Training to Consider
As every Rogue enters the guild with a different outlook on life and
different goals they wish to achieve, there is no way to set out what skills
should be learnt and in what order. Depending on what role you wish to play,
will depend on what you will wish to learn. Skills are mainly broken down
in the guild to be combat-based, scout-based or trade-based skills, though
there are some overlaps and you will likely need or choose to mix-and-match
as your career develops. Combat-based refers to the skills used to
physically attack or to defend yourself or others. Scout-based skills will
help you travel around the land and uncover its secrets. Trade-based skills
will allow you to help others.
Combat-Based The two skills that most people will advise as very
important to learn as soon as possible would be Physical Training
(PT) and Spiritual Karma (SK), the higher these skills, the more
health (PT) and spell points (SK) you will recover when resting. Also, the
higher these skills, the more hit points (PT) and spell points (SK) you will
gain when you level. As you can only gain these points until Level 50, it is
suggested to get these early.
You will likely want to learn a weapon skill, the two main types of weapons
used in the guild are one-handed weapons and missile weapons, with
one-handed weapons being the most common. It is wise to learn at least one
of the related skills, One Handed Weapons or Missile Weapons,
to a good level as you can, as the skill determines and lowers your balance
time of ALL attacks with that type of weapon as well as improving your use -
making you hit harder and faster. It is not possible to assassinate a
creature with a Missile Weapon. Additional skills that may help (in no
particular order):
- Stealth and Assassination - To hide and then strike a
blow from concealment, giving the opportunity to kill in one blow.
Stealth determines how fast, how long, and how well you hide
- Poisoning - Allows you to poison weapons in order to inflict
additional poison damage on creatures during combat
- Swashbuckling - With a fencing weapon in their hands a
Rogue is capable of delivering blows over and over again. Fencing
Weapons are a type of one handed weapon
- Stunning Blow - This skill represents your training in striking
creatures in such a way as to cause them to be stunned or incapacitated
with a melee weapon or martial arts
- Warcraft - The ability to find a weakness in an enemies defense
or amour, to land a more damaging blow. This ability applies to hand
held AND missile weapons
- Multi-Attacks - With a non-missile weapon, allows a Rogue to
deliver repeated blows in a single assault
- Called Shot - Higher damage, but takes longer to recover and
easier to evade.
- Toughness - A high toughness allows an unarmored character to
absorb damage as if they were armored
- Dodging - The higher this skill the less you get hit in
combat
- Resilience - Lowers damage taken by elemental attacks and
poisons
- Spell Resistance - Lowers damage and effects taken by magical
attacks
At this time Supreme Dodging is a low priority, as it does no real
effective benefit.
Scout-Based
These skills will help support you in uncovering the secrets of the land (in
no particular order):
- Awareness - The higher this skill, the greater the probability
that you will find secret doors and uncover hidden details in rooms
- Remove Traps - To avoid setting off a trap on an item, door or
rigged up in a room.
- Pick Locks - The ability to open up something locked.
- Swimming
Trade-Based
- Barter - Lowers the price of things you want to buy and sell your
stuff for higher amounts.
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