Difference between revisions of "Class Skills"

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[[Classes#How_Classes_Relate_to_Skills|How Classes Relate to Skills]]
 
[[Classes#How_Classes_Relate_to_Skills|How Classes Relate to Skills]]
  
==Fighter Skills==
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==Class Caps==
===Fighter Weapon Skills===
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On each server there is a class skill cap for humans and non-humans. It is different on each server and utilized to multi-class a character for different combinations depending on what the player chooses.
To become a lethal fighting machine, a fighter must first develop weapon skills. The higher the weapon skill, the higher the attack strength will be when a weapon of that type is wielded and the more damage it will inflict. More importantly, when a fighter attains a certain level of proficiency with each weapon skills, he or she may also execute the deadly special attack of that weapon skill.
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There are four fighter-based weapons:
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===Regular Server (Reg)===
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*Human Starting Maximum: 150% (up to 200% via Versatility Shrine)
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*Non-Human Starting Maximum: 125% (up to 200% via Versatility Shrine)
  
'''Axes'''
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===Player Death Server (PD)===
*Damage Type: Slashing
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*Human Starting Maximum: 150% (up to 200% via /remort command at Level 75)
*Stat Dependent Damage Optimisation: 75% str / 25% dex
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*Non-Human Starting Maximum: 125% (up to 175%% via /remort command at Level 75)
*Default special move : [[Combat Abilities#Cleave|Cleave]]
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*Other usable special moves: [[Combat Abilities#Flurry|Flurry]], [[Combat Abilities#Thunderclap|Thunderclap]]
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'''Longswords'''
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===No-Grind Server (NG)===
*Damage Type: Slashing
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*Humans Starting Maximum Skill Cap: 425%
*Stat Dependent Damage Optimisation: 75% str / 25% dex
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*Non-Human Starting Maximum Skill Cap: 350%
*Default special move: [[Combat Abilities#Flurry|Flurry]]
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*Other usable special moves: [[Combat Abilities#Cleave|Cleave]], [[Combat Abilities#Bloodbolt|Bloodbolt]]
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'''Maces'''
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==Fighter Skills==
*Damage Type: Bludgeoning
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Please refer to the [[Fighter]] manual page.
*Stat Dependent Damage Optimisation: 90% str / 10% dex
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*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]
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*Other usable special moves: [[Combat Abilities#Flurry|Flurry]], [[Combat Abilities#Bloodbolt|Bloodbolt]]
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'''Polearms'''
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*Damage Type: Slashing (except Spears, which have damage type Piercing)
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*Stat Dependent Damage Optimisation: 90% str / 10% dex
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*Default special move: [[Combat Abilities#Bloodbolt|Bloodbolt]]
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*Other usable special moves: [[Combat Abilities#Cleave|Cleave]], [[Combat Abilities#Thunderclap|Thunderclap]]
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For further details on special rage attacks, refer to: [[Combat Abilities]]
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It should also be noted that apart from the default standard stance, a fighter, when wielding any two-handed fighter-class weapon, is able to adopt the [[Combat Abilities#Berserker_Stance|Berserker Stance]], and when wielding any fighter-class weapon, is able to adopt the [[Combat Abilities#Tanking_Stance|Tanking Stance]]. For details on these stances, refer to:  [[Combat Abilities]]
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And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]
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===Tactics Skill===
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The tactics skill gives a fighter an additional boost to Attack Strength and reduces taken damage up to 25%. It increases when attacking with any fighter weapon.
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===Block Skill===
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With a shield readied, a character will automatically attempt to block hits that are taken in the direction he or she is facing. The chance to successfully block an attack is based on the fighter's block skill as well as the type of shield used. The block skill also allows one to take a little less damage from magic attacks.
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With 50% or more block skill, a fighter is also able to execute a Shieldbash, which will stun targets for a short amount of time.
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===All Armour Types===
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Fighters can reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. Essentially, gaining defence from light, medium or heavy armour is subject to having skill points in fighter. Specifically, if your highest fighter skill is X%, then you will only gain X% of the total defence afforded by light, medium or heavy armour.
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So for example, if your highest fighter skill is 50%, and you are wearing 10 defense worth of light, medium or heavy armour, then you would only gain 10 * 50% = 5 defense.
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And for a complete list of the various armour available as well as their respective armour types, refer to:
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[[Items#Armour|Armour Types]]
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===Light and Medium Armour Movement Penalties===
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Fighters do not suffer movement penalties for wearing light or medium armour.
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==Mage Skills==
 
==Mage Skills==
===Magery and Sorcery===
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Please refer to the [[Mage]] manual page.
Mages have two skills pertaining to the use of magic: Magery and Sorcery.
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For details on these, refer to: [[Magic and Spellcasting]].
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==Monk Skills==
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Please refer to the [[Monk]] manual page.
  
 
==Priest Skills==
 
==Priest Skills==
===Piety and Divinity===
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Please refer to the [[Priest]] manual page.
Priests have two skills pertaining to the use of magic: Piety and Divinity.
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For details on these, refer to: [[Magic and Spellcasting]].
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===Blessed Maces===
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A priest is able to use maces that have been blessed as proficiently as a fighter can use normal maces. Thus, via the blessed maces skill, a priest gains all the same abilities as a fighter would when using the mace skill.
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Note: the specific weapon type a priest must wield is "blessed mace" and not just "maces".
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For details on the mace skill, refer to Maces in the [[Class_Skills#Fighter_Weapon_Skills|Fighter Weapon Skills]] Section above.
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===All Armour Types===
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Like fighers, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy.
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For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.
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===Light and Medium Armour Movement Penalties===
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Like fighters, priests do not suffer movement penalties for wearing light or medium armour.
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==Rogue Skills==
 
==Rogue Skills==
===Rogue Weapon Skills===
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Please refer to the [[Rogue]] manual page.
'''Shortswords'''
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*Damage Type: Slashing
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*Stat Dependent Damage Optimisation: 25% str / 75% dex
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*Default special move: [[Combat Abilities#Slice N Dice|SLICE N DICE]]
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'''Foils'''
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==Necromancer Skills==
*Damage Type: Piercing
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Please refer to the [[Necromancer]] manual page.
*Stat Dependent Damage Optimisation: 25% str / 75% dex
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*Default special move:: [[Combat Abilities#Disarm|DISARM]]
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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.
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==Druid Skills==
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Please refer to the [[Druid]] manual page.
  
'''Ranged'''
 
*Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)
 
*Stat Dependent Damage Optimisation: 25% str / 75% dex
 
*Default special move: [[Combat Abilities#Point Blank Headshot|POINT BLANK HEADSHOT]]
 
 
Note: A minimum of 90% in a weapon skill and 100% rage is required in order to execute a special rage attack with a weapon matching that skill type. Executing the default special of any rogue weapon type may be done by using the "special move" ability.
 
 
For further details on special rage attacks, refer to: [[Combat Abilities]]
 
 
And for a complete list of the various weapons availble as well as their respective weapon types, refer to:
 
[[Items#Weapon_types|Weapon Types]]
 
 
===Lockpicking===
 
With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests.
 
 
Depending on your skill, a lock may be too difficult to unlock. However, with practice, almost no lock can stand between a rogue and whatever is beyond said lock.
 
 
Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off "exploring"
 
 
Note that the shortcut key to use lockpicks is: '''j''' + dir.
 
 
===Trap Detect and Disarm===
 
Many chests, locked or not, may also trapped. By Using the search function (i.e., '''s'''+dir) a rogue will attempt to examine a chest for a trap. The trap (if present), may be detect by a rogue if he or she has sufficient skill.
 
 
Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.
 
 
In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+'''j'''+dir
 
 
===Stealth and Backstabbing===
 
Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing '''H''', then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.
 
 
Once hidden, you can attempt to backstab. You must have a shortsword or dagger equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target's level, and for player targets, the lightness of their armour. It's very hard to BS a player wearing plate armour, for example.
 
 
Note:
 
*The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.
 
*You cannot hide when there are players, monsters or NPCs around which can see you, or if you have a light source.
 
 
===Light Armour===
 
Rogues benefit from light armour. Essentially, gaining defence from light armour is subject to having skill points in rogue (or fighter/priest). Specifically, if your highest rogue skill is X%, then you will only gain X% of the total defence afforded by light armour.
 
 
So for example, if your highest rogue skill is 50%, and you are wearing 4 defense worth of light armour, then you would only gain 4 * 50% = 2 defense.
 
 
And for a complete list of the various armour availble as well as their respective armour types, refer to:
 
[[Items#Armour|Armour Types]]
 
 
===Light Armour Movement Penalties===
 
Rogues do not suffer movement penalties for wearing light armour.
 
 
==Monk Skills==
 
===Monk Weapon Skills===
 
'''Unarmed Combat'''
 
*Damage Type: Bludgeoning (with brass knuckles or fists), Piercing (with neko de) or Slashing (with katars)
 
*Stat Dependent Damage Optimisation: 50% str / 50% dex
 
*Special Rage Attack: [[Combat Abilities#Quivering Palm|QUIVERING PALM]]
 
  
In general, unarmed weapons are very fast, and tend to inflict more critical hits. Also, when a character is totally 'unarmed' (i.e., equipped with only unarmed type armour and using either bare fists or an unarmed type weapon), and is a grandmaster with unarmed weapons, he or she will recieve additional bonuses in defense and attack strength.
 
  
===Sanctity===
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[[Category:Skills]]
Monks have one skill pertaining to the use of magic: Sanctity.
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For details on these, refer to: [[Magic and Spellcasting]].
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Revision as of 16:25, 11 September 2020

Class skills are skills that contribute to your class points. Essentially, these are the skills that determine your overall class break-up.

For a more detail explanation of how class skills determine a character's class composition, refer to: How Classes Relate to Skills

Class Caps

On each server there is a class skill cap for humans and non-humans. It is different on each server and utilized to multi-class a character for different combinations depending on what the player chooses.

Regular Server (Reg)

  • Human Starting Maximum: 150% (up to 200% via Versatility Shrine)
  • Non-Human Starting Maximum: 125% (up to 200% via Versatility Shrine)

Player Death Server (PD)

  • Human Starting Maximum: 150% (up to 200% via /remort command at Level 75)
  • Non-Human Starting Maximum: 125% (up to 175%% via /remort command at Level 75)

No-Grind Server (NG)

  • Humans Starting Maximum Skill Cap: 425%
  • Non-Human Starting Maximum Skill Cap: 350%

Fighter Skills

Please refer to the Fighter manual page.

Mage Skills

Please refer to the Mage manual page.

Monk Skills

Please refer to the Monk manual page.

Priest Skills

Please refer to the Priest manual page.

Rogue Skills

Please refer to the Rogue manual page.

Necromancer Skills

Please refer to the Necromancer manual page.

Druid Skills

Please refer to the Druid manual page.