Everything else is the same as the Duelist build. Get the recipe from Wonders of Thedas in Denerim and ingredients from the Denerim Tavern and the Circle Tower. So, I finally got around to jotting down something about melee rogues that offers something for both power gamers and casual players. Level 3: Pump cun for the rest of the game, Flurry. Don't forget to turn them off at end of battle.
Level 13: Stealth Nothing to pick at this point. I usually buy the spellward for Alistair, both tomes for Alistair and Morrigan, silverhammer's tackmasters for the warden and all the grandmaster elemental runes for the warden. The damage output is great due to backstabs and high attack speed. Combat movement is another huge talent for the ultimate backstabbing rogue, as the most important part of nightmare mode is combat, deft hands has been neglected until now. I chose the Dalish Elves because they leaned more toward being a Ranger, which is what I wanted.
Combine this with the passive ability Coupe De Grace for almost continual automatic backstabs. Any race can become a rogue. The first three bows above are ordered from best to worst, the worst still being awesome. The Helm of Honnleath is not a light helmet, but it has great Armor rating and adds +2 to all attributes while only requiring 20 Str to wear. Your free Warden amulet is fine. The above two are some of the best and give great enhancements. Human and dwarf Nobles get Combat Training, City Elves get Coercion, Dalish Elves get Survival, and Dwarf Commoners get Stealing.
Another great talent for a backstabbing rogue, I use this alongside the last arcane tome to have Wynne paralyze elite targets with the glyph. The best rogue talent in the game, with the warden's current stats, every attack will gain 5-10 points of damage just from taking this. Used this way, the Sustained abilities become practically free. Later on, however, you'll have plenty to choose from, some of which are exotic or rare and requires some hunting. Once you gain more levels, you may want to look into for making your own health potions, which can save you a lot of money, for creating weapon enhancements, and also Trap Making.
You have enough natural Dex and many, many factors boosting your Attack rating. Magic is a downright throw away attribute. I've always enjoyed playing Rogues in Bioware games due to the subtle, treacherous and exotic nature of their combat techniques. The added focus on Dexterity will more than compensate for your character's lighter armor, and Cunning has a host of benefits including higher critical damage, better lockpicking and disarming, improved coercion, and better mental resistance. Thus if you wait until level 14 for Assassin and then use 2 Tomes there, you don't miss much. You will encounter a lot of locked treasure chests in this game, and being able to open them will often yield some great valuables. However, if you already used up 60 stamina, Momentum won't reduce your stamina further, it will just mean your stamina won't regenerate the last 60 points that is reserved for Momentum.
Also personally I'd avoid investing in anything stealth related until you feel like you've gotten everything else you deem useful mostly focusing on passives at first with just a few trigged abilities. Level 6: Below the belt. You will also find that the Dwarf Noble origin grants you more cash throughout the game than any other origin. The last two bows are non-unique random loot but will work perfectly fine as a secondary weapon. The only common deaths from party members I had were from Alistair prior to touching his dexterity, once he got the knight commander's plate and taunt it was pretty smooth. The tier two poison is more expensive but quite a bit more effective too if you are able to afford ingredients.
In the game there is already a dual-wielding rogue companion that you can recruit, namely Zevran. Also, many other important abilities like Exploit Weakness and Riposte use Cun in their calculations. The awesome Punisher and Whirlwind are unfortunately relegated to late levels. Also you can use other companions for lockpicking. Willpower and Constitution are both semi-important, giving you more stamina for abilities and more health respectfully. However, with Lethality, you can use Cunning to increase damage instead. This will delay the less important Evasion and Dual Weapon Expert talents.
They use lightning fast weapon strikes and steadfast fighting stances to strike where it hurts most. You probably have a few leftover skills. I also think you should spend points in Dual Weapon Training so you can use two daggers, which can yield devastating results. It's up to you which you prefer. Only Acid Flask can be acquired in infinite quantity.
Lifegiver is a good option, but it costs alot and also better equipped on a tank companion. This is all good although the +1 to Magic is a bit of a waste. These are only available level 12-16 though, so the early game priority isn't high. Summoning takes forever to cast, so you ideally want to start battles with the summon already sustained. It is also possible to sprint through the battle as Dog and exit Orzammar though the deep roads map. Bow: Max passive, get +critical percent change upgrades, grab a bow, and do nothing but auto attack causing criticals.