Skills and Abilities
As you reach different points in your career as a Rogue you will likely
wish to develop your skills. The following skills are available from the tutors within our guild:
Please note, several of the tutors will not train you until you have
proven yourself and gained a set amount of guild levels. Please do not take
their initial refusals personally!
- Awareness
The awareness skill represents the character's perception of his surroundings. The higher this skill, the greater the
probability that he will find secret doors when using the SEARCH
command and find traps when using the EXAMINE command.
Also, a SEARCH in a room with a hidden character will be more likely to reveal that character if the user has a
high awareness.
- Assassination
If you strike a blow from hiding (hidden or invisible), a check is made
on your assassination skill vs. the creature's abilities. If successful,
the creature will be instantly killed!
Note: This only applies to hand held weapons, not missile weapons and this skill only works when
striking a blow from concealment.
- Barter
The barter skill determines how much you pay for items that you buy and what price you get for items that you sell. A
player with a high barter skill will pay less to purchase items and make more money when selling items.
When using the SHOW ITEMS command at a shop, you will see two numbers (one in parentheses and one
not). The first number is your cost, the second number (the one in parenthesis) is the list price of the item. Thus, you can see just how
well your barter skill is working.
Note: This skill applies to sold items as well. A person with a higher
barter skill will get a better price for sold items. It is a good technique
to have the person in the adventuring party with the highest barter skill
sell all items found and do all of the group purchasing.
- Cabalistic Ability
The cabalistic ability skill represents the player's ability to use scrolls. The higher this skill, the greater the chance
that a character's use of a scroll will be successful.
- Called Shot
This skill is used in conjunction with the AIM command. It allows
you to take extra time and care with a blow to attempt to land a very damaging attack. When you wish to use this skill, use the AIM command
instead of the ATTACK command to attack a creature.
When using this skill, your chance to hit is reduced and your blow takes
somewhat longer to land but your damage is increased.
- Dodging
The dodging skill increases your chances of evading an attack from a creature. Thus, a high dodging skill will mean
creatures miss you more often. Dodging does not affect the damage done by a successful attack. To reduce damage, wear armour or learn
the toughness skill.
- Languages
Everyone in Terris begins speaking the native tongue of his race, and the language of humans, called Common. Over time, one may gain the skill
to speak in different languages. Unlike other skills, you need only learn the race skill language of your choice once, to learn to speak it.
The languages you may learn in the guild are:
- SAURIAN (Lizardman)
- SYLVAN (Sprite)
- DWARVISH
-
GNOMISH
- HAFLING
- OGRE
- GIANT
- ORC
- ELVISH
You may change the language you are currently speaking by using the SPEAK <language choice> command. You can only speak languages you know
(obviously). However, some spell casters may know the spells TONGUES and
COMPREHEND LANGUAGES.
- Herbalism
This skill is the natural ability to mix herbs and seeds. You will find that most herbs and seeds can be combined to form a paste. Pastes can be mixed together to generate herbs with healing properties.
- Jeweler
This skill helps determine the value of a treasure. The higher your skill, the closer your approximation of the item's value.
- Lore
The lore skill helps you determine the special properties of an item when examined. Thus, a player with a high lore skill that
examines a magical dagger will be able to determine the full powers of the item. Once identified, you will always remember the special
properties of an item.
-
Magical Dexterity
The magical dexterity skill is used when a character uses a wand, rod, or staff. The higher this skill, the more likely
it is that the item will function properly.
- Missile Weapons
The Missile Weapons skill teaches the use of bows, crossbows and other ranged
weapons.
The higher the skill you have, the better your chance to hit and damage a creature in combat. Also, a higher skill allows you
to swing your weapon in less time, allowing you to attack faster in combat.
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Multiple Attacks
As this skill increases, your character has a higher chance of having a successful attack instantly followed up with another. Thus, if you
attack a creature and hit, if your multiple attack skill check is successful, your character would instantly strike the
creature again.
Note: this works only with hand held weapons and only comes into play when you successfully strike a creature.
-
One Handed Weapons
The One Handed Weapons skill teaches the use of weapons which require a single hand
like broad swords, daggers, maces, etc.
The higher the skill you have, the better your chance to hit and damage a creature in combat. Also, a higher skill allows you
to swing your weapon in less time, allowing you to attack faster in combat.
-
Physical Training
This skill represents your body conditioning. The higher this skill is, the more hit points you gain per level and the faster you recover
lost hit points when resting (using the REST command).
The ability to gain hit points as you level ends at level 50.
- Pick Locks
The pick locks skill is used when a player attempts to UNLOCK a locked item. The higher the skill, the better the chance of success.
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Pick Pockets
If you are hidden or invisible, you can use the PICKPOCKET command to attempt to steal gold from a creature. Your chance of success is based on your pick pockets skill.
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Poisoning
The Poisoning skill allows you to poison weapons in order to inflict additional poison damage on creatures during combat.
The higher your poisoning skill, the more doses of poison you can apply to a weapon and the more damage the poison will inflict.
To poison a weapon, hold the weapon in your right hand and type POISON. Or, if you wish to poison a friend's weapon, have them hold
the weapon in their right hand and type POISON <friend's name>.
You can alter the level of poisoning you apply to a weapon by using a poison level as part of the
command, for example
POISON 3 DEORI would poison Deori's weapon to intensity level 3.
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Remove Traps
The remove traps skill determines the chance of a player successfully removing a trap on a trapped item. When a player attempts to unlock a trapped item, the remove traps skill is used to determine whether the trap was avoided.
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Resilience
The resilience skill increases your character's resistance to all forms of physical attack (poisons, cold, heat, etc.) The higher this skill, the less damage you will take from elemental type damage.
To see you current levels of defense, use the DEFENSE command.
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Riding
This skill provides you with the ability to ride the various mounts that exist within
the lands and the guild. You will find that some mounts are much
harder to ride than others. Once you have the correct skill level and you have a mount, you can use the
MOUNT and DISMOUNT commands to ride it, and the MOUNTNAME
command to give it a name.
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Spiritual Karma
This skill represents your mental and spiritual awareness. The higher this skill is, the more spell points you gain per level and the faster you recover lost spell points when resting.
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Stealth
The stealth skill is used when a character uses the HIDE command. A hidden character can walk around unnoticed by creatures or players. When a hidden player attacks, the player's chance to hit and damage is increased significantly.
Note: When hidden, you cannot interact with shops, use the UNHIDE command to come out of hiding.
Note: Picking up an item when hidden will instantly make you visible.
Note: You cannot hide when there are creatures in your room.
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Stunning Blow
This skill represents your training in striking creatures in such a way as to cause them to be stunned or incapacitated. Whenever you strike a creature, your stunning blow chance is compared with the skill of the creature. If you succeed, the creature will be stunned or incapacitated for a while (length of time depending on your skill and that of the creature).
Note: this skill only works with hand held or martial arts weapons, not with missile weapons.
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Supreme Dodging
This skill is the domain of Thieves, Rogues and Assassins. During guild training they are instructed in sudden movements, allowing
them the chance to escape from any form of webbing or cages that are thrown against them.
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Swashbuckling
This skill is found within the Rogues' Guild, home to the nicer of the pilfering guilds. Here the big hats, fencing weapons and outrageous acts of derring-do go hand-in-hand with the ability to make fools of enemies who under estimate a rogue.
With a fencing weapon in their hands a rogue is capable of delivering blows over and over again. Fast hands and a good eye come together to allow a
rogue to even eclipse a monk in the amount of attacks they can string together.
*Note* If you are of the Monk profession, swashbuckling will not effect your current abilities for good or bad.
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Swimming
The swimming skill is checked when you attempt to move into water locations. If your skill is high enough, you are allowed to swim across these locations. If not high enough, you are not allowed to enter those locations (unless you have some other method of traversing the water, like the spell of water breathing, flying, or levitation)
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Toughness
The toughness skill allows your character to absorb damage received from creatures. A high toughness allows an unarmored character to absorb damage as if they were armored. Note: the toughness skill does not reduce your chances to be hit, just the damage you take when hit. The dodging skill should be learned if you want to decrease your chances of being hit in combat.
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Warcraft
This skill represents your character's ability to find a weakness in the creature's defense or amour. The higher this skill, the more damage your character does when landing a blow. This ability applies to hand held AND missile weapons and is automatic whenever successfully striking a creature.
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