Difference between revisions of "Class Skills"

From EUO Manual
Jump to: navigation, search
(Fighter Skills)
(6 intermediate revisions by one other user not shown)
Line 23: Line 23:
  
 
==Mage Skills==
 
==Mage Skills==
===Magery and Sorcery===
+
Please refer to the [[Mage]] manual page.
Mages have two skills pertaining to the use of magic: Magery and Sorcery.
+
 
+
For details on these, refer to: [[Magic and Spellcasting]].
+
 
+
  
 
==Monk Skills==
 
==Monk Skills==
===Monk Weapon Skills===
+
Please refer to the [[Monk]] manual page.
'''Unarmed Combat'''
+
*Damage Type: Bludgeoning (with brass knuckles or fists), Slashing (with neko de) or Piercing (with katars)
+
*Stat Dependent Damage Optimisation: 50% str / 50% dex
+
*Special Rage Attacks: [[Combat Abilities#Sleeping_Fist|Sleeping Fist]], [[Combat Abilities#Throat_Strike|Throat Strike]], [[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), having a higher unarmed combat skill will result in an improvement in your ability to both attack and defend.
+
 
+
===Sanctity===
+
Monks have one skill pertaining to the use of magic: Sanctity.
+
For details on these, refer to: [[Magic and Spellcasting]].
+
 
+
  
 
==Priest Skills==
 
==Priest Skills==
===Piety and Divinity===
+
Please refer to the [[Priest]] manual page.
Priests have two skills pertaining to the use of magic: Piety and Divinity.
+
 
+
For details on these, refer to: [[Magic and Spellcasting]].
+
 
+
===Priest Weapon Skills===
+
'''Blessed Maces'''
+
*Damage Type: Bludgeoning
+
*Stat Dependent Damage Optimisation: 90% str / 10% dex
+
*Default special move: [[Combat Abilities#Thunderclap|Thunderclap]]
+
 
+
Only by wielding a "blessed" mace will a priest be able to raise the blessed maces skill; wielding a non-blessed mace will instead raise the maces fighter skill. To bless a mace, a priest simply has to use the first circle [[Magic_and_Spellcasting#Divinity|Divinity]] UY (bless weapon) spell. (Note: in order to revert a blessed mace into a regular mace, simply use a cursed scroll of uncurse on it - but this process will not work when performed on house tiles.)
+
 
+
It should also be noted the blessed maces skill is identical to the maces fighter skill except that in the case of blessed maces, you will not be able to use any of the other special moves that a fighter using the maces skill could. More specifically, even if a (dual-classed) priest had 100% in the Polearms skill and 100% in the Longswords skills, that priest would neither be able to execute [[Combat Abilities#Bloodbolt|Bloodbolt]] nor [[Combat Abilities#Flurry|Flurry]] respectively.
+
 
+
===All Armour Types===
+
Like fighers, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy.
+
 
+
For details, refer to the [[Class_Skills#All_Armour_Types|All Armour Types]] Section above.
+
 
+
===Light and Medium Armour Movement Penalties===
+
Like fighters, priests do not suffer movement penalties for wearing light or medium armour.
+
 
+
For a complete list of the various light and medium armour available, refer to:
+
[[Items#Armour|Armour Types]].
+
 
+
  
 
==Rogue Skills==
 
==Rogue Skills==
===Rogue Weapon Skills===
+
Please refer to the [[Rogue]] manual page.
'''Shortswords'''
+
*Damage Type: Slashing
+
*Stat Dependent Damage Optimisation: 25% str / 75% dex
+
*Default special move: [[Combat Abilities#Slice n Dice|Slice n Dice]]
+
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Disarm|Disarm]]
+
  
'''Foils'''
+
==Necromancer Skills==
*Damage Type: Piercing
+
Please refer to the [[Necromancer]] manual page.
*Stat Dependent Damage Optimisation: 25% str / 75% dex
+
*Default special move:: [[Combat Abilities#Disarm|Disarm]]
+
*Other usable special moves: [[Combat Abilities#Gouge|Gouge]], [[Combat Abilities#Slice n Dice|Slice n Dice]]
+
  
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.
+
==Druid Skills==
 +
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#Aimed Shot|Aimed Shot]], [[Combat Abilities#Point Blank Headshot|Point Blank Headshot]], [[Combat Abilities#Spray n Pray|Spray n Pray]]
 
  
For further details on special rage attacks, refer to: [[Combat Abilities]]
 
  
And for a complete list of the various weapons available as well as their respective weapon types, refer to: [[Items#Weapon_types|Weapon Types]]
+
[[Category:Skills]]
 
+
===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 a light source is being held.
+
*Equipping a light source or casting a spell will also take you out of stealth.
+
*You can backstab by specifically selecting the skill or simply by attacking normally with CTRL + dir while stealthed.
+
 
+
===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.
+
 
+
For a complete list of the various light armour available, refer to: [[Items#Armour|Armour Types]].
+
 
+
 
+
==Necromancer Skills==
+
Necromancers have one skill pertaining to the use of magic: Necromancy. For details on these, refer to: [[Magic and Spellcasting]].
+
===Hexblades===
+
placeholder --editing; more to come soon.
+
===Bonecrafting===
+
placeholder --editing; more to come soon.
+

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.