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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