Difference between revisions of "Class Skills"

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(changed "weapon skills" in the rogue section to "rogue weapon skills")
(made some revisions, and added priest armour and movement penalty discounts)
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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.
 
With a shield readied, a character will automatically attempt to block hits that are taken in the direction he or she is facing. The chance to successfully block an attack is based on the fighter's block skill as well as the type of shield used.
  
===All Armor Types===
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===All Armour Types===
The figher is the only class that 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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Fighers can reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. Essentially, gaining defence from light, medium or heavy armour is subject to having skill points in fighter. Specifically, if your highest fighter skill is X%, then you will only gain X% of the total defence afforded by light, medium or heavy armour.  
  
 
So for example, if your highest fighter skill is 50%, and you are wearing 10 defense worth of light, medium or heavy armour, then you would only gain 10 * 50% = 5 defense.  
 
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 availble as well as their respective armour types, refer to:  
 
And for a complete list of the various armour availble as well as their respective armour types, refer to:  
 
[[Items#Armour|Armour Types]]
 
[[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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==Priest Skills==
 
==Priest Skills==
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===Piety and Divinity===
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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===
 
===Blessed Maces===
 
A priest is able to use maces that have been blessed as proficiently as a fighter can use normal maces. Thus, via the blessed maces skill, a priest gains all the same abilities as a fighter would when using the mace skill.
 
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".
 
Note: the specific weapon type a priest must wield is "blessed mace" and not just "maces".
  
For details on the mace skill, refer to Maces in the [[Class_Skills#Fighter_Weapon_Skillss|Fighter Weapon Skills]] Section above.
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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.
  
===Piety and Divinity===
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===All Armour Types===
Priests have two skills pertaining to the use of magic: Piety and Divinity.
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Like fighers, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy.  
  
For details on these, refer to: [[Magic and Spellcasting]].
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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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*Stat Dependent Damage Optimisation: 0% str / 100% dex
 
*Stat Dependent Damage Optimisation: 0% str / 100% dex
 
*Special Attack: DISARM - 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's weapon to become unequipped, with the target not being able to re-equip for 5 seconds.
 
*Special Attack: DISARM - 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's weapon to become unequipped, with the target not being able to re-equip for 5 seconds.
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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.
  
 
'''Ranged'''
 
'''Ranged'''
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*You cannot hide when there are players, monsters or NPCs around which can see you, or if you have a light source.
 
*You cannot hide when there are players, monsters or NPCs around which can see you, or if you have a light source.
  
===Light Armor===
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===Light Armour===
Just as the fighter is able to fully benefit from all forms of armour, so too can a rogue benefit from light armour. Essentially, gaining defence from light armour is subject to having skill points in rogue (or fighter). Specifically, if your highest rogue skill is X%, then you will only gain X% of the total defence afforded by light armour.  
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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.  
 
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.  
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And for a complete list of the various armour availble as well as their respective armour types, refer to:  
 
And for a complete list of the various armour availble as well as their respective armour types, refer to:  
 
[[Items#Armour|Armour Types]]
 
[[Items#Armour|Armour Types]]
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===Light Armour Movement Penalties===
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Rogues do not suffer movement penalties for wearing light armour.

Revision as of 15:18, 17 March 2010

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

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

Fighter Skills

Fighter Weapon Skills

To become a lethal fighting machine, a fighter must first develop weapon skills. The higher the weapon skill, the higher the attack strength will be when a weapon of that type is wielded and the more damage it will inflict.

There are four fighter-based weapons:

Axes

  • Damage Type: Slashing
  • Stat Dependent Damage Optimisation: 75% str / 25% dex
  • Special Rage Attack: CLEAVE - temporarily reduces the target's AS, DEF and MR, and also 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.)

Longswords

  • Damage Type: Slashing
  • Stat Dependent Damage Optimisation: 50% str / 50% dex
  • Special Rage Attack: FLURRY - an instantaneous burst of 3-5 hits that will randomly hit targets adjacent to you.

Maces

  • Damage Type: bludgeoning
  • Stat Dependent Damage Optimisation: 90% str / 10% dex
  • Special Rage Attack: THUNDERCLAP - the target and targets in adjacent squares all suffer a shockwave that confuses them.

Polearms

  • Damage Type: Slashing (mostly)
  • Stat Dependent Damage Optimisation: 90% str / 10% dex
  • Special Rage Attack: BLOODBOLT - 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.)

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. For further details on special rage attacks, refer to: Special Rage Attacks

And for a complete list of the various weapons availble as well as their respective weapon types, refer to: Weapon Types

Tactics Skill

The tactics skill gives a fighter an additional boost to Attack Strength and Defence. It increases when attacking with any fighter weapon or while Unarmed.

Block Skill

With a shield readied, a character will automatically attempt to block hits that are taken in the direction he or she is facing. The chance to successfully block an attack is based on the fighter's block skill as well as the type of shield used.

All Armour Types

Fighers can reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy. Essentially, gaining defence from light, medium or heavy armour is subject to having skill points in fighter. Specifically, if your highest fighter skill is X%, then you will only gain X% of the total defence afforded by light, medium or heavy armour.

So for example, if your highest fighter skill is 50%, and you are wearing 10 defense worth of light, medium or heavy armour, then you would only gain 10 * 50% = 5 defense.

And for a complete list of the various armour availble as well as their respective armour types, refer to: Armour Types

Light and Medium Armour Movement Penalties

Fighters do not suffer movement penalties for wearing light or medium armour.


Mage Skills

Magery and Sorcery

Mages have two skills pertaining to the use of magic: Magery and Sorcery.

For details on these, refer to: Magic and Spellcasting.


Priest Skills

Piety and Divinity

Priests have two skills pertaining to the use of magic: Piety and Divinity.

For details on these, refer to: Magic and Spellcasting.

Blessed Maces

A priest is able to use maces that have been blessed as proficiently as a fighter can use normal maces. Thus, via the blessed maces skill, a priest gains all the same abilities as a fighter would when using the mace skill.

Note: the specific weapon type a priest must wield is "blessed mace" and not just "maces".

For details on the mace skill, refer to Maces in the Fighter Weapon Skills Section above.

All Armour Types

Like fighers, priests reap the full benefits of all 4 grades of armour: unarmed, light, medium and heavy.

For details, refer to the All Armour Types Section above.

Light and Medium Armour Movement Penalties

Like fighters, priests do not suffer movement penalties for wearing light or medium armour.


Rogue Skills

Rogue Weapon Skills

Shortswords

  • Damage Type: Slashing
  • Stat Dependent Damage Optimisation: 25% str / 75% dex
  • Special Attack: SLICE AND DICE - an instantaneous burst of 3 hits on the target.

Foils

  • Damage Type: Piercing
  • Stat Dependent Damage Optimisation: 0% str / 100% dex
  • Special Attack: DISARM - 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's weapon to become unequipped, with the target not being able to re-equip for 5 seconds.

Note: players with high skill in foils will be at first able to parry attacks (i.e., deflect them) and later to perform a riposte (where the damage is inflicted back on the attacker). Parry and riposte are passive abilities that occur automatically.

Ranged

  • Damage Type: Piercing (with bows and crossbows) and Bludgeoning (with slings)
  • Stat Dependent Damage Optimisation: 25% str / 75% dex
  • Special Attack: POINT BLANK HEADSHOT - 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.)

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. For further details on special rage attacks, refer to: Special Rage Attacks

And for a complete list of the various weapons availble as well as their respective weapon types, refer to: Weapon Types

Lockpicking

With the use of lockpicks (available from provisioners), this skill allows rogues to unlock doors and chests.

Depending on your skill, a lock may be too difficult to unlock. However, with practice, almost no lock can stand between a rogue and whatever is beyond said lock.

Lockpicks also have a high tendency to break, so it is recommended that a ample supply are handy when off "exploring"

Note that the shortcut key to use lockpicks is: j + dir.

Trap Detect and Disarm

Many chests, locked or not, may also trapped. By Using the search function (i.e., s+dir) a rogue will attempt to examine a chest for a trap. The trap (if present), may be detect by a rogue if he or she has sufficient skill.

Traps may also be present on the ground. And as with chests, searching the ground may show up a trap if one is present.

In order to disarm a trap, use a probe (also available from provisioners) on the trap by using the command: shift+j+dir

Stealth

Stealth is the art of moving silently and without being noticed. You can attempt to first hide by pressing H, then moving while hidden. Success in either hiding or moving while hiding will improve your stealth.

Once hidden, you can attempt to backstab. You must have a shortsword or dagger equipped to pull off a backstab. Backstabbing success is determined by your stealth skill, the target's level, and for player targets, the lightness of their armour. It's very hard to BS a player wearing plate armour, for example.

Note:

  • The chances of hiding and moving stealthily are greatly reduced when wearing medium and heavy armour.
  • You cannot hide when there are players, monsters or NPCs around which can see you, or if you have a light source.

Light Armour

Rogues benefit from light armour. Essentially, gaining defence from light armour is subject to having skill points in rogue (or fighter/priest). Specifically, if your highest rogue skill is X%, then you will only gain X% of the total defence afforded by light armour.

So for example, if your highest rogue skill is 50%, and you are wearing 4 defense worth of light armour, then you would only gain 4 * 50% = 2 defense.

And for a complete list of the various armour availble as well as their respective armour types, refer to: Armour Types

Light Armour Movement Penalties

Rogues do not suffer movement penalties for wearing light armour.