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	<id>https://euotopia.com/manual/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Goemon</id>
	<title>EUO Manual - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://euotopia.com/manual/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Goemon"/>
	<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php/Special:Contributions/Goemon"/>
	<updated>2026-10-23T12:40:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://euotopia.com/manual/index.php?title=Monk&amp;diff=5100</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Monk&amp;diff=5100"/>
		<updated>2022-11-28T03:37:31Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Sanctity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monk Skills==&lt;br /&gt;
===Monk Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Unarmed Combat&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Bludgeoning (with brass knuckles or fists), Slashing (with neko de) or Piercing (with katars)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 50% str / 50% dex&lt;br /&gt;
*Special Rage Attacks: [[Combat Abilities#Sleeping_Fist|Sleeping Fist]], [[Combat Abilities#Throat_Strike|Throat Strike]], [[Combat Abilities#Quivering_Palm|Quivering Palm]]&lt;br /&gt;
&lt;br /&gt;
In general, unarmed weapons are very fast, and tend to inflict more critical hits. Also, when a character is totally &amp;#039;unarmed&amp;#039; (i.e., equipped with only unarmed type armour and using either bare fists or an unarmed type weapon), having a higher unarmed combat skill will result in an improvement in your ability to both attack and defend.&lt;br /&gt;
&lt;br /&gt;
===Sanctity===&lt;br /&gt;
Monks have one skill pertaining to the use of magic: Sanctity. &lt;br /&gt;
For details on these, refer to: [[Magic and Spellcasting]].&lt;br /&gt;
===Sanctity===&lt;br /&gt;
This is the school of magic used by monks.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;runic incantation&amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || reset aspect || SR 0 || Removes current aspect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || sense || SW || Endows x-ray vision&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 2 || aspect of the hydra || SR I || Imbues monk to channel lightning&lt;br /&gt;
|-&lt;br /&gt;
| heal || SM || Heals wounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 3 || cleanse || SN || Curses poison, disease, &amp;amp; blindness&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 4 || aspect of the drake || SR II || Imbues monk to channel fire&lt;br /&gt;
|-&lt;br /&gt;
| teleport || SP || Transports monk a short distance away&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 5 || stoneform || SY || Transforms monk into an invulnerable statue&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 6 || aspect of the yeti || SR III || Imbues monk to channel cold&lt;br /&gt;
|-&lt;br /&gt;
| levitate || SYU || Allows monk to float off the ground&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 7 || sieze || SRX || Snares target from a distance bringing it into melee range&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 8 || aspect of the snake || SR IV || Imbues monk to channel poison ignoring protection&lt;br /&gt;
|-&lt;br /&gt;
| astral travel || SOP || Monk&amp;#039;s spirit leaves his body so as to explore unseen&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 valign=&amp;quot;top&amp;quot; | 9 || mirror images || SXQ || Creates 2 identical images that distract enemies&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;2&amp;quot; | 10 || aspect of the turtle || SR V || Increases mental and physical resistance&lt;br /&gt;
|-&lt;br /&gt;
| phase shift || SRY || Endows magical immunity and increased dodge ability (must be in UA armor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navigation Player Character}}&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4757</id>
		<title>Item Materials</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4757"/>
		<updated>2020-07-17T04:16:18Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Runed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Default (ordinary) materials==&lt;br /&gt;
Items without a prefix (e.g., a long sword) are typically known as untinted items. Plain (untinted) items are made from a common material type for that item (e.g., a long sword is forged out of metal, and a staff is made out of wood). Each item can also be made from a non-common material. Such items are typically known as tinted items, and will have a prefix that defines the material it is made of.&lt;br /&gt;
&lt;br /&gt;
The remainder of this page describes the various non-common materials that items can be made of (i.e., the rest of this page describes the prefixes items may have).&lt;br /&gt;
&lt;br /&gt;
==Item Material Equivalences==&lt;br /&gt;
Many of the item materials that are available for metal also exist for wood, cloth and leather.   They have different names, but their intrinsic properties are the same.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the different names for each material type:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;metal&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;wood&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;cloth&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| copper || oak || boiled || boiled&lt;br /&gt;
|-&lt;br /&gt;
| silver || silverleaf || silverweave || silverhide&lt;br /&gt;
|-&lt;br /&gt;
| gold || ash || goldweave || goldhide&lt;br /&gt;
|-&lt;br /&gt;
| steel || - || studded || studded&lt;br /&gt;
|-&lt;br /&gt;
| blackrock || ebony || darkweave || darkhide&lt;br /&gt;
|-&lt;br /&gt;
| crystal || crystal || crystalhide || silk&lt;br /&gt;
|-&lt;br /&gt;
| adamantium || adamantium || battleweave || battlehide&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Craftable Materials==&lt;br /&gt;
&lt;br /&gt;
====Plain====&lt;br /&gt;
* Plain weapons do the most critical hits. A plain one-handed weapon with maxed out skill crits about 1 in 15 hits. A plain 2H weapon will crit about 1 in 7.&lt;br /&gt;
&lt;br /&gt;
====Copper====&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Oak is the material equivalent to copper&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In EUO, Copper is an element found naturally as an ore, and can be smelted to create copper ingots, with which weapons and armour can be made.&lt;br /&gt;
&lt;br /&gt;
In Real Life, copper wasn&amp;#039;t used to make weapons (probably because in elemental form it is quite soft for a metal): however an alloy of copper, zinc and tin called [http://en.wikipedia.org/wiki/Bronze Bronze] was. Bronze was used for weapons before modern steel was discovered/invented (steel is an &amp;#039;alloy&amp;#039; of iron carbon).&lt;br /&gt;
&lt;br /&gt;
However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* are 20% lighter (therefore lighter in the backpack)&lt;br /&gt;
* weapons are about 10% faster.&lt;br /&gt;
* copper armour has +10% better defense than regular armour.&lt;br /&gt;
* copper weapons do +10% more damage than regular weapons.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Silverleaf is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Silverweave is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Silver is mined and smelted. Silver is known for its anti-undead properties, thus silver items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* silver armour partially reflects damage sustained from undead.&lt;br /&gt;
* silver weapons do double damage vs undead and lycanthropes.&lt;br /&gt;
* Undead players (skeletuns and vampires) will take damage while wearing silver weapons or armor&lt;br /&gt;
&lt;br /&gt;
===Gold===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ash is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Goldweave is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour. Rogues can not hide while wearing gold armor.&lt;br /&gt;
&lt;br /&gt;
In EUO: &lt;br /&gt;
* gold item readied adds 1 permanent radius of light to the wearer.&lt;br /&gt;
* gold armour has +10% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Various [[Armourer|smithed]] armours can be created from steel. Steel is simply ore smelted with ash.&lt;br /&gt;
&lt;br /&gt;
* steel armour has +15% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Venomous===&lt;br /&gt;
This material is an alchemist&amp;#039;s concoction and can be made by applying certain reagents to ordinary logs and ore. See [[Alchemy]] for more details.&lt;br /&gt;
&lt;br /&gt;
* venomous weapons poison the target.&lt;br /&gt;
&lt;br /&gt;
===Addled===&lt;br /&gt;
* Addled weapons do +15% more damage than regular weapons.&lt;br /&gt;
* Addled weapons give a chance of confusing the target.&lt;br /&gt;
* Addled weapons have an increased crit chance than other tinted weapons, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Runed===&lt;br /&gt;
* Runed weapons give +33% increased rage generation.&lt;br /&gt;
* Runed weapons have an increased crit chance than other tinted weapons, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Blackrock===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ebony is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Darkweave is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blackrock can be found by experienced miners but it must be processed by an [[Alchemy|alchemist]] into &amp;#039;blackrock ore&amp;#039; to be of any use.  Once treated it can be smelted into blackrock ingots ready for smithing.  Blackrock items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* blackrock weapons do +20% more damage than regular weapons.&lt;br /&gt;
* blackrock armour has +25% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Boiled Leather===&lt;br /&gt;
Boiled leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* boiled leather armour has +20% better defense than plain leather.&lt;br /&gt;
&lt;br /&gt;
===Studded Leather===&lt;br /&gt;
Studded leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* Studded leather armor has +30% more defense than regular leather armour.&lt;br /&gt;
&lt;br /&gt;
===Brass===&lt;br /&gt;
Common brass is an alloy of 70% copper and 30% zinc. To make brass ingots in euo, have 7 copper ores in backpack and 3 zinc ores, and use smelting tongs on a brazier. Brass ingots can then be &amp;#039;hammered flat&amp;#039; into brass sheets by a [[Weaponsmith|weaponsmith]] or an [[Armourer|armourer]]. Brass sheets are useful for [[Tinkering|tinkers]] to make things with.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: in EUO brass is NOT a &amp;#039;&amp;#039;material&amp;#039;&amp;#039;! &amp;#039;&amp;#039;Brass ingots&amp;#039;&amp;#039; and &amp;#039;&amp;#039;brass sheets&amp;#039;&amp;#039; are unique items: a &amp;#039;brass ingot&amp;#039; is not an ingot with a brass prefix. You cannot therefore create brass weapons and armour.&lt;br /&gt;
&lt;br /&gt;
===Mithril===&lt;br /&gt;
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted by dwarven armourers.&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
* mithril weapons have +25% dmg like adamantium (all races)&lt;br /&gt;
* when a dwarf crits with a mithril weapon, a 5 sec MR cleave is inflicted on the target&lt;br /&gt;
&lt;br /&gt;
* NON-Dwarves gain only the +25% better defense of normal armour.&lt;br /&gt;
&lt;br /&gt;
Armour:&lt;br /&gt;
* Mithril armour has +25% better defense of normal armour.&lt;br /&gt;
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense (dwarf only)&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves have the innate ability to detect mithril ore.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
Crafted from a living being bone does indeed provide more than an suspecting glance from others!&lt;br /&gt;
* a wielded bone weapon adds +10% damage to spells&lt;br /&gt;
* bone armour/wearables gives roughly +5% HP and up to 10% HP to those skilled in Necromancy, with diminishing returns per extra bone item equiped.&lt;br /&gt;
&lt;br /&gt;
==Uncraftable Materials==&lt;br /&gt;
&lt;br /&gt;
===Adamantium===&lt;br /&gt;
&amp;#039;&amp;#039;For leather, Battlehide is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Battleweave is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Adamantium is a metal alloy whose ingredients are still unknown. For this reason, adamantium items are very rare.&lt;br /&gt;
&lt;br /&gt;
* Adamantium armour has +50% more defense than regular armour.&lt;br /&gt;
* Adamantium weapons do +25% more damage than regular weapons.&lt;br /&gt;
* Adamantium weapons give +10% increase to attack strength.&lt;br /&gt;
&lt;br /&gt;
===Barbed===&lt;br /&gt;
* Barbed weapons give a chance of wounding the target.&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
&amp;#039;&amp;#039; For leather, Crystalhide is the material equivelent of crystal&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039; For cloth, Silk is the material equivelent of crystal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Crystal gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense.&lt;br /&gt;
&lt;br /&gt;
* For example:&lt;br /&gt;
** Silk padded boots +5 will give 60 Magic Resistance&lt;br /&gt;
** Crystal Field Plate +7 will give 110 Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Diamond===&lt;br /&gt;
* Diamond weapons do damage to targets as if their defence is 0&lt;br /&gt;
* Diamond staves increase the chance of a mage breaking a target&amp;#039;s magic resistance.&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical. The reflect damage from glass armor has a chance to active monk aspects. Glass jewelry, belts, or non-shield offhand items do not reflect damage.&lt;br /&gt;
&lt;br /&gt;
===Vampyric===&lt;br /&gt;
Weapons with this &amp;quot;material&amp;quot; property are of mysterious and possibly sinister origin. &lt;br /&gt;
&lt;br /&gt;
* Vampyric weapons steals a portion of the targets health and channels it to the user.&lt;br /&gt;
&lt;br /&gt;
===Flesh===&lt;br /&gt;
If you have flesh for armour or a weapon then you&amp;#039;re either a psychopath or a bridge troll.&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4756</id>
		<title>Item Materials</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4756"/>
		<updated>2020-07-17T04:15:53Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Addled */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Default (ordinary) materials==&lt;br /&gt;
Items without a prefix (e.g., a long sword) are typically known as untinted items. Plain (untinted) items are made from a common material type for that item (e.g., a long sword is forged out of metal, and a staff is made out of wood). Each item can also be made from a non-common material. Such items are typically known as tinted items, and will have a prefix that defines the material it is made of.&lt;br /&gt;
&lt;br /&gt;
The remainder of this page describes the various non-common materials that items can be made of (i.e., the rest of this page describes the prefixes items may have).&lt;br /&gt;
&lt;br /&gt;
==Item Material Equivalences==&lt;br /&gt;
Many of the item materials that are available for metal also exist for wood, cloth and leather.   They have different names, but their intrinsic properties are the same.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the different names for each material type:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;metal&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;wood&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;cloth&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| copper || oak || boiled || boiled&lt;br /&gt;
|-&lt;br /&gt;
| silver || silverleaf || silverweave || silverhide&lt;br /&gt;
|-&lt;br /&gt;
| gold || ash || goldweave || goldhide&lt;br /&gt;
|-&lt;br /&gt;
| steel || - || studded || studded&lt;br /&gt;
|-&lt;br /&gt;
| blackrock || ebony || darkweave || darkhide&lt;br /&gt;
|-&lt;br /&gt;
| crystal || crystal || crystalhide || silk&lt;br /&gt;
|-&lt;br /&gt;
| adamantium || adamantium || battleweave || battlehide&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Craftable Materials==&lt;br /&gt;
&lt;br /&gt;
====Plain====&lt;br /&gt;
* Plain weapons do the most critical hits. A plain one-handed weapon with maxed out skill crits about 1 in 15 hits. A plain 2H weapon will crit about 1 in 7.&lt;br /&gt;
&lt;br /&gt;
====Copper====&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Oak is the material equivalent to copper&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In EUO, Copper is an element found naturally as an ore, and can be smelted to create copper ingots, with which weapons and armour can be made.&lt;br /&gt;
&lt;br /&gt;
In Real Life, copper wasn&amp;#039;t used to make weapons (probably because in elemental form it is quite soft for a metal): however an alloy of copper, zinc and tin called [http://en.wikipedia.org/wiki/Bronze Bronze] was. Bronze was used for weapons before modern steel was discovered/invented (steel is an &amp;#039;alloy&amp;#039; of iron carbon).&lt;br /&gt;
&lt;br /&gt;
However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* are 20% lighter (therefore lighter in the backpack)&lt;br /&gt;
* weapons are about 10% faster.&lt;br /&gt;
* copper armour has +10% better defense than regular armour.&lt;br /&gt;
* copper weapons do +10% more damage than regular weapons.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Silverleaf is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Silverweave is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Silver is mined and smelted. Silver is known for its anti-undead properties, thus silver items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* silver armour partially reflects damage sustained from undead.&lt;br /&gt;
* silver weapons do double damage vs undead and lycanthropes.&lt;br /&gt;
* Undead players (skeletuns and vampires) will take damage while wearing silver weapons or armor&lt;br /&gt;
&lt;br /&gt;
===Gold===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ash is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Goldweave is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour. Rogues can not hide while wearing gold armor.&lt;br /&gt;
&lt;br /&gt;
In EUO: &lt;br /&gt;
* gold item readied adds 1 permanent radius of light to the wearer.&lt;br /&gt;
* gold armour has +10% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Various [[Armourer|smithed]] armours can be created from steel. Steel is simply ore smelted with ash.&lt;br /&gt;
&lt;br /&gt;
* steel armour has +15% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Venomous===&lt;br /&gt;
This material is an alchemist&amp;#039;s concoction and can be made by applying certain reagents to ordinary logs and ore. See [[Alchemy]] for more details.&lt;br /&gt;
&lt;br /&gt;
* venomous weapons poison the target.&lt;br /&gt;
&lt;br /&gt;
===Addled===&lt;br /&gt;
* Addled weapons do +15% more damage than regular weapons.&lt;br /&gt;
* Addled weapons give a chance of confusing the target.&lt;br /&gt;
* Addled weapons have an increased crit chance than other tinted weapons, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Runed===&lt;br /&gt;
* Runed weapons give +33% increased rage generation.&lt;br /&gt;
* Runed weapons do more critical hits than any other tinted weapon, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Blackrock===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ebony is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Darkweave is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blackrock can be found by experienced miners but it must be processed by an [[Alchemy|alchemist]] into &amp;#039;blackrock ore&amp;#039; to be of any use.  Once treated it can be smelted into blackrock ingots ready for smithing.  Blackrock items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* blackrock weapons do +20% more damage than regular weapons.&lt;br /&gt;
* blackrock armour has +25% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Boiled Leather===&lt;br /&gt;
Boiled leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* boiled leather armour has +20% better defense than plain leather.&lt;br /&gt;
&lt;br /&gt;
===Studded Leather===&lt;br /&gt;
Studded leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* Studded leather armor has +30% more defense than regular leather armour.&lt;br /&gt;
&lt;br /&gt;
===Brass===&lt;br /&gt;
Common brass is an alloy of 70% copper and 30% zinc. To make brass ingots in euo, have 7 copper ores in backpack and 3 zinc ores, and use smelting tongs on a brazier. Brass ingots can then be &amp;#039;hammered flat&amp;#039; into brass sheets by a [[Weaponsmith|weaponsmith]] or an [[Armourer|armourer]]. Brass sheets are useful for [[Tinkering|tinkers]] to make things with.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: in EUO brass is NOT a &amp;#039;&amp;#039;material&amp;#039;&amp;#039;! &amp;#039;&amp;#039;Brass ingots&amp;#039;&amp;#039; and &amp;#039;&amp;#039;brass sheets&amp;#039;&amp;#039; are unique items: a &amp;#039;brass ingot&amp;#039; is not an ingot with a brass prefix. You cannot therefore create brass weapons and armour.&lt;br /&gt;
&lt;br /&gt;
===Mithril===&lt;br /&gt;
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted by dwarven armourers.&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
* mithril weapons have +25% dmg like adamantium (all races)&lt;br /&gt;
* when a dwarf crits with a mithril weapon, a 5 sec MR cleave is inflicted on the target&lt;br /&gt;
&lt;br /&gt;
* NON-Dwarves gain only the +25% better defense of normal armour.&lt;br /&gt;
&lt;br /&gt;
Armour:&lt;br /&gt;
* Mithril armour has +25% better defense of normal armour.&lt;br /&gt;
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense (dwarf only)&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves have the innate ability to detect mithril ore.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
Crafted from a living being bone does indeed provide more than an suspecting glance from others!&lt;br /&gt;
* a wielded bone weapon adds +10% damage to spells&lt;br /&gt;
* bone armour/wearables gives roughly +5% HP and up to 10% HP to those skilled in Necromancy, with diminishing returns per extra bone item equiped.&lt;br /&gt;
&lt;br /&gt;
==Uncraftable Materials==&lt;br /&gt;
&lt;br /&gt;
===Adamantium===&lt;br /&gt;
&amp;#039;&amp;#039;For leather, Battlehide is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Battleweave is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Adamantium is a metal alloy whose ingredients are still unknown. For this reason, adamantium items are very rare.&lt;br /&gt;
&lt;br /&gt;
* Adamantium armour has +50% more defense than regular armour.&lt;br /&gt;
* Adamantium weapons do +25% more damage than regular weapons.&lt;br /&gt;
* Adamantium weapons give +10% increase to attack strength.&lt;br /&gt;
&lt;br /&gt;
===Barbed===&lt;br /&gt;
* Barbed weapons give a chance of wounding the target.&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
&amp;#039;&amp;#039; For leather, Crystalhide is the material equivelent of crystal&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039; For cloth, Silk is the material equivelent of crystal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Crystal gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense.&lt;br /&gt;
&lt;br /&gt;
* For example:&lt;br /&gt;
** Silk padded boots +5 will give 60 Magic Resistance&lt;br /&gt;
** Crystal Field Plate +7 will give 110 Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Diamond===&lt;br /&gt;
* Diamond weapons do damage to targets as if their defence is 0&lt;br /&gt;
* Diamond staves increase the chance of a mage breaking a target&amp;#039;s magic resistance.&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical. The reflect damage from glass armor has a chance to active monk aspects. Glass jewelry, belts, or non-shield offhand items do not reflect damage.&lt;br /&gt;
&lt;br /&gt;
===Vampyric===&lt;br /&gt;
Weapons with this &amp;quot;material&amp;quot; property are of mysterious and possibly sinister origin. &lt;br /&gt;
&lt;br /&gt;
* Vampyric weapons steals a portion of the targets health and channels it to the user.&lt;br /&gt;
&lt;br /&gt;
===Flesh===&lt;br /&gt;
If you have flesh for armour or a weapon then you&amp;#039;re either a psychopath or a bridge troll.&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4755</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4755"/>
		<updated>2020-07-12T06:09:54Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Bards &amp;amp; Musicianship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Rogue weapons use a 25% STR / 75% DEX stat ratio. Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+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. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
*Rogues cannot hide while wearing gold weapons or armor.&lt;br /&gt;
&lt;br /&gt;
===Bards &amp;amp; Musicianship===&lt;br /&gt;
Please refer to the forum thread on this topic: &amp;lt;br&amp;gt;&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5415&amp;lt;br&amp;gt;http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5422&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; spell type &amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +10% Damage || aura  || Boosts the caster&amp;#039;s and party member&amp;#039;s damage by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fear and Confusion || ability  || Causes fear or confusion within the area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +1 Loot Quality || aura || Increase loot quality from boss monster drops. DOES NOT AFFECT CHEST LOOT.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Party Heal || ability || Bestows the bardic restoration status, lasts 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +10% Rage || aura || Increases rage gain by +10%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || New Fans || ability || Changes aggressive summoned monsters into friendly monsters&lt;br /&gt;
|-&lt;br /&gt;
| 7 || +100 MR || aura || underwhelming &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bleeding Eardrums || ability || Costs 50 rage, Causes bleeding in a directional cone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4754</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4754"/>
		<updated>2020-07-12T06:08:34Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Bards &amp;amp; Musicianship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Rogue weapons use a 25% STR / 75% DEX stat ratio. Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+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. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
*Rogues cannot hide while wearing gold weapons or armor.&lt;br /&gt;
&lt;br /&gt;
===Bards &amp;amp; Musicianship===&lt;br /&gt;
Please refer to the forum thread on this topic: &amp;lt;br&amp;gt;&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5415&amp;lt;br&amp;gt;http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5422&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;circle&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;spell name&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039; spell type &amp;#039;&amp;#039;&amp;#039; || width=&amp;quot;500&amp;quot; | &amp;#039;&amp;#039;&amp;#039;description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +10% Damage || aura  || Boosts the caster&amp;#039;s and party member&amp;#039;s damage by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Fear and Confusion || ability  || Causes fear or confusion within the area of effect.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +1 Loot Quality || aura || Increase loot quality from boss monster drops. DOES NOT AFFECT CHEST LOOT.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Party Heal || ability || Bestows the bardic restoration status, lasts 10 seconds.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +10% Rage || aura || Increases rage gain by +10%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || New Fans || ability || Changes aggressive summoned monsters into friendly monsters&lt;br /&gt;
|-&lt;br /&gt;
| 7 || +100 MR || aura || underwhelming &lt;br /&gt;
|-&lt;br /&gt;
| 8 || Bleeding Eardrums || ability || Costs 50 rage, Causes bleeding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Classes&amp;diff=4750</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Classes&amp;diff=4750"/>
		<updated>2020-07-07T01:14:21Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* How Your Class is Represented */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
In EUO there are 6 basic classes: the Fighter, the Mage, the Priest, the Monk, the Necromancer and the Rogue. However, unlike most RPG&amp;#039;s, you are not tied to a class when you create your character. Instead, the class(es) a character belongs to are based upon the skills that are developed over time.&lt;br /&gt;
&lt;br /&gt;
Guides to building your character can be found on the forums: http://forums.swut.net/viewforum.php?f=18&lt;br /&gt;
&lt;br /&gt;
===The Fighter===&lt;br /&gt;
The fighter is a master of melee combat, utilising weapons such as axes, halberds, maces and swords to defeat enemies.  Please refer to the [[Fighter]] page.&lt;br /&gt;
&lt;br /&gt;
===The Mage===&lt;br /&gt;
The mage is a purveyor of magic. Please refer to the [[Mage]] page.&lt;br /&gt;
&lt;br /&gt;
===The Monk===&lt;br /&gt;
The monk is an unarmed fighter that also uses the sanctity school of magic to battle his foes.  Please refer to the [[Monk]] page.&lt;br /&gt;
&lt;br /&gt;
Link to the monks thread on the forums: http://forums.swut.net/viewtopic.php?f=12&amp;amp;t=4082&lt;br /&gt;
&lt;br /&gt;
===The Priest===&lt;br /&gt;
The priest is a fighter/mage hybrid that specialises in holy magic while bludgeoning enemies to death with blessed maces. Please refer to the [[Priest]] page.&lt;br /&gt;
&lt;br /&gt;
===The Rogue===&lt;br /&gt;
The rogue uses smaller melee weapons such as daggers, foils, and shortswords, as well as ranged weapons, and wears lighter armour when adventuring. Rogues also possess skills in security and stealth.  Please refer to the [[Rogue]] page.&lt;br /&gt;
&lt;br /&gt;
===The Necromancer===&lt;br /&gt;
The necromancer simultaneously casts dark necromantic magic while slashing his or her foes to pieces with a ritualised blade.&lt;br /&gt;
&lt;br /&gt;
Please refer to the [[Necromancer]] page, &amp;amp; the forums: http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5179&lt;br /&gt;
&lt;br /&gt;
===The Druid===&lt;br /&gt;
&lt;br /&gt;
Druids are a staff wielding &amp;quot;nature&amp;quot; magic class that can shift their character stats and play style through polymorphism and druidry class skills. Druids wielding spell enchanted staffs (eg Crook of VOG) can proc the staff enchantment through their druid spells, while all other mages can only do so through melee attacks.&lt;br /&gt;
&lt;br /&gt;
Please refer to the [[Druid]] page, &amp;amp; also the forums post about them: http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5347&lt;br /&gt;
&lt;br /&gt;
==How Your Class is Represented==&lt;br /&gt;
In the player stats box, you will see a number of lines like this:&lt;br /&gt;
&lt;br /&gt;
 Fighter: x%&lt;br /&gt;
 Rogue: y%&lt;br /&gt;
 Mage: z%&lt;br /&gt;
&lt;br /&gt;
The x% / y% / z% represents the percentage of each class you currently are. The total combined class % points (what as known as the class cap) is capped at 150% for humans and 125% for non-humans. For example, a character with a class cap of 125% could be 80% fighter, 20% rogue and 25% mage - or any combination thereof.&lt;br /&gt;
&lt;br /&gt;
All races can use [[Shrines#Shrine_of_Versatility|Shrine of Versatility]] to raise their class cap to 200%. Leveling at the Shrine of Versatility increases your class cap by 2% per level.&lt;br /&gt;
&lt;br /&gt;
==How Classes Relate to Skills==&lt;br /&gt;
&lt;br /&gt;
1. [[Class Skills|Class specific skills]] belong under one of the following categories: Fighter, Mage, Priest, Monk, Rogue or Necromancer&amp;lt;br&amp;gt;&lt;br /&gt;
2. The highest skill from a class category determines the class %&amp;lt;br&amp;gt;&lt;br /&gt;
3. The maximum total combined class % points is 150% for humans, and 125% for non-humans.&lt;br /&gt;
&lt;br /&gt;
For example, if you have stealth at 20%, magery at 50% and longswords at 30%, then you will be 20% Rogue, 50% mage and 30% Fighter.&lt;br /&gt;
&lt;br /&gt;
The Skills belonging to each class category are as follows:&lt;br /&gt;
&lt;br /&gt;
*Fighter skills: Axes, Blocking, Longswords, Maces, Polearms, Tactics&lt;br /&gt;
*Rogue skills: Foils, Locks, Ranged, Shortswords, Security (merged Stealth + Traps)&lt;br /&gt;
*Mage skills: Magery, Sorcery, Staves&lt;br /&gt;
*Priest skills: Blessed maces, Divinity, Piety&lt;br /&gt;
*Monk skills: Unarmed combat, Sanctity&lt;br /&gt;
*Necromancer skills: Necromancy, Hexblades, Bonecrafting&lt;br /&gt;
&lt;br /&gt;
For more detailed information, see:  [[Class Skills]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Inscription&amp;diff=4749</id>
		<title>Inscription</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Inscription&amp;diff=4749"/>
		<updated>2020-07-05T04:58:15Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Scroll List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Inscription is the art of writing magical formulae onto a scroll to create a certain effect.  The advantage being that almost anyone can read the scroll and benefit from the effect, regardless of their ability.  Many of these effects are unique to scrolls, and are not duplicated by the various circles of spells.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The scribe uses a &amp;#039;&amp;#039;quill&amp;#039;&amp;#039; and writes the formulae on a &amp;#039;&amp;#039;blank scroll&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Raw Materials==&lt;br /&gt;
&lt;br /&gt;
===Quills===&lt;br /&gt;
Quills are available for purchase from a [[Shoppes#Provisioner|provisioner]].&lt;br /&gt;
&lt;br /&gt;
===Blank Scrolls===&lt;br /&gt;
Blank Scrolls, as well as some pre-inscribed scrolls and [[Magic_and_Spellcasting#Tomes_and_Scribes|tomes]] are available from a [[Shoppes#Scribe|scribe]].&lt;br /&gt;
&lt;br /&gt;
==Scribing Scrolls==&lt;br /&gt;
Use (&amp;#039;&amp;#039;&amp;#039;u&amp;#039;&amp;#039;&amp;#039;) a quill to scribe a scroll from available blank scrolls in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Scroll List===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Min Skill %&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll (IL)&amp;#039;&amp;#039;&amp;#039; || In Lor spell || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Unweld&amp;#039;&amp;#039;&amp;#039; || unwelds equipped [[Other_Item_Information|cursed items]] || align=center| 0&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Uncurse&amp;#039;&amp;#039;&amp;#039; || removes [[Other_Item_Information|curse]] from item || align=center| 5&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Town Portal Scroll&amp;#039;&amp;#039;&amp;#039; || portal to bound town || align=center| 10&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll (S)&amp;#039;&amp;#039;&amp;#039; || Sanct spell || align=center| 15&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Truesight&amp;#039;&amp;#039;&amp;#039; || reveals hidden and invisible || align=center| 20&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Resurrection Scroll&amp;#039;&amp;#039;&amp;#039; || raises dead players || align=center| 25&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Raise Pet Scroll&amp;#039;&amp;#039;&amp;#039; || raises dead pets || align=center| 30&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Health&amp;#039;&amp;#039;&amp;#039; || increases maximum health || align=center| 35&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Identify&amp;#039;&amp;#039;&amp;#039; || identifies an item || align=center| 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll (VL)&amp;#039;&amp;#039;&amp;#039; || Vas Lor spell || align=center| 40&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll (IMJ)&amp;#039;&amp;#039;&amp;#039; || In Mani Jux spell || align=center| 45&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Improved Scroll of Health&amp;#039;&amp;#039;&amp;#039; || increases maximum health || align=center| 50&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll (KOP)&amp;#039;&amp;#039;&amp;#039; || Kal Ort Por spell || align=center| 55&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Uncurse All&amp;#039;&amp;#039;&amp;#039; || uncurses all known [[Other_Item_Information|cursed]] items|| align=center| 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll (SL)&amp;#039;&amp;#039;&amp;#039; || Sanct Lor spell || align=center| 60&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Merchant Contract&amp;#039;&amp;#039;&amp;#039; || creates [[Player_Merchants|player merchant]] || align=center| 65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Refined Scroll of Health&amp;#039;&amp;#039;&amp;#039; || increases maximum health || align=center| 65&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll (KPY)&amp;#039;&amp;#039;&amp;#039; || Kal Por Ylem spell || align=center| 70&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Identify All&amp;#039;&amp;#039;&amp;#039; || identifies all carried items || align=center| 75&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Greater Scroll of Health&amp;#039;&amp;#039;&amp;#039; || increases maximum health || align=center| 82&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Protection&amp;#039;&amp;#039;&amp;#039; || protects from certain effects || align=center| 90&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tile Scroll(water)&amp;#039;&amp;#039;&amp;#039; || creates a water floor tile to use in your home || align=center| 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tile Scroll(lava) &amp;#039;&amp;#039;&amp;#039; || creates a lava floor tile to use in your home || align=center| 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scroll of Galvinizing&amp;#039;&amp;#039;&amp;#039; || Gives +5% to all stats || align=center| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==What the Advanced Scrolls Do==&lt;br /&gt;
These scrolls are not available for purchase from the local [[Shoppes#Scribe|scribe]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Identify All&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Identifies everything in inventory (does not reveal curses however).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Uncurse All&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Uncurses everything in inventory that has a &amp;#039;&amp;#039;known&amp;#039;&amp;#039; curse.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll of Truesight&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
For 60 seconds, the reader can see hidden and invisible players and creatures. These creatures are not revealed in the manner that the Wis Quas spell removes hidden.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Raise Pet&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Improved: raises your pet with full health&lt;br /&gt;
*Regular: Raises your pet with 1 health point &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll of Protection&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Grants the reader 30 mins of immunity to poison, disease, as well as effects from traps (gas, poison, paralysis and blinding). Also adds 5 defense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll of Health&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
All scrolls of health temporarily increase your maximum health points (the bonus hp deteriorates over time) but some have level requirements before you can use them.&lt;br /&gt;
&lt;br /&gt;
*regular: adds 75 to your maximum health                               : No level requirement for use.&lt;br /&gt;
*improved: adds 100 to your maximum health                             : Level 25+ requirement.&lt;br /&gt;
*refined: adds 125 to your maximum health                              : Level 50+ requirement.&lt;br /&gt;
*greater: adds 150 to your maximum health                              : Level 75+ requirement.&lt;br /&gt;
&lt;br /&gt;
Note: scrolls of health will additionally increase your current health if you are already at full health.  If you are wounded, only your maximum health will be raised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Races&amp;diff=4747</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Races&amp;diff=4747"/>
		<updated>2020-06-15T22:23:19Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Skeletun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Human==&lt;br /&gt;
* + 5 points in stat relating to their initial class&lt;br /&gt;
* 150% class cap (all other races start with 125%)&lt;br /&gt;
* PD servers: Remort to 200% class cap, while other races remort only to 175%&lt;br /&gt;
* +10% xp (the non-human races gain only 90% of xp from monsters and quests)&lt;br /&gt;
&lt;br /&gt;
==Draconian==&lt;br /&gt;
* +10% magical and normal damage&lt;br /&gt;
* +15% magic resistance&lt;br /&gt;
* Can polymorph into a drake that lets you fly at a slow speed anywhere on continent&lt;br /&gt;
&lt;br /&gt;
==Half Troll==&lt;br /&gt;
* Dual wield any 1-handed weapons (e.g., a 1H axe and a 1H sword: a tomahawk and a falchion)&lt;br /&gt;
* Dual wield slight speed increase : 10% faster&lt;br /&gt;
* Increased HP regeneration (regenerates even in the middle of battle)&lt;br /&gt;
&lt;br /&gt;
==Half Orc==&lt;br /&gt;
* +10% STR&lt;br /&gt;
* +10% magic resistance&lt;br /&gt;
* +15% faster rage gain&lt;br /&gt;
* No speed reduction with heavy armour&lt;br /&gt;
* Gains one point of magic resistance per rage&lt;br /&gt;
&lt;br /&gt;
==Gnome==&lt;br /&gt;
* +10% DEX&lt;br /&gt;
* +10% INT&lt;br /&gt;
* walk 15% faster than all other races while stealthed &lt;br /&gt;
* AEP/held time reduced by 50%  &lt;br /&gt;
* Cannot wield 2-handed melee weapons&lt;br /&gt;
* Can search a chest to flag it as trapped or untrapped; this occurs at any level of traps skill&lt;br /&gt;
&lt;br /&gt;
==Bloodkin==&lt;br /&gt;
* +10% INT&lt;br /&gt;
* +10% magic resistance&lt;br /&gt;
* +15% attack strength&lt;br /&gt;
* All attacks leech mana (much like leeching weapons but less effective)&lt;br /&gt;
&lt;br /&gt;
==Shadowfolk==&lt;br /&gt;
* +10% STR&lt;br /&gt;
* +10% DEX&lt;br /&gt;
* +3 nightvision&lt;br /&gt;
* Has the ability to go invisible with their Shadowmeld ability for 20 seconds&lt;br /&gt;
&lt;br /&gt;
==Dwarf==&lt;br /&gt;
* +10% hp&lt;br /&gt;
* +15% to a stat of their choice, obtainable by drinking different alcohols&lt;br /&gt;
* Full time infravision&lt;br /&gt;
* Can mine, smelt, craft and WoT mithril weapons and armour&lt;br /&gt;
* WoTing mithril equipment doesn&amp;#039;t cause a stat loss. &lt;br /&gt;
* Anyone can wear mithril (which has similar def to blackrock) but only dwarves get the crystal-armour like MR bonus from it&lt;br /&gt;
* Anyone can equip mithril weapons (which give similar damage bonus to adamantium) but only dwarves get a 5 second MR cleave ability?&lt;br /&gt;
* Mithril does not drop&lt;br /&gt;
&lt;br /&gt;
==Skeletun==&lt;br /&gt;
* magic resistance +15%&lt;br /&gt;
* No res sickness&lt;br /&gt;
* Do not get hungry but get bonuses from food&lt;br /&gt;
* Corpses are always delicious and fully heal&lt;br /&gt;
* Immune to poison, choking, drowning - and enemy vampyric attacks do not restore health&lt;br /&gt;
* +100% dmg taken from silver (PVP only)&lt;br /&gt;
* Take turn dmg (PVP only)&lt;br /&gt;
* Take damage from wearing silver&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4746</id>
		<title>Item Materials</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4746"/>
		<updated>2020-06-15T22:21:52Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Silver */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Default (ordinary) materials==&lt;br /&gt;
Items without a prefix (e.g., a long sword) are typically known as untinted items. Plain (untinted) items are made from a common material type for that item (e.g., a long sword is forged out of metal, and a staff is made out of wood). Each item can also be made from a non-common material. Such items are typically known as tinted items, and will have a prefix that defines the material it is made of.&lt;br /&gt;
&lt;br /&gt;
The remainder of this page describes the various non-common materials that items can be made of (i.e., the rest of this page describes the prefixes items may have).&lt;br /&gt;
&lt;br /&gt;
==Item Material Equivalences==&lt;br /&gt;
Many of the item materials that are available for metal also exist for wood, cloth and leather.   They have different names, but their intrinsic properties are the same.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the different names for each material type:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;metal&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;wood&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;cloth&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| copper || oak || boiled || boiled&lt;br /&gt;
|-&lt;br /&gt;
| silver || silverleaf || silverweave || silverhide&lt;br /&gt;
|-&lt;br /&gt;
| gold || ash || goldweave || goldhide&lt;br /&gt;
|-&lt;br /&gt;
| steel || - || studded || studded&lt;br /&gt;
|-&lt;br /&gt;
| blackrock || ebony || darkweave || darkhide&lt;br /&gt;
|-&lt;br /&gt;
| crystal || crystal || crystalhide || silk&lt;br /&gt;
|-&lt;br /&gt;
| adamantium || adamantium || battleweave || battlehide&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Craftable Materials==&lt;br /&gt;
&lt;br /&gt;
====Plain====&lt;br /&gt;
* Plain weapons do the most critical hits. A plain one-handed weapon with maxed out skill crits about 1 in 15 hits. A plain 2H weapon will crit about 1 in 7.&lt;br /&gt;
&lt;br /&gt;
====Copper====&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Oak is the material equivalent to copper&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In EUO, Copper is an element found naturally as an ore, and can be smelted to create copper ingots, with which weapons and armour can be made.&lt;br /&gt;
&lt;br /&gt;
In Real Life, copper wasn&amp;#039;t used to make weapons (probably because in elemental form it is quite soft for a metal): however an alloy of copper, zinc and tin called [http://en.wikipedia.org/wiki/Bronze Bronze] was. Bronze was used for weapons before modern steel was discovered/invented (steel is an &amp;#039;alloy&amp;#039; of iron carbon).&lt;br /&gt;
&lt;br /&gt;
However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* are 20% lighter (therefore lighter in the backpack)&lt;br /&gt;
* weapons are about 10% faster.&lt;br /&gt;
* copper armour has +10% better defense than regular armour.&lt;br /&gt;
* copper weapons do +10% more damage than regular weapons.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Silverleaf is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Silverweave is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Silver is mined and smelted. Silver is known for its anti-undead properties, thus silver items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* silver armour partially reflects damage sustained from undead.&lt;br /&gt;
* silver weapons do double damage vs undead and lycanthropes.&lt;br /&gt;
* Undead players (skeletuns and vampires) will take damage while wearing silver weapons or armor&lt;br /&gt;
&lt;br /&gt;
===Gold===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ash is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Goldweave is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour. Rogues can not hide while wearing gold armor.&lt;br /&gt;
&lt;br /&gt;
In EUO: &lt;br /&gt;
* gold item readied adds 1 permanent radius of light to the wearer.&lt;br /&gt;
* gold armour has +10% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Various [[Armourer|smithed]] armours can be created from steel. Steel is simply ore smelted with ash.&lt;br /&gt;
&lt;br /&gt;
* steel armour has +15% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Venomous===&lt;br /&gt;
This material is an alchemist&amp;#039;s concoction and can be made by applying certain reagents to ordinary logs and ore. See [[Alchemy]] for more details.&lt;br /&gt;
&lt;br /&gt;
* venomous weapons poison the target.&lt;br /&gt;
&lt;br /&gt;
===Addled===&lt;br /&gt;
* Addled weapons do +15% more damage than regular weapons.&lt;br /&gt;
* Addled weapons give a chance of confusing the target.&lt;br /&gt;
* Addled weapons do more critical hits than any other tinted weapon, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Runed===&lt;br /&gt;
* Runed weapons give +33% increased rage generation.&lt;br /&gt;
* Runed weapons do more critical hits than any other tinted weapon, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Blackrock===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ebony is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Darkweave is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blackrock can be found by experienced miners but it must be processed by an [[Alchemy|alchemist]] into &amp;#039;blackrock ore&amp;#039; to be of any use.  Once treated it can be smelted into blackrock ingots ready for smithing.  Blackrock items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* blackrock weapons do +20% more damage than regular weapons.&lt;br /&gt;
* blackrock armour has +25% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Boiled Leather===&lt;br /&gt;
Boiled leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* boiled leather armour has +20% better defense than plain leather.&lt;br /&gt;
&lt;br /&gt;
===Studded Leather===&lt;br /&gt;
Studded leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* Studded leather armor has +30% more defense than regular leather armour.&lt;br /&gt;
&lt;br /&gt;
===Brass===&lt;br /&gt;
Common brass is an alloy of 70% copper and 30% zinc. To make brass ingots in euo, have 7 copper ores in backpack and 3 zinc ores, and use smelting tongs on a brazier. Brass ingots can then be &amp;#039;hammered flat&amp;#039; into brass sheets by a [[Weaponsmith|weaponsmith]] or an [[Armourer|armourer]]. Brass sheets are useful for [[Tinkering|tinkers]] to make things with.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: in EUO brass is NOT a &amp;#039;&amp;#039;material&amp;#039;&amp;#039;! &amp;#039;&amp;#039;Brass ingots&amp;#039;&amp;#039; and &amp;#039;&amp;#039;brass sheets&amp;#039;&amp;#039; are unique items: a &amp;#039;brass ingot&amp;#039; is not an ingot with a brass prefix. You cannot therefore create brass weapons and armour.&lt;br /&gt;
&lt;br /&gt;
===Mithril===&lt;br /&gt;
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted by dwarven armourers.&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
* mithril weapons have +25% dmg like adamantium (all races)&lt;br /&gt;
* when a dwarf crits with a mithril weapon, a 5 sec MR cleave is inflicted on the target&lt;br /&gt;
&lt;br /&gt;
* NON-Dwarves gain only the +25% better defense of normal armour.&lt;br /&gt;
&lt;br /&gt;
Armour:&lt;br /&gt;
* Mithril armour has +25% better defense of normal armour.&lt;br /&gt;
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense (dwarf only)&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves have the innate ability to detect mithril ore.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
Crafted from a living being bone does indeed provide more than an suspecting glance from others!&lt;br /&gt;
* a wielded bone weapon adds +10% damage to spells&lt;br /&gt;
* bone armour/wearables gives roughly +5% HP and up to 10% HP to those skilled in Necromancy, with diminishing returns per extra bone item equiped.&lt;br /&gt;
&lt;br /&gt;
==Uncraftable Materials==&lt;br /&gt;
&lt;br /&gt;
===Adamantium===&lt;br /&gt;
&amp;#039;&amp;#039;For leather, Battlehide is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Battleweave is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Adamantium is a metal alloy whose ingredients are still unknown. For this reason, adamantium items are very rare.&lt;br /&gt;
&lt;br /&gt;
* Adamantium armour has +50% more defense than regular armour.&lt;br /&gt;
* Adamantium weapons do +25% more damage than regular weapons.&lt;br /&gt;
* Adamantium weapons give +10% increase to attack strength.&lt;br /&gt;
&lt;br /&gt;
===Barbed===&lt;br /&gt;
* Barbed weapons give a chance of wounding the target.&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
&amp;#039;&amp;#039; For leather, Crystalhide is the material equivelent of crystal&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039; For cloth, Silk is the material equivelent of crystal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Crystal gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense.&lt;br /&gt;
&lt;br /&gt;
* For example:&lt;br /&gt;
** Silk padded boots +5 will give 60 Magic Resistance&lt;br /&gt;
** Crystal Field Plate +7 will give 110 Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Diamond===&lt;br /&gt;
* Diamond weapons do damage to targets as if their defence is 0&lt;br /&gt;
* Diamond staves increase the chance of a mage breaking a target&amp;#039;s magic resistance.&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical. The reflect damage from glass armor has a chance to active monk aspects. Glass jewelry, belts, or non-shield offhand items do not reflect damage.&lt;br /&gt;
&lt;br /&gt;
===Vampyric===&lt;br /&gt;
Weapons with this &amp;quot;material&amp;quot; property are of mysterious and possibly sinister origin. &lt;br /&gt;
&lt;br /&gt;
* Vampyric weapons steals a portion of the targets health and channels it to the user.&lt;br /&gt;
&lt;br /&gt;
===Flesh===&lt;br /&gt;
If you have flesh for armour or a weapon then you&amp;#039;re either a psychopath or a bridge troll.&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat_Abilities&amp;diff=4745</id>
		<title>Combat Abilities</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat_Abilities&amp;diff=4745"/>
		<updated>2020-06-15T22:18:25Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Berserker Stance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All of the following abilities require rage. Rage increases when delivering damage and also a little when taking damage.&lt;br /&gt;
&lt;br /&gt;
Current rage can be displayed in the stats box by pressing #, or by pressing alt-f3 to show it above your avatar. The rage bar is white when it is at 100%.&lt;br /&gt;
&lt;br /&gt;
Each ability is executed when it is bound to an F-key and the appropriate key combination is pressed (e.g., bind the special move ability to F2 to use it with the alt+dir keyboard command; see [[Keyboard Controls]]).&lt;br /&gt;
&lt;br /&gt;
==Apprentice and Novice Level Weapon Special Moves==&lt;br /&gt;
It should be noted that while most combat special abilities require a fairly high amount of skill to execute, a default weapon &amp;#039;&amp;#039;&amp;#039;special move&amp;#039;&amp;#039;&amp;#039; skill can still be utilised at lower skill levels.&lt;br /&gt;
&lt;br /&gt;
===Apprentice Level Special Move===&lt;br /&gt;
* requires 25% in a weapon skill.&lt;br /&gt;
* deals 1.5 times the damage of a regular attack.&lt;br /&gt;
&lt;br /&gt;
===Novice Special Move===&lt;br /&gt;
* requires 60% in a weapon skill.&lt;br /&gt;
* deals 2.0 times the damage of a regular attack.&lt;br /&gt;
&lt;br /&gt;
For example, a fighter with only 30% in longswords can still execute the default &amp;#039;&amp;#039;&amp;#039;special move&amp;#039;&amp;#039;&amp;#039; skill to execute an attack that does 1.5 times the damage of a regular attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Fighters==&lt;br /&gt;
Each fighter weapon has a default special move which becomes available when you have 90% skill in that weapon. Executing the default special move of any fighter weapon type may be done by using the &amp;quot;special move&amp;quot; ability. However a fighter that has mastered two weapon skills may use the special moves from both weapons interchangeably (with some restrictions).&lt;br /&gt;
&lt;br /&gt;
For example, a fighter that has mastered the longswords skill (ie obtained 90%) may use the flurry ability with an axe and a mace.&lt;br /&gt;
&lt;br /&gt;
To execute other applicable rage attacks using any fighter weapon, you must first purchase the appropriate special attacks from the Fighter Specials Trainer at the [[University of Tanelorne]] - located at 135&amp;#039; 66&amp;quot;. For example, you must purchase the CLEAVE special attack in order to use CLEAVE while wielding a longsword.&lt;br /&gt;
&lt;br /&gt;
Note: To execute the special rage attack of a particular weapon skill, a minimum of 90% in that weapon skill and 100% rage is required. For example, when using an Axe type weapon, you may execute: (i) a CLEAVE if you possess at least 90% skill in Axes and have 100% rage, or (ii) a FLURRY if you possess at least 90% skill in Longswords and have 100% rage, or (iii) a THUNDERCLAP if you possess at least 90% skill in Maces and have 100% rage. &lt;br /&gt;
&lt;br /&gt;
===Bloodbolt===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in polearms.&lt;br /&gt;
* the default polearms special rage attack.&lt;br /&gt;
* sends a non-magical bolt of chain lightning through the target and on to other nearby targets. (Note that this bolt with thus effect even magic-immune targets)&lt;br /&gt;
&lt;br /&gt;
===Cleave===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in axes.&lt;br /&gt;
* the default axe special rage attack.&lt;br /&gt;
* temporarily reduces the target&amp;#039;s AS, DEF and MR, and also causes the target to bleed at a rate of 5% HP for up; to 5 seconds, depending on rage used (for a cumulative total of 25% HP for 100% rage). (Note that the target will not be able to heal while bleeding, though the bleeding itself will not kill the target)&lt;br /&gt;
&lt;br /&gt;
===Flurry===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in longswords.&lt;br /&gt;
* the default longswords special rage attack.&lt;br /&gt;
* an instantaneous burst of 3-5 hits that will randomly hit targets adjacent to you.&lt;br /&gt;
&lt;br /&gt;
===Thunderclap===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in maces.&lt;br /&gt;
* the default maces special rage attack.&lt;br /&gt;
* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.&lt;br /&gt;
* the main target gets confused for 3 secs.&lt;br /&gt;
* surrounding targets might get stunned for 4 secs.&lt;br /&gt;
&lt;br /&gt;
===Shieldbash===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 50% in block.&lt;br /&gt;
* stuns a mob for 3 secs.&lt;br /&gt;
* stuns a player for 2 sec.&lt;br /&gt;
&lt;br /&gt;
===Tanking Stance===&lt;br /&gt;
* requires a fighter weapon or blessed mace to be equipped.&lt;br /&gt;
* reduces damage taken by 50%.&lt;br /&gt;
* reduces damage dealt by 50%.&lt;br /&gt;
&lt;br /&gt;
===Berserker Stance===&lt;br /&gt;
* requires a two-handed fighter weapon or two-handed blessed mace to be equipped.&lt;br /&gt;
* increases weapon speed by 25%.&lt;br /&gt;
* increases damage taken by 25%.&lt;br /&gt;
&lt;br /&gt;
===Agile Stance===&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Reset Stance===&lt;br /&gt;
* allows a fighter to revert to the standard stance, which has no modifiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monks==&lt;br /&gt;
&lt;br /&gt;
===Sleeping Fist===&lt;br /&gt;
* requires 15 rage.&lt;br /&gt;
* requires 30% unarmed.&lt;br /&gt;
* causes the target to fall asleep temporarily.&lt;br /&gt;
&lt;br /&gt;
===Throat Strike===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 60% unarmed.&lt;br /&gt;
* causes the target to become asphyxiated (and thus unable to cast spells) temporarily.&lt;br /&gt;
&lt;br /&gt;
===Quivering Palm===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% unarmed.&lt;br /&gt;
* shocks the target so that for the next 5 seconds there is a 50% chance that each hit will be a critical (up to a maximum of 3 critical hits).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rogues==&lt;br /&gt;
&lt;br /&gt;
===Slice n Dice===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% shortswords.&lt;br /&gt;
* requires a shortsword-class or foil-class weapon to be equipped.&lt;br /&gt;
* the default short swords special rage attack.&lt;br /&gt;
* an instantaneous burst of 3 hits divided on up to 3 adjacents targets.&lt;br /&gt;
* 50% possibility to inflict bleeding damage for a short time (4 seconds).&lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% foils.&lt;br /&gt;
* requires a foil-class or shortsword-class weapon to be equipped.&lt;br /&gt;
* the default foils special rage attack.&lt;br /&gt;
* a disarmed mob can no longer perform a special move on you.&lt;br /&gt;
* a disarmed mob does 50% less damage, both magic and melee!&lt;br /&gt;
* against monsters, this will cause melee monsters to have their Attack Strength halved and magic using monsters to be 50% less likely to cast for 5 seconds, while against other players this causes the target&amp;#039;s weapon to become unequipped, with the target not being able to re-equip for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
===Gouge===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 50% shortswords or 50% foils.&lt;br /&gt;
* requires a foil-class or shortsword-class weapon to be equipped.&lt;br /&gt;
* blinds the target temporarily.&lt;br /&gt;
&lt;br /&gt;
===Point Blank Headshot===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in ranged.&lt;br /&gt;
* the default ranged special rage attack.&lt;br /&gt;
* inflicts extra damage and causes the target to bleed at a rate of 5% HP for 5 seconds (for a cumulative total of 25% HP). (Note that the target will not be able to heal while bleeding, though the bleeding itself will not kill the target.)&lt;br /&gt;
&lt;br /&gt;
===Spray n Pray===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in ranged.&lt;br /&gt;
* the (non-default) ranged special rage attack.&lt;br /&gt;
* shoots 3 arrows at once at multiple targets.&lt;br /&gt;
&lt;br /&gt;
===Aimed Shot===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 50% ranged skill.&lt;br /&gt;
* does 1.2x damage and wounds (causing damage over time) the target for 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Priests==&lt;br /&gt;
&lt;br /&gt;
===Special (Thunderclap)===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in maces.&lt;br /&gt;
* the blessed mace special rage attack.&lt;br /&gt;
* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.&lt;br /&gt;
* the main target gets confused for 3 secs.&lt;br /&gt;
* surrounding targets might get stunned for 3 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
&lt;br /&gt;
===MR Cleave===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% staves.&lt;br /&gt;
* the target&amp;#039;s Magic Resistance is temporarily reduced, thus making the target substantially weaker to magic.&lt;br /&gt;
&lt;br /&gt;
===Charge===&lt;br /&gt;
* requires 30 rage.&lt;br /&gt;
* charge a few squares instantaneously at an enemy and attacking it.&lt;br /&gt;
* Axes, Longswords, Maces, Polearms, Staves, or Unarmed.&lt;br /&gt;
* charge hamstrings an enemy so that it can&amp;#039;t move for 4 sec (but can still attack).&lt;br /&gt;
&lt;br /&gt;
===Taunt===&lt;br /&gt;
* requires 0 rage.&lt;br /&gt;
* draws the attention of mob to yourself, causing it to attack you instead of anyone else.&lt;br /&gt;
* target must be adjacent to use.&lt;br /&gt;
&lt;br /&gt;
===Battle Roar===&lt;br /&gt;
* requires 0 rage.&lt;br /&gt;
* an AoE taunt ability which adds a lot of threat to all mobs within a 3 square radius, typically forcing mobs within range to attack you.&lt;br /&gt;
&lt;br /&gt;
===Pet Attack===&lt;br /&gt;
* requires 0 mana&lt;br /&gt;
* instructs your pet to attack the target in your targeting reticule - works only with pet in guard mode, and only on evil aligned targets&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
* This strength dependent ability allows a one to break down doors and smash open chests. &lt;br /&gt;
* Note that only fighter class weapons (i.e., axes, swords, maces and polearms), or unarmed attacks can be used to bash open doors or chests.&lt;br /&gt;
* While not actually a combat ability, it is the only non-combat non-magical ability, and there is no other page in the manual for it.&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Combat_Abilities&amp;diff=4744</id>
		<title>Combat Abilities</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Combat_Abilities&amp;diff=4744"/>
		<updated>2020-06-15T22:18:09Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Tanking Stance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All of the following abilities require rage. Rage increases when delivering damage and also a little when taking damage.&lt;br /&gt;
&lt;br /&gt;
Current rage can be displayed in the stats box by pressing #, or by pressing alt-f3 to show it above your avatar. The rage bar is white when it is at 100%.&lt;br /&gt;
&lt;br /&gt;
Each ability is executed when it is bound to an F-key and the appropriate key combination is pressed (e.g., bind the special move ability to F2 to use it with the alt+dir keyboard command; see [[Keyboard Controls]]).&lt;br /&gt;
&lt;br /&gt;
==Apprentice and Novice Level Weapon Special Moves==&lt;br /&gt;
It should be noted that while most combat special abilities require a fairly high amount of skill to execute, a default weapon &amp;#039;&amp;#039;&amp;#039;special move&amp;#039;&amp;#039;&amp;#039; skill can still be utilised at lower skill levels.&lt;br /&gt;
&lt;br /&gt;
===Apprentice Level Special Move===&lt;br /&gt;
* requires 25% in a weapon skill.&lt;br /&gt;
* deals 1.5 times the damage of a regular attack.&lt;br /&gt;
&lt;br /&gt;
===Novice Special Move===&lt;br /&gt;
* requires 60% in a weapon skill.&lt;br /&gt;
* deals 2.0 times the damage of a regular attack.&lt;br /&gt;
&lt;br /&gt;
For example, a fighter with only 30% in longswords can still execute the default &amp;#039;&amp;#039;&amp;#039;special move&amp;#039;&amp;#039;&amp;#039; skill to execute an attack that does 1.5 times the damage of a regular attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Fighters==&lt;br /&gt;
Each fighter weapon has a default special move which becomes available when you have 90% skill in that weapon. Executing the default special move of any fighter weapon type may be done by using the &amp;quot;special move&amp;quot; ability. However a fighter that has mastered two weapon skills may use the special moves from both weapons interchangeably (with some restrictions).&lt;br /&gt;
&lt;br /&gt;
For example, a fighter that has mastered the longswords skill (ie obtained 90%) may use the flurry ability with an axe and a mace.&lt;br /&gt;
&lt;br /&gt;
To execute other applicable rage attacks using any fighter weapon, you must first purchase the appropriate special attacks from the Fighter Specials Trainer at the [[University of Tanelorne]] - located at 135&amp;#039; 66&amp;quot;. For example, you must purchase the CLEAVE special attack in order to use CLEAVE while wielding a longsword.&lt;br /&gt;
&lt;br /&gt;
Note: To execute the special rage attack of a particular weapon skill, a minimum of 90% in that weapon skill and 100% rage is required. For example, when using an Axe type weapon, you may execute: (i) a CLEAVE if you possess at least 90% skill in Axes and have 100% rage, or (ii) a FLURRY if you possess at least 90% skill in Longswords and have 100% rage, or (iii) a THUNDERCLAP if you possess at least 90% skill in Maces and have 100% rage. &lt;br /&gt;
&lt;br /&gt;
===Bloodbolt===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in polearms.&lt;br /&gt;
* the default polearms special rage attack.&lt;br /&gt;
* sends a non-magical bolt of chain lightning through the target and on to other nearby targets. (Note that this bolt with thus effect even magic-immune targets)&lt;br /&gt;
&lt;br /&gt;
===Cleave===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in axes.&lt;br /&gt;
* the default axe special rage attack.&lt;br /&gt;
* temporarily reduces the target&amp;#039;s AS, DEF and MR, and also causes the target to bleed at a rate of 5% HP for up; to 5 seconds, depending on rage used (for a cumulative total of 25% HP for 100% rage). (Note that the target will not be able to heal while bleeding, though the bleeding itself will not kill the target)&lt;br /&gt;
&lt;br /&gt;
===Flurry===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in longswords.&lt;br /&gt;
* the default longswords special rage attack.&lt;br /&gt;
* an instantaneous burst of 3-5 hits that will randomly hit targets adjacent to you.&lt;br /&gt;
&lt;br /&gt;
===Thunderclap===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in maces.&lt;br /&gt;
* the default maces special rage attack.&lt;br /&gt;
* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.&lt;br /&gt;
* the main target gets confused for 3 secs.&lt;br /&gt;
* surrounding targets might get stunned for 4 secs.&lt;br /&gt;
&lt;br /&gt;
===Shieldbash===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 50% in block.&lt;br /&gt;
* stuns a mob for 3 secs.&lt;br /&gt;
* stuns a player for 2 sec.&lt;br /&gt;
&lt;br /&gt;
===Tanking Stance===&lt;br /&gt;
* requires a fighter weapon or blessed mace to be equipped.&lt;br /&gt;
* reduces damage taken by 50%.&lt;br /&gt;
* reduces damage dealt by 50%.&lt;br /&gt;
&lt;br /&gt;
===Berserker Stance===&lt;br /&gt;
* requires a two-handed fighter weapon to be equipped.&lt;br /&gt;
* increases weapon speed by 25%.&lt;br /&gt;
* increases damage taken by 25%.&lt;br /&gt;
&lt;br /&gt;
===Agile Stance===&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Reset Stance===&lt;br /&gt;
* allows a fighter to revert to the standard stance, which has no modifiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monks==&lt;br /&gt;
&lt;br /&gt;
===Sleeping Fist===&lt;br /&gt;
* requires 15 rage.&lt;br /&gt;
* requires 30% unarmed.&lt;br /&gt;
* causes the target to fall asleep temporarily.&lt;br /&gt;
&lt;br /&gt;
===Throat Strike===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 60% unarmed.&lt;br /&gt;
* causes the target to become asphyxiated (and thus unable to cast spells) temporarily.&lt;br /&gt;
&lt;br /&gt;
===Quivering Palm===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% unarmed.&lt;br /&gt;
* shocks the target so that for the next 5 seconds there is a 50% chance that each hit will be a critical (up to a maximum of 3 critical hits).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rogues==&lt;br /&gt;
&lt;br /&gt;
===Slice n Dice===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% shortswords.&lt;br /&gt;
* requires a shortsword-class or foil-class weapon to be equipped.&lt;br /&gt;
* the default short swords special rage attack.&lt;br /&gt;
* an instantaneous burst of 3 hits divided on up to 3 adjacents targets.&lt;br /&gt;
* 50% possibility to inflict bleeding damage for a short time (4 seconds).&lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% foils.&lt;br /&gt;
* requires a foil-class or shortsword-class weapon to be equipped.&lt;br /&gt;
* the default foils special rage attack.&lt;br /&gt;
* a disarmed mob can no longer perform a special move on you.&lt;br /&gt;
* a disarmed mob does 50% less damage, both magic and melee!&lt;br /&gt;
* against monsters, this will cause melee monsters to have their Attack Strength halved and magic using monsters to be 50% less likely to cast for 5 seconds, while against other players this causes the target&amp;#039;s weapon to become unequipped, with the target not being able to re-equip for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
===Gouge===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 50% shortswords or 50% foils.&lt;br /&gt;
* requires a foil-class or shortsword-class weapon to be equipped.&lt;br /&gt;
* blinds the target temporarily.&lt;br /&gt;
&lt;br /&gt;
===Point Blank Headshot===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in ranged.&lt;br /&gt;
* the default ranged special rage attack.&lt;br /&gt;
* inflicts extra damage and causes the target to bleed at a rate of 5% HP for 5 seconds (for a cumulative total of 25% HP). (Note that the target will not be able to heal while bleeding, though the bleeding itself will not kill the target.)&lt;br /&gt;
&lt;br /&gt;
===Spray n Pray===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in ranged.&lt;br /&gt;
* the (non-default) ranged special rage attack.&lt;br /&gt;
* shoots 3 arrows at once at multiple targets.&lt;br /&gt;
&lt;br /&gt;
===Aimed Shot===&lt;br /&gt;
* requires 50 rage.&lt;br /&gt;
* requires 50% ranged skill.&lt;br /&gt;
* does 1.2x damage and wounds (causing damage over time) the target for 3 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Priests==&lt;br /&gt;
&lt;br /&gt;
===Special (Thunderclap)===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% in maces.&lt;br /&gt;
* the blessed mace special rage attack.&lt;br /&gt;
* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.&lt;br /&gt;
* the main target gets confused for 3 secs.&lt;br /&gt;
* surrounding targets might get stunned for 3 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
&lt;br /&gt;
===MR Cleave===&lt;br /&gt;
* requires 100 rage.&lt;br /&gt;
* requires 90% staves.&lt;br /&gt;
* the target&amp;#039;s Magic Resistance is temporarily reduced, thus making the target substantially weaker to magic.&lt;br /&gt;
&lt;br /&gt;
===Charge===&lt;br /&gt;
* requires 30 rage.&lt;br /&gt;
* charge a few squares instantaneously at an enemy and attacking it.&lt;br /&gt;
* Axes, Longswords, Maces, Polearms, Staves, or Unarmed.&lt;br /&gt;
* charge hamstrings an enemy so that it can&amp;#039;t move for 4 sec (but can still attack).&lt;br /&gt;
&lt;br /&gt;
===Taunt===&lt;br /&gt;
* requires 0 rage.&lt;br /&gt;
* draws the attention of mob to yourself, causing it to attack you instead of anyone else.&lt;br /&gt;
* target must be adjacent to use.&lt;br /&gt;
&lt;br /&gt;
===Battle Roar===&lt;br /&gt;
* requires 0 rage.&lt;br /&gt;
* an AoE taunt ability which adds a lot of threat to all mobs within a 3 square radius, typically forcing mobs within range to attack you.&lt;br /&gt;
&lt;br /&gt;
===Pet Attack===&lt;br /&gt;
* requires 0 mana&lt;br /&gt;
* instructs your pet to attack the target in your targeting reticule - works only with pet in guard mode, and only on evil aligned targets&lt;br /&gt;
&lt;br /&gt;
===Bash===&lt;br /&gt;
* This strength dependent ability allows a one to break down doors and smash open chests. &lt;br /&gt;
* Note that only fighter class weapons (i.e., axes, swords, maces and polearms), or unarmed attacks can be used to bash open doors or chests.&lt;br /&gt;
* While not actually a combat ability, it is the only non-combat non-magical ability, and there is no other page in the manual for it.&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4743</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4743"/>
		<updated>2020-06-15T22:16:03Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Stealth and Backstabbing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Rogue weapons use a 25% STR / 75% DEX stat ratio. Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+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. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
*Rogues cannot hide while wearing gold weapons or armor.&lt;br /&gt;
&lt;br /&gt;
===Bards &amp;amp; Musicianship===&lt;br /&gt;
Please refer to the forum thread on this topic: &amp;lt;br&amp;gt;&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5415&amp;lt;br&amp;gt;http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5422&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4742</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4742"/>
		<updated>2020-06-15T22:12:19Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Lockpicking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Rogue weapons use a 25% STR / 75% DEX stat ratio. Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+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. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
&lt;br /&gt;
===Bards &amp;amp; Musicianship===&lt;br /&gt;
Please refer to the forum thread on this topic: &amp;lt;br&amp;gt;&lt;br /&gt;
http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5415&amp;lt;br&amp;gt;http://forums.swut.net/viewtopic.php?f=3&amp;amp;t=5422&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4741</id>
		<title>Item Materials</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4741"/>
		<updated>2020-06-15T22:03:19Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Default (ordinary) materials==&lt;br /&gt;
Items without a prefix (e.g., a long sword) are typically known as untinted items. Plain (untinted) items are made from a common material type for that item (e.g., a long sword is forged out of metal, and a staff is made out of wood). Each item can also be made from a non-common material. Such items are typically known as tinted items, and will have a prefix that defines the material it is made of.&lt;br /&gt;
&lt;br /&gt;
The remainder of this page describes the various non-common materials that items can be made of (i.e., the rest of this page describes the prefixes items may have).&lt;br /&gt;
&lt;br /&gt;
==Item Material Equivalences==&lt;br /&gt;
Many of the item materials that are available for metal also exist for wood, cloth and leather.   They have different names, but their intrinsic properties are the same.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the different names for each material type:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;metal&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;wood&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;cloth&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| copper || oak || boiled || boiled&lt;br /&gt;
|-&lt;br /&gt;
| silver || silverleaf || silverweave || silverhide&lt;br /&gt;
|-&lt;br /&gt;
| gold || ash || goldweave || goldhide&lt;br /&gt;
|-&lt;br /&gt;
| steel || - || studded || studded&lt;br /&gt;
|-&lt;br /&gt;
| blackrock || ebony || darkweave || darkhide&lt;br /&gt;
|-&lt;br /&gt;
| crystal || crystal || crystalhide || silk&lt;br /&gt;
|-&lt;br /&gt;
| adamantium || adamantium || battleweave || battlehide&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Craftable Materials==&lt;br /&gt;
&lt;br /&gt;
====Plain====&lt;br /&gt;
* Plain weapons do the most critical hits. A plain one-handed weapon with maxed out skill crits about 1 in 15 hits. A plain 2H weapon will crit about 1 in 7.&lt;br /&gt;
&lt;br /&gt;
====Copper====&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Oak is the material equivalent to copper&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In EUO, Copper is an element found naturally as an ore, and can be smelted to create copper ingots, with which weapons and armour can be made.&lt;br /&gt;
&lt;br /&gt;
In Real Life, copper wasn&amp;#039;t used to make weapons (probably because in elemental form it is quite soft for a metal): however an alloy of copper, zinc and tin called [http://en.wikipedia.org/wiki/Bronze Bronze] was. Bronze was used for weapons before modern steel was discovered/invented (steel is an &amp;#039;alloy&amp;#039; of iron carbon).&lt;br /&gt;
&lt;br /&gt;
However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* are 20% lighter (therefore lighter in the backpack)&lt;br /&gt;
* weapons are about 10% faster.&lt;br /&gt;
* copper armour has +10% better defense than regular armour.&lt;br /&gt;
* copper weapons do +10% more damage than regular weapons.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Silverleaf is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Silverweave is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Silver is mined and smelted. Silver is known for its anti-undead properties, thus silver items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* silver armour partially reflects damage sustained from undead.&lt;br /&gt;
* silver weapons do double damage vs undead and lycanthropes.&lt;br /&gt;
&lt;br /&gt;
===Gold===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ash is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Goldweave is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour. Rogues can not hide while wearing gold armor.&lt;br /&gt;
&lt;br /&gt;
In EUO: &lt;br /&gt;
* gold item readied adds 1 permanent radius of light to the wearer.&lt;br /&gt;
* gold armour has +10% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Various [[Armourer|smithed]] armours can be created from steel. Steel is simply ore smelted with ash.&lt;br /&gt;
&lt;br /&gt;
* steel armour has +15% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Venomous===&lt;br /&gt;
This material is an alchemist&amp;#039;s concoction and can be made by applying certain reagents to ordinary logs and ore. See [[Alchemy]] for more details.&lt;br /&gt;
&lt;br /&gt;
* venomous weapons poison the target.&lt;br /&gt;
&lt;br /&gt;
===Addled===&lt;br /&gt;
* Addled weapons do +15% more damage than regular weapons.&lt;br /&gt;
* Addled weapons give a chance of confusing the target.&lt;br /&gt;
* Addled weapons do more critical hits than any other tinted weapon, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Runed===&lt;br /&gt;
* Runed weapons give +33% increased rage generation.&lt;br /&gt;
* Runed weapons do more critical hits than any other tinted weapon, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Blackrock===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ebony is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Darkweave is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blackrock can be found by experienced miners but it must be processed by an [[Alchemy|alchemist]] into &amp;#039;blackrock ore&amp;#039; to be of any use.  Once treated it can be smelted into blackrock ingots ready for smithing.  Blackrock items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* blackrock weapons do +20% more damage than regular weapons.&lt;br /&gt;
* blackrock armour has +25% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Boiled Leather===&lt;br /&gt;
Boiled leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* boiled leather armour has +20% better defense than plain leather.&lt;br /&gt;
&lt;br /&gt;
===Studded Leather===&lt;br /&gt;
Studded leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* Studded leather armor has +30% more defense than regular leather armour.&lt;br /&gt;
&lt;br /&gt;
===Brass===&lt;br /&gt;
Common brass is an alloy of 70% copper and 30% zinc. To make brass ingots in euo, have 7 copper ores in backpack and 3 zinc ores, and use smelting tongs on a brazier. Brass ingots can then be &amp;#039;hammered flat&amp;#039; into brass sheets by a [[Weaponsmith|weaponsmith]] or an [[Armourer|armourer]]. Brass sheets are useful for [[Tinkering|tinkers]] to make things with.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: in EUO brass is NOT a &amp;#039;&amp;#039;material&amp;#039;&amp;#039;! &amp;#039;&amp;#039;Brass ingots&amp;#039;&amp;#039; and &amp;#039;&amp;#039;brass sheets&amp;#039;&amp;#039; are unique items: a &amp;#039;brass ingot&amp;#039; is not an ingot with a brass prefix. You cannot therefore create brass weapons and armour.&lt;br /&gt;
&lt;br /&gt;
===Mithril===&lt;br /&gt;
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted by dwarven armourers.&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
* mithril weapons have +25% dmg like adamantium (all races)&lt;br /&gt;
* when a dwarf crits with a mithril weapon, a 5 sec MR cleave is inflicted on the target&lt;br /&gt;
&lt;br /&gt;
* NON-Dwarves gain only the +25% better defense of normal armour.&lt;br /&gt;
&lt;br /&gt;
Armour:&lt;br /&gt;
* Mithril armour has +25% better defense of normal armour.&lt;br /&gt;
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense (dwarf only)&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves have the innate ability to detect mithril ore.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
Crafted from a living being bone does indeed provide more than an suspecting glance from others!&lt;br /&gt;
* a wielded bone weapon adds +10% damage to spells&lt;br /&gt;
* bone armour/wearables gives roughly +5% HP and up to 10% HP to those skilled in Necromancy, with diminishing returns per extra bone item equiped.&lt;br /&gt;
&lt;br /&gt;
==Uncraftable Materials==&lt;br /&gt;
&lt;br /&gt;
===Adamantium===&lt;br /&gt;
&amp;#039;&amp;#039;For leather, Battlehide is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Battleweave is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Adamantium is a metal alloy whose ingredients are still unknown. For this reason, adamantium items are very rare.&lt;br /&gt;
&lt;br /&gt;
* Adamantium armour has +50% more defense than regular armour.&lt;br /&gt;
* Adamantium weapons do +25% more damage than regular weapons.&lt;br /&gt;
* Adamantium weapons give +10% increase to attack strength.&lt;br /&gt;
&lt;br /&gt;
===Barbed===&lt;br /&gt;
* Barbed weapons give a chance of wounding the target.&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
&amp;#039;&amp;#039; For leather, Crystalhide is the material equivelent of crystal&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039; For cloth, Silk is the material equivelent of crystal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Crystal gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense.&lt;br /&gt;
&lt;br /&gt;
* For example:&lt;br /&gt;
** Silk padded boots +5 will give 60 Magic Resistance&lt;br /&gt;
** Crystal Field Plate +7 will give 110 Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Diamond===&lt;br /&gt;
* Diamond weapons do damage to targets as if their defence is 0&lt;br /&gt;
* Diamond staves increase the chance of a mage breaking a target&amp;#039;s magic resistance.&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical. The reflect damage from glass armor has a chance to active monk aspects. Glass jewelry, belts, or non-shield offhand items do not reflect damage.&lt;br /&gt;
&lt;br /&gt;
===Vampyric===&lt;br /&gt;
Weapons with this &amp;quot;material&amp;quot; property are of mysterious and possibly sinister origin. &lt;br /&gt;
&lt;br /&gt;
* Vampyric weapons steals a portion of the targets health and channels it to the user.&lt;br /&gt;
&lt;br /&gt;
===Flesh===&lt;br /&gt;
If you have flesh for armour or a weapon then you&amp;#039;re either a psychopath or a bridge troll.&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4740</id>
		<title>Item Materials</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Item_Materials&amp;diff=4740"/>
		<updated>2020-06-15T22:00:15Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Glass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Default (ordinary) materials==&lt;br /&gt;
Items without a prefix (e.g., a long sword) are typically known as untinted items. Plain (untinted) items are made from a common material type for that item (e.g., a long sword is forged out of metal, and a staff is made out of wood). Each item can also be made from a non-common material. Such items are typically known as tinted items, and will have a prefix that defines the material it is made of.&lt;br /&gt;
&lt;br /&gt;
The remainder of this page describes the various non-common materials that items can be made of (i.e., the rest of this page describes the prefixes items may have).&lt;br /&gt;
&lt;br /&gt;
==Item Material Equivalences==&lt;br /&gt;
Many of the item materials that are available for metal also exist for wood, cloth and leather.   They have different names, but their intrinsic properties are the same.&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the different names for each material type:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;metal&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;wood&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;cloth&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;leather&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| copper || oak || boiled || boiled&lt;br /&gt;
|-&lt;br /&gt;
| silver || silverleaf || silverweave || silverhide&lt;br /&gt;
|-&lt;br /&gt;
| gold || ash || goldweave || goldhide&lt;br /&gt;
|-&lt;br /&gt;
| steel || - || studded || studded&lt;br /&gt;
|-&lt;br /&gt;
| blackrock || ebony || darkweave || darkhide&lt;br /&gt;
|-&lt;br /&gt;
| crystal || crystal || crystalhide || silk&lt;br /&gt;
|-&lt;br /&gt;
| adamantium || adamantium || battleweave || battlehide&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Craftable Materials==&lt;br /&gt;
&lt;br /&gt;
====Plain====&lt;br /&gt;
* Plain weapons do the most critical hits. A plain one-handed weapon with maxed out skill crits about 1 in 15 hits. A plain 2H weapon will crit about 1 in 7.&lt;br /&gt;
&lt;br /&gt;
====Copper====&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Oak is the material equivalent to copper&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In EUO, Copper is an element found naturally as an ore, and can be smelted to create copper ingots, with which weapons and armour can be made.&lt;br /&gt;
&lt;br /&gt;
In Real Life, copper wasn&amp;#039;t used to make weapons (probably because in elemental form it is quite soft for a metal): however an alloy of copper, zinc and tin called [http://en.wikipedia.org/wiki/Bronze Bronze] was. Bronze was used for weapons before modern steel was discovered/invented (steel is an &amp;#039;alloy&amp;#039; of iron carbon).&lt;br /&gt;
&lt;br /&gt;
However EUO is a fantasy game, not real life. In EUO, copper weapons and armour have the following characteristics:&lt;br /&gt;
&lt;br /&gt;
* are 20% lighter (therefore lighter in the backpack)&lt;br /&gt;
* weapons are about 10% faster.&lt;br /&gt;
* copper armour has +10% better defense than regular armour.&lt;br /&gt;
* copper weapons do +10% more damage than regular weapons.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Silverleaf is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Silverweave is the material equivalent to silver&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Silver is mined and smelted. Silver is known for its anti-undead properties, thus silver items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* silver armour partially reflects damage sustained from undead.&lt;br /&gt;
* silver weapons do double damage vs undead and lycanthropes.&lt;br /&gt;
&lt;br /&gt;
===Gold===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ash is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Goldweave is the material equivalent to gold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gold has 3 basic forms: nuggets, coins and ingots. Nuggets can be found mining, and can be smelted into either gold coins or ingots (50 gp per nugget OR 10 nuggets required to make an ingot). Gold ingots can be used to create weapons and armour.&lt;br /&gt;
&lt;br /&gt;
In EUO: &lt;br /&gt;
* gold item readied adds 1 permanent radius of light to the wearer.&lt;br /&gt;
* gold armour has +10% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Steel===&lt;br /&gt;
Various [[Armourer|smithed]] armours can be created from steel. Steel is simply ore smelted with ash.&lt;br /&gt;
&lt;br /&gt;
* steel armour has +15% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Venomous===&lt;br /&gt;
This material is an alchemist&amp;#039;s concoction and can be made by applying certain reagents to ordinary logs and ore. See [[Alchemy]] for more details.&lt;br /&gt;
&lt;br /&gt;
* venomous weapons poison the target.&lt;br /&gt;
&lt;br /&gt;
===Addled===&lt;br /&gt;
* Addled weapons do +15% more damage than regular weapons.&lt;br /&gt;
* Addled weapons give a chance of confusing the target.&lt;br /&gt;
* Addled weapons do more critical hits than any other tinted weapon, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Runed===&lt;br /&gt;
* Runed weapons give +33% increased rage generation.&lt;br /&gt;
* Runed weapons do more critical hits than any other tinted weapon, but still not as much as a plain weapon.&lt;br /&gt;
&lt;br /&gt;
===Blackrock===&lt;br /&gt;
&amp;#039;&amp;#039;For wood, Ebony is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Darkweave is the material equivalent to blackrock&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blackrock can be found by experienced miners but it must be processed by an [[Alchemy|alchemist]] into &amp;#039;blackrock ore&amp;#039; to be of any use.  Once treated it can be smelted into blackrock ingots ready for smithing.  Blackrock items have the following properties:&lt;br /&gt;
&lt;br /&gt;
* blackrock weapons do +20% more damage than regular weapons.&lt;br /&gt;
* blackrock armour has +25% more defense than regular armour.&lt;br /&gt;
&lt;br /&gt;
===Boiled Leather===&lt;br /&gt;
Boiled leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* boiled leather armour has +20% better defense than plain leather.&lt;br /&gt;
&lt;br /&gt;
===Studded Leather===&lt;br /&gt;
Studded leather is an item material made by experienced tailors. See [[Tailoring]] for more details. &lt;br /&gt;
&lt;br /&gt;
* Studded leather armor has +30% more defense than regular leather armour.&lt;br /&gt;
&lt;br /&gt;
===Brass===&lt;br /&gt;
Common brass is an alloy of 70% copper and 30% zinc. To make brass ingots in euo, have 7 copper ores in backpack and 3 zinc ores, and use smelting tongs on a brazier. Brass ingots can then be &amp;#039;hammered flat&amp;#039; into brass sheets by a [[Weaponsmith|weaponsmith]] or an [[Armourer|armourer]]. Brass sheets are useful for [[Tinkering|tinkers]] to make things with.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: in EUO brass is NOT a &amp;#039;&amp;#039;material&amp;#039;&amp;#039;! &amp;#039;&amp;#039;Brass ingots&amp;#039;&amp;#039; and &amp;#039;&amp;#039;brass sheets&amp;#039;&amp;#039; are unique items: a &amp;#039;brass ingot&amp;#039; is not an ingot with a brass prefix. You cannot therefore create brass weapons and armour.&lt;br /&gt;
&lt;br /&gt;
===Mithril===&lt;br /&gt;
Mithril is an ancient dwarven metal discovered by the ancient dwarf loremasters in an age long ago forgotten.  Mithril is only crafted by dwarven armourers.&lt;br /&gt;
&lt;br /&gt;
Weapons:&lt;br /&gt;
* mithril weapons have +25% dmg like adamantium (all races)&lt;br /&gt;
* when a dwarf crits with a mithril weapon, a 5 sec MR cleave is inflicted on the target&lt;br /&gt;
&lt;br /&gt;
* NON-Dwarves gain only the +25% better defense of normal armour.&lt;br /&gt;
&lt;br /&gt;
Armour:&lt;br /&gt;
* Mithril armour has +25% better defense of normal armour.&lt;br /&gt;
* gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense (dwarf only)&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note&amp;#039;&amp;#039;&amp;#039;: While anyone may wear Mithril armour only dwarves retain the magic resistance bonus.  &lt;br /&gt;
&lt;br /&gt;
Only dwarves have the innate ability to detect mithril ore.&lt;br /&gt;
&lt;br /&gt;
===Bone===&lt;br /&gt;
Crafted from a living being bone does indeed provide more than an suspecting glance from others!&lt;br /&gt;
* a wielded bone weapon adds +10% damage to spells&lt;br /&gt;
* bone armour/wearables gives roughly +5% HP and up to 10% HP to those skilled in Necromancy, with diminishing returns per extra bone item equiped.&lt;br /&gt;
&lt;br /&gt;
==Uncraftable Materials==&lt;br /&gt;
&lt;br /&gt;
===Adamantium===&lt;br /&gt;
&amp;#039;&amp;#039;For leather, Battlehide is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039;For cloth, Battleweave is the material equivalent of adamantium&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Adamantium is a metal alloy whose ingredients are still unknown. For this reason, adamantium items are very rare.&lt;br /&gt;
&lt;br /&gt;
* Adamantium armour has +50% more defense than regular armour.&lt;br /&gt;
* Adamantium weapons do +25% more damage than regular weapons.&lt;br /&gt;
* Adamantium weapons give +10% increase to attack strength.&lt;br /&gt;
&lt;br /&gt;
===Barbed===&lt;br /&gt;
* Barbed weapons give a chance of wounding the target.&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
&amp;#039;&amp;#039; For leather, Crystalhide is the material equivelent of crystal&amp;#039;&amp;#039;.&lt;br /&gt;
&amp;#039;&amp;#039; For cloth, Silk is the material equivelent of crystal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Crystal gives 10 points of Magic Resistance and a further 10 points of Magic Resistance for every +1 defense.&lt;br /&gt;
&lt;br /&gt;
* For example:&lt;br /&gt;
** Silk padded boots +5 will give 60 Magic Resistance&lt;br /&gt;
** Crystal Field Plate +7 will give 110 Magic Resistance&lt;br /&gt;
&lt;br /&gt;
===Diamond===&lt;br /&gt;
* Diamond weapons do damage to targets as if their defence is 0&lt;br /&gt;
* Diamond staves increase the chance of a mage breaking a target&amp;#039;s magic resistance.&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
Glass weapons will kill just about anything with one hit, however the weapon will be destroyed in the process. Although there are rumours that certain blacksmiths have secretly discovered the technique for casting glass into the form of weapons, the method is not widely known and as such is glass weapons are still quite rare.  Glass armour (excluding adornments) provide the benefit of reflected damage, both physical and magical. The reflect damage from glass armor has a chance to active monk aspects. Glass jewelry, belts, or non-shield offhand items do not reflect damage.&lt;br /&gt;
&lt;br /&gt;
===Vampyric===&lt;br /&gt;
Weapons with this &amp;quot;material&amp;quot; property are of mysterious and possibly sinister origin. &lt;br /&gt;
&lt;br /&gt;
* Vampyric weapons steals a portion of the targets health and channels it to the user.&lt;br /&gt;
&lt;br /&gt;
===Flesh===&lt;br /&gt;
If you have flesh for armour or a weapon then you&amp;#039;re either a psychopath or a bridge troll.&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Items&amp;diff=4739</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Items&amp;diff=4739"/>
		<updated>2020-06-15T21:56:54Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Weapon types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon types==&lt;br /&gt;
The weapon types correlate exactly with the weapon skills. The weapon types with some example weapons are:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Fighter class weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Longswords&amp;#039;&amp;#039;&amp;#039;: longsword, broadsword, bastard sword, scimitar, falchion, claymore&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Maces&amp;#039;&amp;#039;&amp;#039;: club, flail, mace, morning star, war hammer, great maul, lucern hammer&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Axes&amp;#039;&amp;#039;&amp;#039;: cleaver, axe, hatchet, tomahawk, labrys, 2-headed axe&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Polearms&amp;#039;&amp;#039;&amp;#039;: halberd, spear, scythe, glaive, hoe, trident&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rogue class weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;: short bow, long bow, crossbow, sling, musket&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;: dagger, shortsword, main gauche, rondel, machete&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;: rapier, kryss, epee, sabre&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Monk class weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Unarmed&amp;#039;&amp;#039;&amp;#039;: bare hands, gloves, neko-de, katar, brass knuckles&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unclassed weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Staves&amp;#039;&amp;#039;&amp;#039;: crooks, staves, gnarled staves and shillelaghs&lt;br /&gt;
&lt;br /&gt;
All of the above weapon types are Melee weapons, with the exception of ranged.&lt;br /&gt;
&lt;br /&gt;
When you look at a weapon in your inventory, or are buying one, the weapon type (ie the weapon skill) is displayed in the window with all the other weapon information, such as required strength, damage range, damage type, speed, etc.&lt;br /&gt;
&lt;br /&gt;
Different weapons have not only different damage ranges, but also different speeds. Just because a halberd does more damage than a dagger, doesn&amp;#039;t necessarily make it a better weapon: as the dagger is faster (this statement also does not imply the dagger is better than the halberd, it is purely an example).&lt;br /&gt;
&lt;br /&gt;
===Weapon damage types===&lt;br /&gt;
Different weapons also do different damage types: ie slashing, piercing &amp;amp; bludgeoning damage. Some monsters are vulnerable to certain damage types.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Bestiary#Undead|Undead]]&amp;#039;&amp;#039;&amp;#039;: vulnerable to bludgeoning damage&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Bestiary#Hellspawn|Hellspawn]]&amp;#039;&amp;#039;&amp;#039;: vulnerable to slashing damage&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Bestiary#Wyrmkind|Dragons]]&amp;#039;&amp;#039;&amp;#039;: vulnerable to piercing damage&lt;br /&gt;
&lt;br /&gt;
Also, The fighter class weapons (axes, swords, maces and polearms) as well as unarmed attacks can be used to bash open locked doors or chests, but watch out for traps.  See [[Chests|Chests, Locks and Traps]] for more.&lt;br /&gt;
&lt;br /&gt;
===Unarmed-Combat Weapons===&lt;br /&gt;
This oxymoron actually describes a class of weapons that while equipped, will increase your skill in unarmed combat. While these weapons increase the average non-critical damage per hit, your attacking speed may be slowed somewhat, and the rate of criticals will be reduced.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
Armour can be equipped in the following slots:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Head&amp;#039;&amp;#039;&amp;#039;: caps, helms, coifs&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Body&amp;#039;&amp;#039;&amp;#039;: mail, gi&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Waist&amp;#039;&amp;#039;&amp;#039;: belt&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Legs&amp;#039;&amp;#039;&amp;#039;: greaves, leggins, gi&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hands&amp;#039;&amp;#039;&amp;#039;: gloves, gauntlets&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Feet&amp;#039;&amp;#039;&amp;#039;: boots&lt;br /&gt;
&lt;br /&gt;
There are 4 basic armour weights, or classes: &lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Unarmoured&amp;#039;&amp;#039;&amp;#039;: cloth (or not wear anything at all)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Light&amp;#039;&amp;#039;&amp;#039;: padded, leather&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medium&amp;#039;&amp;#039;&amp;#039;: ring, chain, scale&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Heavy&amp;#039;&amp;#039;&amp;#039;: splint, plate&lt;br /&gt;
&lt;br /&gt;
In general, the more armour you are wearing, the higher your defence. Wearing armour is subject to strength requirements.&lt;br /&gt;
&lt;br /&gt;
For unarmoured fighters (monks), they must be fully wearing nothing or armour of the unarmoured grade in order to receive attack &amp;amp; defence bonuses.&lt;br /&gt;
&lt;br /&gt;
===Armour weights and classes===&lt;br /&gt;
Gaining defence by wearing medium or heavy armour is subject to having skill points in fighter. Light requires points in rogue or fighter. &lt;br /&gt;
&lt;br /&gt;
Eg, if your highest fighter skill is say 50%, and you have 10 def worth of medium and heavy armour on, then you only gain 50% x 10 def = 5 points worth of defence. If you had 100% in a fighter skill, then you would get the full 10 points of defence from that armour.  For light armour, you need 100% in either a rogue skill or a fighter skill to get the full defence from that armour.&lt;br /&gt;
&lt;br /&gt;
==Rings and Neckwear==&lt;br /&gt;
&lt;br /&gt;
Apart from being decorative, rings and neckware are often enchanted with [[Item Enchantments|magical effects]] such as nightvision enhancement, stat boosts and defence enhancements.&lt;br /&gt;
&lt;br /&gt;
==Sigils==&lt;br /&gt;
&lt;br /&gt;
Sigils are semi-permanent tattoo-like runes that add 3 extra +stat slots to your character. They are Sigils of Mind, Body and Spirit. Like jewellery items, they can have +stat types like +nightvision, +Attack Strength, etc. Unlike jewellery items, they are not craftable and only come from drops/chests. Unlike equipment items you cannot unequip them - once you apply a Sigil of that slot you cannot remove or replace it with another Sigil of that type without first using a Destroy Sigil scroll (available from your local Scribe NPC). Wands of transferrance can be used on them, and there are special scrolls in the addy coin shop that can remove them without destroying them.&lt;br /&gt;
&lt;br /&gt;
==Provisions==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Torches&amp;#039;&amp;#039;&amp;#039;: useful for creating light in a dark place, torches will be automatically extinguished when you enter the daylight&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Keys&amp;#039;&amp;#039;&amp;#039;: usualy obtained for quests - used for unlocking doors&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Gem&amp;#039;&amp;#039;&amp;#039;: view a gem to see a birds eye view of your location&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Pocket watch&amp;#039;&amp;#039;&amp;#039;: useful for telling the time, if you have one the current in-game time will appear in the status area&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Pocket knife&amp;#039;&amp;#039;&amp;#039;: use on logs to carve items (see thread on woodworking)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mining pick&amp;#039;&amp;#039;&amp;#039;: used for mining ore&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Fishing pole&amp;#039;&amp;#039;&amp;#039;: fishing&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Smiths hammer&amp;#039;&amp;#039;&amp;#039;: blacksmithing (see thread on smithing)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Tongs&amp;#039;&amp;#039;&amp;#039;: used for making metal items (see thread on smithing)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Woodsman&amp;#039;s axe&amp;#039;&amp;#039;&amp;#039;: chopping trees to obtain logs&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lockpick&amp;#039;&amp;#039;&amp;#039;: picking locks on doors and chests (not all locks are pickable) (press j)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Probe&amp;#039;&amp;#039;&amp;#039;: used for disarming traps (press J)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sextant&amp;#039;&amp;#039;&amp;#039;: will inform you of your position on the current map - if you are outdoors&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Grapple&amp;#039;&amp;#039;&amp;#039; (grappling hook): use to climb mountains (press k). Mountain climbing is dangerous!&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Raft&amp;#039;&amp;#039;&amp;#039;: for water travel.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sewing kit&amp;#039;&amp;#039;&amp;#039;: for tailoring&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mortar and pestle&amp;#039;&amp;#039;&amp;#039;: for making potions and other alchemy&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Magnifying glass&amp;#039;&amp;#039;&amp;#039;: used to identify objects: requires skill in item identification&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Skull key&amp;#039;&amp;#039;&amp;#039;: used to open locked doors (key is destroyed after one use)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Polypile wand&amp;#039;&amp;#039;&amp;#039;: put 3 items of similar type on the ground and zap them with the wand. Maybe something will happen, maybe something won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Potions==&lt;br /&gt;
Stock up on plenty of yellow (healing) potions. Blue potions restore mana, and red potions cure poison. All potions are used via the p key, but it might be a good idea to bind them to one of the numeric hot keys. Press CTRL+number when in the potion menu to bind the selected potion to the selected number key.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Yellow&amp;#039;&amp;#039;&amp;#039; : restores health&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Blue&amp;#039;&amp;#039;&amp;#039; : restores mana&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Red&amp;#039;&amp;#039;&amp;#039;: cures poison&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Green&amp;#039;&amp;#039;&amp;#039;: poisons target&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Brown&amp;#039;&amp;#039;&amp;#039;: Increases your speed&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orange&amp;#039;&amp;#039;&amp;#039;: puts the target to sleep&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Purple&amp;#039;&amp;#039;&amp;#039;: adds extra attack strength&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lime&amp;#039;&amp;#039;&amp;#039;: full nightvision&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Pink&amp;#039;&amp;#039;&amp;#039;: cures disease&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Black&amp;#039;&amp;#039;&amp;#039;: invisibility&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Cyan&amp;#039;&amp;#039;&amp;#039;: blinks&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;White&amp;#039;&amp;#039;&amp;#039;: transparent sight&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Clear&amp;#039;&amp;#039;&amp;#039;: bottled fountain water&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Khaki&amp;#039;&amp;#039;&amp;#039;: 10 seconds of full rage bar&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
These are scrolls that any type of player can use, &amp;amp; which are invaluable to you surviving EUO. They are as follows:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Town Portal Scroll&amp;#039;&amp;#039;&amp;#039;: Creates a town portal at your location which will transport you back to your chosen bind town when walked into. Useful for restocking during adventuring &amp;amp; allowing people to travel to you to party with. You can set your &amp;#039;home town&amp;#039; by typing /bind in many of the towns around the land of New Sosaria. Nordhaven, Izumi, &amp;amp; other [[Townes]] further afield can be used as your home base . The player who creates the portal determines its life-span: it exists for a two-way trip only before disappearing; thus if you are partied, you should always go last if you created the portal!&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Identify Scroll&amp;#039;&amp;#039;&amp;#039;: Unless you invest in the identify skill, these scrolls allow you to identify unknown (orange) magical items. Drop the item on the floor, (u)se the scroll in its direction.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Resurrection Scroll&amp;#039;&amp;#039;&amp;#039;: Unless you have a high level mage with you, this is the best way to restore lost party members! Bear in mind that the freshly risen character will be very weak, and prone to returning to the grave if they are in a dangerous area!&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Uncurse Scroll&amp;#039;&amp;#039;&amp;#039;: Obvious, really- uncurses magical items. The item has, like with the identify scroll, to be on the ground!&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unweld Scroll&amp;#039;&amp;#039;&amp;#039;: This is for when you either wield a cursed item by mistake, or have your items cursed (it can happen!). Using this scroll removes any cursed items from being (R)eadied- it does not, however, uncurse the item.&lt;br /&gt;
&lt;br /&gt;
There are quite a few more scrolls to be aware of. See the [[Inscription]] page for more information.&lt;br /&gt;
&lt;br /&gt;
==Tomes==&lt;br /&gt;
When you want to learn a new spell (i.e., gain the ability to cast that spell), go to a [[Shoppes#Scribe|Scribe Shoppe]] (the shops marked with a scroll like sign) and buy a Tome containing that spell.&lt;br /&gt;
&lt;br /&gt;
To learn that spell read the tome like any other book with &amp;#039;&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;#039;, select the Tome and the spell will be learned.  You only need to learn a spell once.  To then see the chance of casting that spell, press &amp;#039;&amp;#039;&amp;#039;z&amp;#039;&amp;#039;&amp;#039; until you see the list of your known spells - success rates of all the spells you know will be listed here.&lt;br /&gt;
&lt;br /&gt;
More on [[Magic and Spellcasting]] here.&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
&lt;br /&gt;
Books are scattered throughout the world of EUO. For the most part they cannot be bought - however after some particular quests, there is a set volume of written articles that can be purchased as reprints from the Library.&lt;br /&gt;
After obtaining a book, it can be read at any time by pressing &amp;#039;&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Here are a couple of visual examples of works that may be seen in the world.&lt;br /&gt;
&lt;br /&gt;
[[File:gunter.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:necro.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Background&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Roughly a year ago (January 10, 2010 to be exact), Egg held a forum-competition for writing literature for euo to be read in game. Many members participated. The winner was Grue, who wrote an epic tale of a &amp;quot;Journal of Gunter the Lost,&amp;quot; divided into several parts. The competition had many other books and writers that were accepted, but there was only one winner.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Food can be found or bought. Food includes meat, cheese, bread and fish.&lt;br /&gt;
&lt;br /&gt;
==Reagents==&lt;br /&gt;
Knowledge of reagents is not necessary unless you have an interest in [[Alchemy]]. Some reagents can be bought, and some can only be found.  Reagents include blood moss, sulphurous ash, black pearls, ginseng, garlic, spider&amp;#039;s silk, mandrake and nightshade.  More on [[Alchemy#Reagents|reagents]] here.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Armour==&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Melee Weapon&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Where Sold&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;# of Hands&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Price&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Resale Value&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039; || Provisioner || 1 || Staves || 2.0 || 16.8 || 2.3 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gnarled Staff&amp;#039;&amp;#039;&amp;#039; || tba || 1 || Staves || 2.0 || 14.0 || 2.3 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shillelagh&amp;#039;&amp;#039;&amp;#039; || Provisioner || 1 || Staves || 2.0 || 16.8 || 1.7 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-3 || 150gp || 50gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crook&amp;#039;&amp;#039;&amp;#039; || Provisioner || 1 || Staves || 2.0 || 16.8 || 2.1 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-4 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Brass Knuckles&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Unarmed || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-3 || 500gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Katar&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Unarmed || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-3 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Neko de&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Unarmed || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-3 || 700gp || 233gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Club&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 2.0 || 16.8 || 1.8 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-5 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 4.0 || 33.6 || 2.4 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-8 || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Flail&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 4.0 || 33.6 || 2.3 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 2-8 || 350gp || 150gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Morning Star&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 4.0 || 33.6 || 2.1 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-9 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Lucern Hammer&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Maces || 7.0 || 58.8 || 2.9 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 2-12 || 700gp || 233gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;War Hammer&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Maces || 6.0 || 50.4 || 2.8 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 2-14 || 950gp || 316gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Maul&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Maces || 8.0 || 67.2 || 3.5 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 3-18 || 1,200gp || 400gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 1.5 || 12.6 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Main Gauche&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-5 || 350gp || 116gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Short Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 3.0 || 25.2 || 2.0 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-6 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rondel&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 3.0 || 21.0 || 2.0 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-7 || 800gp || 266gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Machete&amp;#039;&amp;#039;&amp;#039; || tba || 1|| Shortswords|| 3.0 || 21.0 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-8 || 800gp || 266gb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cleaver&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Axes || 1.5 || 10.5 || 1.6 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Hatchet&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Axes || 1.5 || 12.6 || 1.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-5 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tomahawk&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Axes || 1.6 || 11.2 || 1.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-7 || 500gp || 166gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;2H Axe&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Axes || 6.0 || 50.4 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-11 || 900gp || 300gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Labrys&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Axes || 6.0 || 42.0 || 2.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 3-12 || 850gp || 283gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Kryss&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 25.2 || 1.6 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-6 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sabre&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 25.2 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-6 || 650gp || 216gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Epee&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 21.0 || 1.6 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-7 || 850gp || 283gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rapier&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 25.2 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-7 || 950gp || 316gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Hoe&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 2.0 || 16.8 || 2.3 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-10 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Trident&amp;#039;&amp;#039;&amp;#039; || tba || 1 || Polearms || 2.0 || 14.0 || 2.3 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 2-10 || 100gp || 33gp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Glaive&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 5.5 || 16.8 || 2.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-10 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Polearms || 5.0 || 42.0 || 2.2 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-9 || 700gp || 233gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scythe&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 5.0 || 42.0 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 3-12 || 1,050gp || 350gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Halberd&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 8.0 || 67.2 || 2.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 3-18 || 1,100gp || 366gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Long Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 4.0 || 33.6 || 2.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-8 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scimitar&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 3.5 || 33.6 || 2.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-8 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Falchion&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 4.5 || 31.5 || 2.1 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-8 || 450gp || 150gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bastard Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 4.5 || 37.8 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-9 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Broad Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 5.5 || 46.2 || 2.1 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-9 || 750gp || 250gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Claymore&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Long Swords || 6.0 || 50.4 || 3.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-16 || 1,000gp || 333gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sling&amp;#039;&amp;#039;&amp;#039; || Bowyer || 1 || Ranged || 1.7 || 14.3 || 1.8 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-3 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Short Bow&amp;#039;&amp;#039;&amp;#039; || Bowyer || 2 || Ranged || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-4 || 200gp || 66gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Long Bow&amp;#039;&amp;#039;&amp;#039; || Bowyer || 2 || Ranged || 3.0 || 25.2 || 1.9 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-6 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039; || Bowyer || 2 || Ranged || 4.0 || 33.6 || 2.6 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 2-10 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Musket&amp;#039;&amp;#039;&amp;#039; || N/A || 2 || Ranged || 2.0 || ??? || 8.0 || &amp;#039;&amp;#039;&amp;#039;?B?&amp;#039;&amp;#039;&amp;#039; || 1-8 || N/A || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon with a 1* Indicates weapon can be dual wielded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; is Bludgeoning,   &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; is Slashing, and  &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; is Piercing&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Where Sold&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Protected Area&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Grade&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Price&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Resale Value&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gi(Torso)&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 0.5 || 4.2 || Unarmored || 0.0 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Robes&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 0.5 || 4.2 || Unarmored || 0.0 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Shirt&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 1.0 || 8.4 || Light || 1.0 || 90gp || 30gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Armour&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 1.5 || 12.6 || Light || 1.5 || 180gp || 60gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Tunic&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 2.0 || 11.9 || Light || 2.0 || 220gp || 73gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ringmail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 2.0 || 16.8 || Medium || 2.5 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scalemail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 3.0 || 25.2 || Medium || 3.0 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chainmail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 2.5 || 21.0 || Medium || 3.5 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Splintmail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 4.0 || 33.6 || Heavy || 4.0 || 800gp || 266gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Platemail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 6.0 || 50.4 || Heavy || 5.0 || 1,000gp || 333gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Field Plate&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 4.0 || 33.6 || Heavy || 6.0 || 2,000gp || 666gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gi(Legs)&amp;#039;&amp;#039;&amp;#039; || Tailor || Legs || 0.5 || 4.2 || Unarmored || 0.0 || 15gp || 5gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Leggings&amp;#039;&amp;#039;&amp;#039; || Tailor || Legs || 0.5 || 8.4 || Light || 0.5 || 60gp || 20gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Leggings&amp;#039;&amp;#039;&amp;#039; || Tailor || Legs || 1.0 || 8.4 || Light || 1.0 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Leggings&amp;#039;&amp;#039;&amp;#039; || Armoury || Legs || 2.0 || 16.8 || Medium || 2.0 || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Greaves&amp;#039;&amp;#039;&amp;#039; || Armoury || Legs || 3.0 || 25.2 || Heavy || 3.0 || 450gp || 150gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cap&amp;#039;&amp;#039;&amp;#039; || Tailor || Head || 0.5 || 4.2 || Unarmored || 0.0 || 35gp || 11gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Helm&amp;#039;&amp;#039;&amp;#039; || Tailor || Head || 1.0 || 8.4 || Light || 1.0 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Coif&amp;#039;&amp;#039;&amp;#039; || Armoury || Head || 1.5 || 12.6 || Medium || 1.5 || 150 gp || 50gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Full Helm&amp;#039;&amp;#039;&amp;#039; || Armoury || Head || 2.0 || 16.8 || Heavy || 2.0 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Horned Helm&amp;#039;&amp;#039;&amp;#039; || Armoury || Head || 2.0 || 16.8 || Heavy || 2.0 || 280gp || 93gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gloves&amp;#039;&amp;#039;&amp;#039; || Tailor || Hands || 0.5 || 4.2 || Unarmored || 0.0 || 25gp || 8gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Gloves&amp;#039;&amp;#039;&amp;#039; || Tailor || Hands || 1.0 || 8.4 || Light || 1.0 || 45gp || 15gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Gloves&amp;#039;&amp;#039;&amp;#039; || Armoury || Hands || 1.5 || 12.6 || Medium || 1.5 || 160gp || 53gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gauntlets&amp;#039;&amp;#039;&amp;#039; || Armoury || Hands || 2.0 || 16.8 || Heavy || 2.0 || 190gp || 63gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Swamp Boots&amp;#039;&amp;#039;&amp;#039; || Provisioner || Feet || 1.0 || 8.4 || Unarmored || 0.0 || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Boots&amp;#039;&amp;#039;&amp;#039; || Tailor || Feet || 0.5 || 4.2 || Light || 0.5 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Boots&amp;#039;&amp;#039;&amp;#039; || Tailor || Feet || 1.0 || 8.4 || Light || 1.0 || 80gp || 26gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Boots&amp;#039;&amp;#039;&amp;#039; || Armoury || Feet || 1.5 || 10.5 || Medium || 1.5 || 130gp || 43gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Plate Boots&amp;#039;&amp;#039;&amp;#039; || Armoury || Feet || 2.0 || 16.8 || Heavy || 2.0 || 350gp || 116gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Buckler&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 1.0 || 8.4 || Light || Block || 120gp || 40gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Small Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 1.5 || 12.6 || Light || Block || 160gp || 53gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Large Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 2.0 || 16.8 || Heavy || Block || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Kite Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 3.0 || 16.8 || Heavy || Block || 260gp || 86gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Heater Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 2.5 || 21.0 || Heavy || Block || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tower Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 4.0 || 25.2 || Heavy || Block || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spiked Collar&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck || 0.5 || 3.5 || Light || 1.0 || 150gp || 50gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Necklace&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Amulet&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ankh&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ring&amp;#039;&amp;#039;&amp;#039; || Jeweller || Finger ||  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Items&amp;diff=4738</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Items&amp;diff=4738"/>
		<updated>2020-06-15T21:55:47Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Weapon types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon types==&lt;br /&gt;
The weapon types correlate exactly with the weapon skills. The weapon types with some example weapons are:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Fighter class weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Longswords&amp;#039;&amp;#039;&amp;#039;: longsword, broadsword, bastard sword, scimitar, falchion, claymore&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Maces&amp;#039;&amp;#039;&amp;#039;: club, flail, mace, morning star, war hammer, great maul, lucern hammer&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Axes&amp;#039;&amp;#039;&amp;#039;: cleaver, axe, hatchet, tomahawk, labrys, 2-headed axe&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Polearms&amp;#039;&amp;#039;&amp;#039;: halberd, spear, scythe, glaive, hoe, trident&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Rogue class weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;: short bow, long bow, crossbow, sling, musket&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;: dagger, shortsword, main gauche, rondel, machete&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;: rapier, kryss, epee, saber&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Monk class weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Unarmed&amp;#039;&amp;#039;&amp;#039;: bare hands, gloves, neko-de, katar, brass knuckles&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unclassed weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Staves&amp;#039;&amp;#039;&amp;#039;: crooks, staves, gnarled staves and shillelaghs&lt;br /&gt;
&lt;br /&gt;
All of the above weapon types are Melee weapons, with the exception of ranged.&lt;br /&gt;
&lt;br /&gt;
When you look at a weapon in your inventory, or are buying one, the weapon type (ie the weapon skill) is displayed in the window with all the other weapon information, such as required strength, damage range, damage type, speed, etc.&lt;br /&gt;
&lt;br /&gt;
Different weapons have not only different damage ranges, but also different speeds. Just because a halberd does more damage than a dagger, doesn&amp;#039;t necessarily make it a better weapon: as the dagger is faster (this statement also does not imply the dagger is better than the halberd, it is purely an example).&lt;br /&gt;
&lt;br /&gt;
===Weapon damage types===&lt;br /&gt;
Different weapons also do different damage types: ie slashing, piercing &amp;amp; bludgeoning damage. Some monsters are vulnerable to certain damage types.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Bestiary#Undead|Undead]]&amp;#039;&amp;#039;&amp;#039;: vulnerable to bludgeoning damage&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Bestiary#Hellspawn|Hellspawn]]&amp;#039;&amp;#039;&amp;#039;: vulnerable to slashing damage&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Bestiary#Wyrmkind|Dragons]]&amp;#039;&amp;#039;&amp;#039;: vulnerable to piercing damage&lt;br /&gt;
&lt;br /&gt;
Also, The fighter class weapons (axes, swords, maces and polearms) as well as unarmed attacks can be used to bash open locked doors or chests, but watch out for traps.  See [[Chests|Chests, Locks and Traps]] for more.&lt;br /&gt;
&lt;br /&gt;
===Unarmed-Combat Weapons===&lt;br /&gt;
This oxymoron actually describes a class of weapons that while equipped, will increase your skill in unarmed combat. While these weapons increase the average non-critical damage per hit, your attacking speed may be slowed somewhat, and the rate of criticals will be reduced.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
&lt;br /&gt;
Armour can be equipped in the following slots:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Head&amp;#039;&amp;#039;&amp;#039;: caps, helms, coifs&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Body&amp;#039;&amp;#039;&amp;#039;: mail, gi&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Waist&amp;#039;&amp;#039;&amp;#039;: belt&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Legs&amp;#039;&amp;#039;&amp;#039;: greaves, leggins, gi&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hands&amp;#039;&amp;#039;&amp;#039;: gloves, gauntlets&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Feet&amp;#039;&amp;#039;&amp;#039;: boots&lt;br /&gt;
&lt;br /&gt;
There are 4 basic armour weights, or classes: &lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Unarmoured&amp;#039;&amp;#039;&amp;#039;: cloth (or not wear anything at all)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Light&amp;#039;&amp;#039;&amp;#039;: padded, leather&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medium&amp;#039;&amp;#039;&amp;#039;: ring, chain, scale&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Heavy&amp;#039;&amp;#039;&amp;#039;: splint, plate&lt;br /&gt;
&lt;br /&gt;
In general, the more armour you are wearing, the higher your defence. Wearing armour is subject to strength requirements.&lt;br /&gt;
&lt;br /&gt;
For unarmoured fighters (monks), they must be fully wearing nothing or armour of the unarmoured grade in order to receive attack &amp;amp; defence bonuses.&lt;br /&gt;
&lt;br /&gt;
===Armour weights and classes===&lt;br /&gt;
Gaining defence by wearing medium or heavy armour is subject to having skill points in fighter. Light requires points in rogue or fighter. &lt;br /&gt;
&lt;br /&gt;
Eg, if your highest fighter skill is say 50%, and you have 10 def worth of medium and heavy armour on, then you only gain 50% x 10 def = 5 points worth of defence. If you had 100% in a fighter skill, then you would get the full 10 points of defence from that armour.  For light armour, you need 100% in either a rogue skill or a fighter skill to get the full defence from that armour.&lt;br /&gt;
&lt;br /&gt;
==Rings and Neckwear==&lt;br /&gt;
&lt;br /&gt;
Apart from being decorative, rings and neckware are often enchanted with [[Item Enchantments|magical effects]] such as nightvision enhancement, stat boosts and defence enhancements.&lt;br /&gt;
&lt;br /&gt;
==Sigils==&lt;br /&gt;
&lt;br /&gt;
Sigils are semi-permanent tattoo-like runes that add 3 extra +stat slots to your character. They are Sigils of Mind, Body and Spirit. Like jewellery items, they can have +stat types like +nightvision, +Attack Strength, etc. Unlike jewellery items, they are not craftable and only come from drops/chests. Unlike equipment items you cannot unequip them - once you apply a Sigil of that slot you cannot remove or replace it with another Sigil of that type without first using a Destroy Sigil scroll (available from your local Scribe NPC). Wands of transferrance can be used on them, and there are special scrolls in the addy coin shop that can remove them without destroying them.&lt;br /&gt;
&lt;br /&gt;
==Provisions==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Torches&amp;#039;&amp;#039;&amp;#039;: useful for creating light in a dark place, torches will be automatically extinguished when you enter the daylight&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Keys&amp;#039;&amp;#039;&amp;#039;: usualy obtained for quests - used for unlocking doors&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Gem&amp;#039;&amp;#039;&amp;#039;: view a gem to see a birds eye view of your location&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Pocket watch&amp;#039;&amp;#039;&amp;#039;: useful for telling the time, if you have one the current in-game time will appear in the status area&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Pocket knife&amp;#039;&amp;#039;&amp;#039;: use on logs to carve items (see thread on woodworking)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mining pick&amp;#039;&amp;#039;&amp;#039;: used for mining ore&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Fishing pole&amp;#039;&amp;#039;&amp;#039;: fishing&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Smiths hammer&amp;#039;&amp;#039;&amp;#039;: blacksmithing (see thread on smithing)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Tongs&amp;#039;&amp;#039;&amp;#039;: used for making metal items (see thread on smithing)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Woodsman&amp;#039;s axe&amp;#039;&amp;#039;&amp;#039;: chopping trees to obtain logs&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lockpick&amp;#039;&amp;#039;&amp;#039;: picking locks on doors and chests (not all locks are pickable) (press j)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Probe&amp;#039;&amp;#039;&amp;#039;: used for disarming traps (press J)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sextant&amp;#039;&amp;#039;&amp;#039;: will inform you of your position on the current map - if you are outdoors&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Grapple&amp;#039;&amp;#039;&amp;#039; (grappling hook): use to climb mountains (press k). Mountain climbing is dangerous!&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Raft&amp;#039;&amp;#039;&amp;#039;: for water travel.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Sewing kit&amp;#039;&amp;#039;&amp;#039;: for tailoring&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mortar and pestle&amp;#039;&amp;#039;&amp;#039;: for making potions and other alchemy&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Magnifying glass&amp;#039;&amp;#039;&amp;#039;: used to identify objects: requires skill in item identification&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Skull key&amp;#039;&amp;#039;&amp;#039;: used to open locked doors (key is destroyed after one use)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Polypile wand&amp;#039;&amp;#039;&amp;#039;: put 3 items of similar type on the ground and zap them with the wand. Maybe something will happen, maybe something won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Potions==&lt;br /&gt;
Stock up on plenty of yellow (healing) potions. Blue potions restore mana, and red potions cure poison. All potions are used via the p key, but it might be a good idea to bind them to one of the numeric hot keys. Press CTRL+number when in the potion menu to bind the selected potion to the selected number key.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Yellow&amp;#039;&amp;#039;&amp;#039; : restores health&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Blue&amp;#039;&amp;#039;&amp;#039; : restores mana&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Red&amp;#039;&amp;#039;&amp;#039;: cures poison&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Green&amp;#039;&amp;#039;&amp;#039;: poisons target&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Brown&amp;#039;&amp;#039;&amp;#039;: Increases your speed&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Orange&amp;#039;&amp;#039;&amp;#039;: puts the target to sleep&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Purple&amp;#039;&amp;#039;&amp;#039;: adds extra attack strength&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lime&amp;#039;&amp;#039;&amp;#039;: full nightvision&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Pink&amp;#039;&amp;#039;&amp;#039;: cures disease&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Black&amp;#039;&amp;#039;&amp;#039;: invisibility&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Cyan&amp;#039;&amp;#039;&amp;#039;: blinks&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;White&amp;#039;&amp;#039;&amp;#039;: transparent sight&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Clear&amp;#039;&amp;#039;&amp;#039;: bottled fountain water&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Khaki&amp;#039;&amp;#039;&amp;#039;: 10 seconds of full rage bar&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
These are scrolls that any type of player can use, &amp;amp; which are invaluable to you surviving EUO. They are as follows:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Town Portal Scroll&amp;#039;&amp;#039;&amp;#039;: Creates a town portal at your location which will transport you back to your chosen bind town when walked into. Useful for restocking during adventuring &amp;amp; allowing people to travel to you to party with. You can set your &amp;#039;home town&amp;#039; by typing /bind in many of the towns around the land of New Sosaria. Nordhaven, Izumi, &amp;amp; other [[Townes]] further afield can be used as your home base . The player who creates the portal determines its life-span: it exists for a two-way trip only before disappearing; thus if you are partied, you should always go last if you created the portal!&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Identify Scroll&amp;#039;&amp;#039;&amp;#039;: Unless you invest in the identify skill, these scrolls allow you to identify unknown (orange) magical items. Drop the item on the floor, (u)se the scroll in its direction.&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Resurrection Scroll&amp;#039;&amp;#039;&amp;#039;: Unless you have a high level mage with you, this is the best way to restore lost party members! Bear in mind that the freshly risen character will be very weak, and prone to returning to the grave if they are in a dangerous area!&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Uncurse Scroll&amp;#039;&amp;#039;&amp;#039;: Obvious, really- uncurses magical items. The item has, like with the identify scroll, to be on the ground!&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Unweld Scroll&amp;#039;&amp;#039;&amp;#039;: This is for when you either wield a cursed item by mistake, or have your items cursed (it can happen!). Using this scroll removes any cursed items from being (R)eadied- it does not, however, uncurse the item.&lt;br /&gt;
&lt;br /&gt;
There are quite a few more scrolls to be aware of. See the [[Inscription]] page for more information.&lt;br /&gt;
&lt;br /&gt;
==Tomes==&lt;br /&gt;
When you want to learn a new spell (i.e., gain the ability to cast that spell), go to a [[Shoppes#Scribe|Scribe Shoppe]] (the shops marked with a scroll like sign) and buy a Tome containing that spell.&lt;br /&gt;
&lt;br /&gt;
To learn that spell read the tome like any other book with &amp;#039;&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;#039;, select the Tome and the spell will be learned.  You only need to learn a spell once.  To then see the chance of casting that spell, press &amp;#039;&amp;#039;&amp;#039;z&amp;#039;&amp;#039;&amp;#039; until you see the list of your known spells - success rates of all the spells you know will be listed here.&lt;br /&gt;
&lt;br /&gt;
More on [[Magic and Spellcasting]] here.&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
&lt;br /&gt;
Books are scattered throughout the world of EUO. For the most part they cannot be bought - however after some particular quests, there is a set volume of written articles that can be purchased as reprints from the Library.&lt;br /&gt;
After obtaining a book, it can be read at any time by pressing &amp;#039;&amp;#039;&amp;#039;r&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Here are a couple of visual examples of works that may be seen in the world.&lt;br /&gt;
&lt;br /&gt;
[[File:gunter.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:necro.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Background&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Roughly a year ago (January 10, 2010 to be exact), Egg held a forum-competition for writing literature for euo to be read in game. Many members participated. The winner was Grue, who wrote an epic tale of a &amp;quot;Journal of Gunter the Lost,&amp;quot; divided into several parts. The competition had many other books and writers that were accepted, but there was only one winner.&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
Food can be found or bought. Food includes meat, cheese, bread and fish.&lt;br /&gt;
&lt;br /&gt;
==Reagents==&lt;br /&gt;
Knowledge of reagents is not necessary unless you have an interest in [[Alchemy]]. Some reagents can be bought, and some can only be found.  Reagents include blood moss, sulphurous ash, black pearls, ginseng, garlic, spider&amp;#039;s silk, mandrake and nightshade.  More on [[Alchemy#Reagents|reagents]] here.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Armour==&lt;br /&gt;
===Weapons===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Melee Weapon&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Where Sold&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;# of Hands&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Skill&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Damage Type&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Base Damage&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Price&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Resale Value&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039; || Provisioner || 1 || Staves || 2.0 || 16.8 || 2.3 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gnarled Staff&amp;#039;&amp;#039;&amp;#039; || tba || 1 || Staves || 2.0 || 14.0 || 2.3 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Shillelagh&amp;#039;&amp;#039;&amp;#039; || Provisioner || 1 || Staves || 2.0 || 16.8 || 1.7 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-3 || 150gp || 50gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crook&amp;#039;&amp;#039;&amp;#039; || Provisioner || 1 || Staves || 2.0 || 16.8 || 2.1 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-4 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Brass Knuckles&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Unarmed || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-3 || 500gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Katar&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Unarmed || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-3 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Neko de&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Unarmed || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-3 || 700gp || 233gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Club&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 2.0 || 16.8 || 1.8 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-5 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 4.0 || 33.6 || 2.4 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-8 || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Flail&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 4.0 || 33.6 || 2.3 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 2-8 || 350gp || 150gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Morning Star&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Maces || 4.0 || 33.6 || 2.1 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-9 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Lucern Hammer&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Maces || 7.0 || 58.8 || 2.9 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 2-12 || 700gp || 233gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;War Hammer&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Maces || 6.0 || 50.4 || 2.8 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 2-14 || 950gp || 316gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Great Maul&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Maces || 8.0 || 67.2 || 3.5 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 3-18 || 1,200gp || 400gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 1.5 || 12.6 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Main Gauche&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-5 || 350gp || 116gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Short Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 3.0 || 25.2 || 2.0 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-6 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rondel&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1* || Short Swords || 3.0 || 21.0 || 2.0 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-7 || 800gp || 266gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Machete&amp;#039;&amp;#039;&amp;#039; || tba || 1|| Shortswords|| 3.0 || 21.0 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-8 || 800gp || 266gb &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cleaver&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Axes || 1.5 || 10.5 || 1.6 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-4 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Hatchet&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Axes || 1.5 || 12.6 || 1.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-5 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tomahawk&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Axes || 1.6 || 11.2 || 1.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-7 || 500gp || 166gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;2H Axe&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Axes || 6.0 || 50.4 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-11 || 900gp || 300gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Labrys&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Axes || 6.0 || 42.0 || 2.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 3-12 || 850gp || 283gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Kryss&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 25.2 || 1.6 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-6 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sabre&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 25.2 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-6 || 650gp || 216gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Epee&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 21.0 || 1.6 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-7 || 850gp || 283gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Rapier&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Foils || 3.0 || 25.2 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-7 || 950gp || 316gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Hoe&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 2.0 || 16.8 || 2.3 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-10 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Trident&amp;#039;&amp;#039;&amp;#039; || tba || 1 || Polearms || 2.0 || 14.0 || 2.3 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 2-10 || 100gp || 33gp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Glaive&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 5.5 || 16.8 || 2.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-10 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Polearms || 5.0 || 42.0 || 2.2 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-9 || 700gp || 233gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scythe&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 5.0 || 42.0 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 3-12 || 1,050gp || 350gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Halberd&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Polearms || 8.0 || 67.2 || 2.8 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 3-18 || 1,100gp || 366gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Long Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 4.0 || 33.6 || 2.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-8 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scimitar&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 3.5 || 33.6 || 2.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-8 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Falchion&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 4.5 || 31.5 || 2.1 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-8 || 450gp || 150gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Bastard Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 4.5 || 37.8 || 2.4 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-9 || 550gp || 183gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Broad Sword&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 1 || Long Swords || 5.5 || 46.2 || 2.1 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 1-9 || 750gp || 250gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Claymore&amp;#039;&amp;#039;&amp;#039; || Weaponsmith || 2 || Long Swords || 6.0 || 50.4 || 3.2 || &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; || 2-16 || 1,000gp || 333gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Sling&amp;#039;&amp;#039;&amp;#039; || Bowyer || 1 || Ranged || 1.7 || 14.3 || 1.8 || &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; || 1-3 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Short Bow&amp;#039;&amp;#039;&amp;#039; || Bowyer || 2 || Ranged || 2.0 || 16.8 || 1.5 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-4 || 200gp || 66gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Long Bow&amp;#039;&amp;#039;&amp;#039; || Bowyer || 2 || Ranged || 3.0 || 25.2 || 1.9 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 1-6 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039; || Bowyer || 2 || Ranged || 4.0 || 33.6 || 2.6 || &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; || 2-10 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Musket&amp;#039;&amp;#039;&amp;#039; || N/A || 2 || Ranged || 2.0 || ??? || 8.0 || &amp;#039;&amp;#039;&amp;#039;?B?&amp;#039;&amp;#039;&amp;#039; || 1-8 || N/A || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A weapon with a 1* Indicates weapon can be dual wielded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039; is Bludgeoning,   &amp;#039;&amp;#039;&amp;#039;S&amp;#039;&amp;#039;&amp;#039; is Slashing, and  &amp;#039;&amp;#039;&amp;#039;P&amp;#039;&amp;#039;&amp;#039; is Piercing&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background:#f0f0f0&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Item&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Where Sold&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Protected Area&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Weight&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Req. Strength&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Grade&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Price&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Resale Value&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gi(Torso)&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 0.5 || 4.2 || Unarmored || 0.0 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Robes&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 0.5 || 4.2 || Unarmored || 0.0 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Shirt&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 1.0 || 8.4 || Light || 1.0 || 90gp || 30gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Armour&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 1.5 || 12.6 || Light || 1.5 || 180gp || 60gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Tunic&amp;#039;&amp;#039;&amp;#039; || Tailor || Torso || 2.0 || 11.9 || Light || 2.0 || 220gp || 73gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ringmail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 2.0 || 16.8 || Medium || 2.5 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Scalemail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 3.0 || 25.2 || Medium || 3.0 || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chainmail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 2.5 || 21.0 || Medium || 3.5 || 600gp || 200gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Splintmail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 4.0 || 33.6 || Heavy || 4.0 || 800gp || 266gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Platemail&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 6.0 || 50.4 || Heavy || 5.0 || 1,000gp || 333gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Field Plate&amp;#039;&amp;#039;&amp;#039; || Armoury || Torso || 4.0 || 33.6 || Heavy || 6.0 || 2,000gp || 666gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gi(Legs)&amp;#039;&amp;#039;&amp;#039; || Tailor || Legs || 0.5 || 4.2 || Unarmored || 0.0 || 15gp || 5gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Leggings&amp;#039;&amp;#039;&amp;#039; || Tailor || Legs || 0.5 || 8.4 || Light || 0.5 || 60gp || 20gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Leggings&amp;#039;&amp;#039;&amp;#039; || Tailor || Legs || 1.0 || 8.4 || Light || 1.0 || 100gp || 33gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Leggings&amp;#039;&amp;#039;&amp;#039; || Armoury || Legs || 2.0 || 16.8 || Medium || 2.0 || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Greaves&amp;#039;&amp;#039;&amp;#039; || Armoury || Legs || 3.0 || 25.2 || Heavy || 3.0 || 450gp || 150gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cap&amp;#039;&amp;#039;&amp;#039; || Tailor || Head || 0.5 || 4.2 || Unarmored || 0.0 || 35gp || 11gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Helm&amp;#039;&amp;#039;&amp;#039; || Tailor || Head || 1.0 || 8.4 || Light || 1.0 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Coif&amp;#039;&amp;#039;&amp;#039; || Armoury || Head || 1.5 || 12.6 || Medium || 1.5 || 150 gp || 50gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Full Helm&amp;#039;&amp;#039;&amp;#039; || Armoury || Head || 2.0 || 16.8 || Heavy || 2.0 || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Horned Helm&amp;#039;&amp;#039;&amp;#039; || Armoury || Head || 2.0 || 16.8 || Heavy || 2.0 || 280gp || 93gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gloves&amp;#039;&amp;#039;&amp;#039; || Tailor || Hands || 0.5 || 4.2 || Unarmored || 0.0 || 25gp || 8gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Gloves&amp;#039;&amp;#039;&amp;#039; || Tailor || Hands || 1.0 || 8.4 || Light || 1.0 || 45gp || 15gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Gloves&amp;#039;&amp;#039;&amp;#039; || Armoury || Hands || 1.5 || 12.6 || Medium || 1.5 || 160gp || 53gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Gauntlets&amp;#039;&amp;#039;&amp;#039; || Armoury || Hands || 2.0 || 16.8 || Heavy || 2.0 || 190gp || 63gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Swamp Boots&amp;#039;&amp;#039;&amp;#039; || Provisioner || Feet || 1.0 || 8.4 || Unarmored || 0.0 || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Padded Boots&amp;#039;&amp;#039;&amp;#039; || Tailor || Feet || 0.5 || 4.2 || Light || 0.5 || 70gp || 23gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Leather Boots&amp;#039;&amp;#039;&amp;#039; || Tailor || Feet || 1.0 || 8.4 || Light || 1.0 || 80gp || 26gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Chain Boots&amp;#039;&amp;#039;&amp;#039; || Armoury || Feet || 1.5 || 10.5 || Medium || 1.5 || 130gp || 43gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Plate Boots&amp;#039;&amp;#039;&amp;#039; || Armoury || Feet || 2.0 || 16.8 || Heavy || 2.0 || 350gp || 116gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Buckler&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 1.0 || 8.4 || Light || Block || 120gp || 40gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Small Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 1.5 || 12.6 || Light || Block || 160gp || 53gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Large Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 2.0 || 16.8 || Heavy || Block || 250gp || 83gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Kite Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 3.0 || 16.8 || Heavy || Block || 260gp || 86gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Heater Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 2.5 || 21.0 || Heavy || Block || 300gp || 100gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Tower Shield&amp;#039;&amp;#039;&amp;#039; || Armoury || Shield || 4.0 || 25.2 || Heavy || Block || 400gp || 133gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Spiked Collar&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck || 0.5 || 3.5 || Light || 1.0 || 150gp || 50gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Necklace&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Amulet&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ankh&amp;#039;&amp;#039;&amp;#039; || Jeweller || Neck ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Ring&amp;#039;&amp;#039;&amp;#039; || Jeweller || Finger ||  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4705</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4705"/>
		<updated>2020-04-10T00:45:21Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Rogue Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Rogue weapons use a 25% STR / 75% DEX stat ratio. Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the shortcut key to use lockpicks is: &amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039; + dir.&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+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. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4704</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4704"/>
		<updated>2020-04-10T00:34:47Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Rogue Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Introduction==&lt;br /&gt;
While rogues are not the premier combat class in the game, they have a repertoire of useful skills to employ along your journey in EUO. &lt;br /&gt;
&lt;br /&gt;
Rogues are fantastic treasure hunters with their access to stealth and security. Their stealth skill allows them to navigate a dungeon undetected, while they utilize their security to loot the treasures within. &lt;br /&gt;
&lt;br /&gt;
Being a DEX based class, they aren&amp;#039;t as quick to jump to the front lines of their party. However, rogues are far from useless in a fight. Rogues can utilize their backstab ability to allow them to deal a large amount of damage to an enemy. They also have access to foils and ranged weapons making them fairly versatile in combat. &lt;br /&gt;
&lt;br /&gt;
Much like fighters, rogues can utilize a few different [[Combat_Abilities|Rage]] abilities to support their party, such as gouge to blind enemies or slice and dice to deal massive damage.&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the shortcut key to use lockpicks is: &amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039; + dir.&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+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. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
&lt;br /&gt;
===Light Armour===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
&lt;br /&gt;
===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
&lt;br /&gt;
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
	</entry>
	<entry>
		<id>https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4696</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://euotopia.com/manual/index.php?title=Rogue&amp;diff=4696"/>
		<updated>2020-04-09T22:09:02Z</updated>

		<summary type="html">&lt;p&gt;Goemon: /* Stealth and Backstabbing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Skills==&lt;br /&gt;
===Rogue Weapon Skills===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shortswords&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Slashing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Foils&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move:: [[Combat Abilities#Disarm|Disarm]]&lt;br /&gt;
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)&lt;br /&gt;
*Stat Dependent Damage Optimisation: 25% str / 75% dex&lt;br /&gt;
*Default special move: [[Combat Abilities#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]&lt;br /&gt;
&lt;br /&gt;
For further details on special rage attacks, refer to: [[Combat Abilities]]&lt;br /&gt;
&lt;br /&gt;
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
===Lockpicking===&lt;br /&gt;
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off &amp;quot;exploring&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the shortcut key to use lockpicks is: &amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039; + dir.&lt;br /&gt;
&lt;br /&gt;
===Trap Detect and Disarm===&lt;br /&gt;
Many chests, locked or not, may also trapped. By Using the search function (i.e., &amp;#039;&amp;#039;&amp;#039;s&amp;#039;&amp;#039;&amp;#039;+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. &lt;br /&gt;
&lt;br /&gt;
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.&lt;br /&gt;
&lt;br /&gt;
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+&amp;#039;&amp;#039;&amp;#039;j&amp;#039;&amp;#039;&amp;#039;+dir&lt;br /&gt;
&lt;br /&gt;
===Stealth and Backstabbing===&lt;br /&gt;
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing &amp;#039;&amp;#039;&amp;#039;H&amp;#039;&amp;#039;&amp;#039;, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.&lt;br /&gt;
&lt;br /&gt;
Once hidden, you can attempt to backstab. You must have a shortsword type weapon equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target&amp;#039;s level, and for player targets, the lightness of their armour. It&amp;#039;s very hard to BS a player wearing plate armour, for example.&lt;br /&gt;
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Note:&lt;br /&gt;
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.&lt;br /&gt;
*You cannot hide when there are players, monsters or NPCs around which can see you, or if a light source is being held.&lt;br /&gt;
*Equipping a light source or casting a spell will also take you out of stealth.&lt;br /&gt;
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.&lt;br /&gt;
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===Light Armour===&lt;br /&gt;
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. &lt;br /&gt;
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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. &lt;br /&gt;
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And for a complete list of the various armour availble as well as their respective armour types, refer to: [[Items#Armour|Armour Types]]&lt;br /&gt;
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===Light Armour Movement Penalties===&lt;br /&gt;
Rogues do not suffer movement penalties for wearing light armour.&lt;br /&gt;
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For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].&lt;/div&gt;</summary>
		<author><name>Goemon</name></author>
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