Well the gates were closed for a bit. So I
decided to sit outside light up some femfendar and :GASP:
write since I'm bored. I just wanted to write a little skills guide for
the young'uns to bolster what's already in written near the outside of
our guild. I'll start with terms and skills. I've noticed a lot of the
newer rogues sacrificing skills I would consider "must have" skills in
order to learn useless things or the "crucial" skills from other
rogues.
*Note: This is for rogues who are between
levels 1 and 13(approx.)
Some of ya young rogues didn't know what I was
talking about when I said some things to yas.
1. Double Hide-- To activate paint, then HIDE using your
stealth skill. As a result you should be hidden, with the Lurk spell in
your mind.
2. Leap-- the act of attacking from the shadows. AKA jumping
out, backstab, assass attempt
3. Re-leap-- the thief manuever or act of automatically
leaping back into the shadows after attacking from the shadows. AKA
double releap, auto re leap, assass releap, all types of crap.
You should be about level 5 upon entering the
guild. The road is hard at first but here are the skills that I feel
are most important to learn.
1. Physical Training(aka
PT)--The higher this skill, the more health you will recover when
resting. The higher this skill, THE MORE HPS YOU WILL GAIN AT LEVEL.
Why Learn? More HPs, duh. Learn this as soon as you can. A girl thief
and a boy thief enter the lands at level 1. The girl learns Physical
Training to Beginner and the boy stays at apprentice or has none. At
level 2 the boy will find he has less HPs than the girl. Also, you
should not attain a land level that is higher than your next guild
portal. This will result in you NOT learning your Physical
Training(among other skills) at the lowest level possible.
< 2. One-Handed Weapons(aka OHW)--This skill
determines your skill with any weapon that can be wielded with one
hand. It determines balance time of ALL attacks. By all attacks, I mean
the higher you One Handed Weapons skill, the better your balance time
is when ATTACKING(A/ATTACK), AIMING(AIM), and CHARGING (CH/CHARGE). Why
learn? It makes you hit harder and faster. It is not possible to
assassinate a creature with a Missile Weapon.
3. Dodging-- The higher this skill the less you get
hit in combat. Why learn? We are not fighters so we don't have high
constitutions and PT, thus we have less HPS. Getting hit less really
does help, you may not realize it but if you compare your hp loss from
before the skill was attained you will see there is a difference. Your
chance to dodge is GREATLY decreased when in Berserk Stance(as are all
defensive skills).
-Remove Traps-- this skill
increases chance of automatically disarming a trap upon entering a room
or touching/unlocking which is trapped.
-Riding-- increases damage when charging and MAY
improve balance time slightly.(OHW improves balance time for sure on a
charge) For those who charge alot this may be an option, other than
that I would only suggest learning enough to ride the mount you intend
to purchase.
-Barter-- more gold when selling items/cheaper
prices
-Resilience-- resistance to elemental attacks
-Spell Resistance-- resistance to magical attacks
-Awareness-- at least to apprentice. You will NOT be
able to find some things if awareness is not on your skill list. It
also impacts other skills
-Pick Locks-- a thief has the ability to unlock a
door with apprentice skill. This should suffice for all doors and
chests.(at least the ones I've encountered) This is an option for
decreasing your unlock time, which can be useful in some rare
situations.
-Pick Pockets-- this skill allows a thief to steal
from monsters and innocents. This is a nice way to get some extra
gold.(PICKPOCKET or PICKITEM )
It is hopeful that you are level 8, glevel 8 by
this point. That way you will be as powerful as you can be by level 8,
not to mention getting that PT so you can have more hps by the time you
reach level 9 and level 10.
1. Physical Training
2. One Handed Weapons
3. Poison-- The higher the skill, the greater your
poison's intensity and the more charges. Why learn? You do more damage.
You do Divine Damage. Damage is good, it is of the gods.
4. Multiple Attacks(aka MA, MAttack if yer talking
to a monk *wink*)-- The higher this skill, the higher the chance of you
getting more consecutive attacks on monsters. Why learn? Damage, duh.
But this skill also helps you assassinate more. When you leap from the
shadows with a multiple attack each attack is a possible assassination;
Two attacks, two attempts.
5. Called Shot(aka CS, CShot)-- This skill allows
you to strike a creature in a vital area and cause more damage. Used
the same as as ATTACK(A) but you must type AIM to attack with a called
shot. The higher the skill, the more damage you will cause when typing
aim.
Why learn? Damage. Highly underestimated skill, learn it early though
it may not serve you better than using ATTACK/A at first, there will
come a time when most of your attacks are done with AIM. Your balance
time is a bit longer with aim. The better you become in OHW, the LESS
the BALANCE TIME will be . The better you become at Called Shot, the
MORE DAMAGE you do upon landing a called shot. Called shot does NOT
INCREASE the chance of assassination, NOR DOES IT DECREASE.
6. Stealth-- This skill determines how fast, how
long, and how well you hide. Why learn? (1) Hiding failure in public is
embarassing! (2) You stay hidden longer. (3) You are harder to search
out by both monsters and other citizens. Do not underestimate this
skill. I have found that a lot of rogues do, so I will give you a
scenario. Lets say ya wanna kill a draggie. Ya hide like a good rogue
and leap out like ya should :snaps, No assass!: but, luckily ya leap
back into the shadows! But the damn dragon spots ya and cancels your
chance for another shot at killing it.
7. Dodging
Skills to consider: -same as above
Again it is advisable to be Level 10/GLevel 10 at
this point.
1. Physical Training
2. One-Handed Weapons
3. Poisoning
4. Multiple Attacks
5. Called Shot
6. Stealth
7. Dodging
-Toughness-- decreases damage
taken after being hit, very expensive for the first learn.
-Pick Pockets-- this skill begins to pay off here
-Barter-- saves gold at higher levels, might help
with mount price a bit
After learning all the main skills and getting your new guild armor you
may want to learn a bit of assassination to help you along the way.
Learning a skill from guildmates always costs you one more build point.
You will regret learning from others if you let impatience control you.
So, if you do decide to learn from guildmates and learn TOO MUCH the
day you will curse yourself will be upon you.
-Get a Guild Ring!
-the Tool Bag is useful, type EX TOOL BAG for instructions on proper
use.
-Locker the Lockpicking kit.
-Face Paint can be activated from within your pack, so it is not
required to be "in-hand".
-when unlocking, use UNLOCK for doors and UNLOCK for boxes, instead of
using the Lockpick kit. You get more exp.
-Keep your GLevels close to your Land Levels(normal level)
-Do not forget your City Level.
-Read the Charter.
-Follow the rules, especially number 1, erm...no 2, I'd just go with
all of em.
-Don't steal from other citizens early on. Believe me it is best to
build bridges before you burn them.
-Try SCALE WALL one north Town Center.
-Hunt the catacombs at first, then the Fort if ya can handle it.
-Study the monsters and their balance times.
-Practice double hiding, paint usage and assassination in battle.
-Learn how to use *cough OOC* the wizard and it's macros, not just the
1, 2, 3... macros. If any of ya young rogues got a question for me,
post em here and I'll help yas if I can. Also I'm no longer a mentor so
tone those tells down folks(points at those I'm talking about *tickles,
runs n ducks*).
::Falls to the ground
panting. Spin manages to make it into the shadows crawling. Spin is
gone...eventually.::
|