Difference between revisions of "Class Skills"
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===Tactics Skill=== | ===Tactics Skill=== | ||
− | The tactics skill gives a fighter an additional boost to Attack Strength and | + | The tactics skill gives a fighter an additional boost to Attack Strength and reduces taken damage up to 25%. It increases when attacking with any fighter weapon. |
===Block Skill=== | ===Block Skill=== |
Revision as of 04:15, 1 May 2012
Class skills are skills that contribute to your class points. Essentially, these are the skills that determine your overall class break-up.
For a more detail explanation of how class skills determine a character's class composition, refer to: How Classes Relate to Skills
Fighter Skills
Fighter Weapon Skills
To become a lethal fighting machine, a fighter must first develop weapon skills. The higher the weapon skill, the higher the attack strength will be when a weapon of that type is wielded and the more damage it will inflict. More importantly, when a fighter attains a certain level of proficiency with each weapon skills, he or she may also execute the deadly special attack of that weapon skill.
There are four fighter-based weapons:
Axes
- Damage Type: Slashing
- Stat Dependent Damage Optimisation: 75% str / 25% dex
- Default special move : CLEAVE
- Other usable special moves: FURRY, THUNDERCLAP
Longswords
- Damage Type: Slashing
- Stat Dependent Damage Optimisation: 75% str / 25% dex
- Default special move: FURRY
- Other usable special moves: CLEAVE, BLOODBOLT
Maces
- Damage Type: Bludgeoning
- Stat Dependent Damage Optimisation: 90% str / 10% dex
- Default special move: THUNDERCLAP
- Other usable special moves: FURRY, BLOODBOLT
Polearms
- Damage Type: Slashing (except Spears, which have damage type Piercing)
- Stat Dependent Damage Optimisation: 90% str / 10% dex
- Default special move: BLOODBOLT
- Other usable special moves: CLEAVE, THUNDERCLAP
For further details on special rage attacks, refer to: Combat Abilities
And for a complete list of the various weapons availble as well as their respective weapon types, refer to: Weapon Types
Tactics Skill
The tactics skill gives a fighter an additional boost to Attack Strength and reduces taken damage up to 25%. It increases when attacking with any fighter weapon.
Block Skill
With a shield readied, a character will automatically attempt to block hits that are taken in the direction he or she is facing. The chance to successfully block an attack is based on the fighter's block skill as well as the type of shield used.
All Armour Types
Fighers can reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. Essentially, gaining defence from light, medium or heavy armour is subject to having skill points in fighter. Specifically, if your highest fighter skill is X%, then you will only gain X% of the total defence afforded by light, medium or heavy armour.
So for example, if your highest fighter skill is 50%, and you are wearing 10 defense worth of light, medium or heavy armour, then you would only gain 10 * 50% = 5 defense.
And for a complete list of the various armour availble as well as their respective armour types, refer to: Armour Types
Light and Medium Armour Movement Penalties
Fighters do not suffer movement penalties for wearing light or medium armour.
Mage Skills
Magery and Sorcery
Mages have two skills pertaining to the use of magic: Magery and Sorcery.
For details on these, refer to: Magic and Spellcasting.
Priest Skills
Piety and Divinity
Priests have two skills pertaining to the use of magic: Piety and Divinity.
For details on these, refer to: Magic and Spellcasting.
Blessed Maces
A priest is able to use maces that have been blessed as proficiently as a fighter can use normal maces. Thus, via the blessed maces skill, a priest gains all the same abilities as a fighter would when using the mace skill.
Note: the specific weapon type a priest must wield is "blessed mace" and not just "maces".
For details on the mace skill, refer to Maces in the Fighter Weapon Skills Section above.
All Armour Types
Like fighers, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy.
For details, refer to the All Armour Types Section above.
Light and Medium Armour Movement Penalties
Like fighters, priests do not suffer movement penalties for wearing light or medium armour.
Rogue Skills
Rogue Weapon Skills
Shortswords
- Damage Type: Slashing
- Stat Dependent Damage Optimisation: 25% str / 75% dex
- Default special move: SLICE N DICE
Foils
- Damage Type: Piercing
- Stat Dependent Damage Optimisation: 25% str / 75% dex
- Default special move:: DISARM
Note: players with high skill in foils will be at first able to parry attacks (i.e., deflect them) and later to perform a riposte (where the damage is inflicted back on the attacker). Parry and riposte are passive abilities that occur automatically.
Ranged
- Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)
- Stat Dependent Damage Optimisation: 25% str / 75% dex
- Default special move: POINT BLANK HEADSHOT
Note: A minimum of 90% in a weapon skill and 100% rage is required in order to execute a special rage attack with a weapon matching that skill type. Executing the default special of any rogue weapon type may be done by using the "special move" ability.
For further details on special rage attacks, refer to: Combat Abilities
And for a complete list of the various weapons availble as well as their respective weapon types, refer to: Weapon Types
Lockpicking
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests.
Depending on your skill, a lock may be too difficult to unlock. However, with practice, almost no lock can stand between a rogue and whatever is beyond said lock.
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off "exploring"
Note that the shortcut key to use lockpicks is: j + dir.
Trap Detect and Disarm
Many chests, locked or not, may also trapped. By Using the search function (i.e., s+dir) a rogue will attempt to examine a chest for a trap. The trap (if present), may be detect by a rogue if he or she has sufficient skill.
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+j+dir
Stealth and Backstabbing
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing H, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.
Once hidden, you can attempt to backstab. You must have a shortsword or dagger equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target's level, and for player targets, the lightness of their armour. It's very hard to BS a player wearing plate armour, for example.
Note:
- The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.
- You cannot hide when there are players, monsters or NPCs around which can see you, or if you have a light source.
Light Armour
Rogues benefit from light armour. Essentially, gaining defence from light armour is subject to having skill points in rogue (or fighter/priest). Specifically, if your highest rogue skill is X%, then you will only gain X% of the total defence afforded by light armour.
So for example, if your highest rogue skill is 50%, and you are wearing 4 defense worth of light armour, then you would only gain 4 * 50% = 2 defense.
And for a complete list of the various armour availble as well as their respective armour types, refer to: Armour Types
Light Armour Movement Penalties
Rogues do not suffer movement penalties for wearing light armour.
Monk Skills
Monk Weapon Skills
Unarmed Combat
- Damage Type: Bludgeoning (with brass knuckles or fists), Piercing (with neko de) or Slashing (with katars)
- Stat Dependent Damage Optimisation: 50% str / 50% dex
- Special Rage Attack: QUIVERING PALM
In general, unarmed weapons are very fast, and tend to inflict more critical hits. Also, when a character is totally 'unarmed' (i.e., equipped with only unarmed type armour and using either bare fists or an unarmed type weapon), and is a grandmaster with unarmed weapons, he or she will recieve additional bonuses in defense and attack strength.
Sanctity
Monks have one skill pertaining to the use of magic: Sanctity. For details on these, refer to: Magic and Spellcasting.