalty to Charisma. (The minimum level required to equip this item is lower than normal due to this curse.), Green Augment Slot: EmptyGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Vault of Night:
- Kundarak Delving Suit - +5 Chain Shirt (Armor 10, Max Dex 6, ASF 30%, Light): MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3. , Move Silently +5Move Silently +5: Passive: +5 Competence bonus to the Move Silently skill., Search +5Search +5: Passive: +5 Competence bonus to the Search skill. (Upgradeable to Epic)
- Kundarak Delving Goggles - Blindness ImmunityBlindness Immunity: Grants its wearer immunity to blindness effects., Spot +10Spot +10: Passive: +10 Competence bonus to the Spot skill., Disable Device +10Disable Device +10: Passive: +10 Competence bonus to the Disable Device skill. (Upgradeable to Epic)
- Titan Awakes: Seven Fingered Gloves - Disable Device +11Disable Device +11: Passive: +11 Competence bonus to the Disable Device skill., Open Lock +11Open Lock +11: Passive: +11 Competence bonus to the Open Lock skill., Use Magic Device +5Use Magic Device +5: Passive: +5 Competence bonus to the Use Magic Device skill., Arcane Casting DexterityArcane Casting Dexterity: This ability reduces the arcane spell failure chance by -10%.
- Zawabi's Revenge: Cloak of the Zephyr - Cloak: BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment., InvisibilityInvisibility
Caster level: 3
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1) (Upgradeable to Epic) - Prison of the Planes: Ring of Shadows
- ML12: Hide +10Hide +10: Passive: +10 Competence bonus to the Hide skill., Move Silently +10Move Silently +10: Passive: +10 Competence bonus to the Move Silently skill., DuskDusk: Equipping this item engulfs you in twilight shadows. Attacks from enemies have a 10% chance to miss you due to concealment.
- ML13: Hide +11Hide +11: Passive: +11 Competence bonus to the Hide skill., Move Silently +11Move Silently +11: Passive: +11 Competence bonus to the Move Silently skill., BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
- ML14: Hide +13Hide +13: Passive: +13 Competence bonus to the Hide skill., Move Silently +13Move Silently +13: Passive: +13 Competence bonus to the Move Silently skill., BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment., Colorless Augment Slot: EmptyColorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML23: Hide +17Hide +17: Passive: +17 Competence bonus to the Hide skill., Move Silently +17Move Silently +17: Passive: +17 Competence bonus to the Move Silently skill., BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment., Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Colorless Augment Slot: EmptyColorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML24: Hide +20Hide +20: Passive: +20 Competence bonus to the Hide skill., Move Silently +20Move Silently +20: Passive: +20 Competence bonus to the Move Silently skill., BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment., Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Yellow Augment Slot: EmptyYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML25: Hide +20Hide +20: Passive: +20 Competence bonus to the Hide skill., Move Silently +20Move Silently +20: Passive: +20 Competence bonus to the Move Silently skill., Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment., Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Yellow Augment Slot: EmptyYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Accursed Ascension: Wretched Twilight - Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Nullification +72Nullification +72: Passive: +72 Equipment bonus to Negative (Necrotic) and Poison Spell Power., Stealth StrikeStealth Strike: Reduces the threat generated by ranged attacks and spells by 15%., Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Upgradeable Item (Black Abbot)Upgradeable Item (Black Abbot): This item could be upgraded if you found a Seal of the Black Abbot to combine it with. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with the Seal of the Black Abbot to upgrade the item to a more powerful form.
- A Vision of Destruction: Tharne's WrathTharne's Wrath: With 2 items equipped - Ghost Touch and -20% Melee Threat. With 3 items equipped - Feather Falling. Set Bonus:
- Tharne's Bracers - Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Tharne's WrathTharne's Wrath: With 2 items equipped - Ghost Touch and -20% Melee Threat. With 3 items equipped - Feather Falling.
- Tharne's Goggles - Sneak Attack Bonus +5Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Search +15Search +15: Passive: +15 Competence bonus to the Search skill., Spot +15Spot +15: Passive: +15 Competence bonus to the Spot skill., True SeeingTrue Seeing: Passive: You gain the benefit of the spell True Seeing., Tharne's WrathTharne's Wrath: With 2 items equipped - Ghost Touch and -20% Melee Threat. With 3 items equipped - Feather Falling.
- Hound of Xoriat: Tumbleweed - Attack Bonus +2Attack Bonus +2: Provides a +2 competence bonus to your attack rolls., Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Tumble +10Tumble +10: Passive: +10 Competence bonus to the Tumble skill.
- Amrath Prestige Class Sets:
- MechanicMechanic: Open Locks +15, Disable Device +15, +2 Exceptional bonus to all Dexterity based Skills.
- A New Invasion & Genesis Point: Mechanic's Belt - Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Proof Against Poison +6 Proof Against Poison +6: This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save)., Fire Resistance +10Fire Resistance +10: Passive: +10 Enhancement bonus to your Fire Resistance., MechanicMechanic: Open Locks +15, Disable Device +15, +2 Exceptional bonus to all Dexterity based Skills.
- Tower of Despair: Ring of Deftness - Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Intelligence +1Exceptional Intelligence +1: This item focuses the power of the wearer's mind, granting a +1 exceptional bonus to Intelligence., MechanicMechanic: Open Locks +15, Disable Device +15, +2 Exceptional bonus to all Dexterity based Skills., Incredible PotentialIncredible Potential: Incredible Potential: This ring's power has not been fully unleashed. When this ring is combined with 9 Shavarath War Trophies and ac Imbued Shard of Great Power in an Altar of Subjugation, its full potential will be reveled.
- Thief AcrobatThief Acrobat: +15 to Jump, ? % chance weapons will unbalance an opponent, causing -2 to AC.
- Bastion of Power: Morah's Belt - Jump (spell)Jump (spell)
Caster level: 15
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Tumble +15Tumble +15: Passive: +15 Competence bonus to the Tumble skill., Thief AcrobatThief Acrobat: +15 to Jump, ? % chance weapons will unbalance an opponent, causing -2 to AC. - Tower of Despair: Morah's Band - Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a +1 exceptional bonus to Dexterity., Thief AcrobatThief Acrobat: +15 to Jump, ? % chance weapons will unbalance an opponent, causing -2 to AC., Incredible PotentialIncredible Potential: Incredible Potential: This ring's power has not been fully unleashed. When this ring is combined with 9 Shavarath War Trophies and ac Imbued Shard of Great Power in an Altar of Subjugation, its full potential will be reveled.
- Bastion of Power: Morah's Belt - Jump (spell)Jump (spell)
- AssassinAssassin: Bonus to hit and damage with sneak attacks (+2 to hit and +5 damage from attacks considered sneak attacks[both non-stacking even if it say exceptional]), 20% less threat. If have Assassin III Enhancement: chance with weapons to apply a Level Drain effect.
- Sins of Attrition: Awanahu Sash - Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Proof Against Poison +6 Proof Against Poison +6: This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save)., AssassinAssassin: Bonus to hit and damage with sneak attacks (+2 to hit and +5 damage from attacks considered sneak attacks[both non-stacking even if it say exceptional]), 20% less threat. If have Assassin III Enhancement: chance with weapons to apply a Level Drain effect.
- Tower of Despair: Whisper Ring - Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Intelligence +1Exceptional Intelligence +1: This item focuses the power of the wearer's mind, granting a +1 exceptional bonus to Intelligence., AssassinAssassin: Bonus to hit and damage with sneak attacks (+2 to hit and +5 damage from attacks considered sneak attacks[both non-stacking even if it say exceptional]), 20% less threat. If have Assassin III Enhancement: chance with weapons to apply a Level Drain effect., Incredible PotentialIncredible Potential: Incredible Potential: This ring's power has not been fully unleashed. When this ring is combined with 9 Shavarath War Trophies and ac Imbued Shard of Great Power in an Altar of Subjugation, its full potential will be reveled.
- MechanicMechanic: Open Locks +15, Disable Device +15, +2 Exceptional bonus to all Dexterity based Skills.
Conclusion[edit]
Rogues are very versatile and depending on their leaning in terms of combat, ranged combat, using magic scrolls and wands, disarming traps, etc. weapons, armour and items are available for use. You may need to compete with other classes for them, however.
Generally after some questing you'll have a range of useful items, some which are permanently equipped, and some which you can swap out as the quest demands.
Good luck in your roguish exploits!