Practical Guide to Skills and Spells
Rogue
Contributed by Neraka
Primary attribute: Agility
Unique Ability: Evasion
[ Proficiency Name ] [ Type ] [ Cmplx ] [ Lrnd ]
1 acrobatics DEF 50% 0%
2 backstab COM 10% 0%
3 bash COM 35% 0%
4 blind fighting COM 40% 0%
5 dagger WEA 1% 40%
6 dodge DEF 30% 0%
7 detect traps TEK 45% 0%
8 disarm traps TEK 13% 0%
9 dart WEA 28% 0%
10 exotic WEA 50% 0%
11 evasion DEF 25% 0%
12 hand to hand COM 1% 35%
13 hide TEK 30% 0%
14 hook WEA 9% 0%
15 kick COM 10% 0%
16 lore MYS 30% 0%
17 lock picking TEK 35% 0%
18 magical items MYS 5% 15%
19 nunchaku WEA 14% 0%
20 peek TEK 45% 0%
21 shield block DEF 25% 0%
22 second attack COM 35% 0%
23 scan TEK 40% 0%
24 sneaking TEK 30% 0%
25 stealing TEK 40% 0%
26 snare TEK 25% 0%
27 throwing COM 15% 0%
28 tracking TEK 45% 0%
29 throwing star WEA 16% 0%
30 throwing knife WEA 16% 0%
31 whip WEA 1% 20%
32 yo-yo WEA 13% 0%
Acrobatics
- Max
It is recommended if you intend to set combat to auto. Doesn't work while mounted.
Backstab
- Max
It does a good amount of damage when it lands. It works with either a dagger or a hook and is an important skill to have when solo levelling. You can't backstab if the target has lower than very significant health.
Bash
- Max
Bash for everyone except a minotaur requires a shield. It deals a lot of damage, costing over 200 stamina per successful hit. It can also cause an opponent's spell/song to backfire. Bash can also used to bash down locked doors
Blind Fighting
Master
This skill will automatically boost your combat accuracy while blinded. It helps to land in a few hits while trying to cure yourself of blind.
Dagger
Max
It is a basic rogue skill which can be used for backstabbing.
Dodge
Max
This is one of the best defenses in game. It allows you to dodge unarmed attacks, weapons, boulders and paralyzing 'feed' attacks from mobs.
Detect Traps
low to moderate practice
It helps with avoidance of most traps and is useful in Verity Tower and the Proving Grounds.
Disarm Traps
Low to moderate practice.
It attempts to disarm either a doorway or a trap in the room. It's best to leave non-doorway traps alone if you put in too little practice for it because it might trigger the trap.
Dart
Do not practice.
It is a low damage projectile weapon. There are very few in game and is useless in higher levels.
Exotic
Optional
It is useful against mobs that are immune to pierce/slash/bash damage. The situation can also be countered easily with elemental-type offensive magic or Fey's h2h (Energy damage)
Evasion
Max!
Evasion is a rogue only skill. It helps you evade aggressive mobs' attacks thus giving you the preemptive advantage. It is also useful in player to player combat.
Hand to Hand
Maxing recommended
It is useful to have when blinded and disarmed by a mob or a psionic. In several occasions my mastered h2h has helped deter an assailant's attack when he found that he was dying to my hand to hand after disarming me.
Hide
Not necessary to practice. Moderate practice if you intend to use this skill to pk.
A high level character can use this skill to hide his presence from a lowbie. It can also be used to hide items in places.
Hook
Do not practice.
Though more powerful than dagger at certain levels, they are uncommon in game.
Kick
User preference.
I recommend maxing it if you get this skill in first class. It deals signifcantly less damage than bash but uses only 20 stamina. Less useful at high levels.
Lore
Moderate to mastery(at low levels)
Lore does not cost spell points and can identify objects that are on the floor as well as in inventory.
Lock Picking
Do not practice
Bash will break down locked doors. Lock picking is useless against magically locked doors.
Magical Items
Moderate Practices
It determines how well you'll be able to use a magical item such as a staff or orb. Proficiency of this skill will help in the effectiveness of Monk's Multiplay Magic.
Nunchaku
Do not practice
Currently not worth it.
Peek
Low to moderate practice
It is useful to view a mob or a player's inventory. PLEASE MAX IT if you're the sort who look at every freaking player in the room just to view his inventory. It's annoying to others if you keep failing it.
Shield Block
Max
One of the must have defenses. It is very useful against armed opponents. It also blocks projectiles such as lightning bolt, fireballs, breath attacks, and flame wind.
Second Attack
Max
It allows you to have at least two attacks in combat.
Scan
Low practice
You'll naturally gain betters from using it. Useful in scanning for mobs/players/hidden life forms in adjacent rooms. The higher the proficiency, the more rooms you will be able to scan.
Sneaking
Low practice
Spam it till you are able to sneak. It allows you to enter a room unannounced. It is useful to avoid being detected or to land a sneak attack on a player.
Stealing
Do not practice
It is a unique skill but practically useless against players and mobs with no-steal items. Against a player, it works only in cpk. Stealing comes with a crippling lag.
Snare
Master
Trap kits are required for snare to work. Most commonly used is the snare kit which has the same effect as the web spell. Snares don't work on npcs though. Snare can be used defensively, slowing down a pker or as a skill to subdue a player.
Throwing
Max
This skill is used to throw bombs, throwable weapons and herbs. It is disabled by web. At low proficiency, you'll risk having the bomb exploding in your hand thus injuring and even blinding you instead.
Tracking
High practices to Mastery
Tracking is useful for locating an npc or a player that is within your general location. Some rooms have the no-track flag. Use "track 'target' auto" and you will automatically walk towards the intended target. Please pay attention when doing so because the mob or player might reside in cpk.
Throwing Star
Do not practice
This is crap.
Throwing Knife
Do not practice
This is crap too. If you really want to be proficient in a throwing type weapon, settle for throwing-axe or throwing-spear.
Whip
Optional
It deals slash-type damage and is only useful if you're never going to practice sword or axe. Daggers have a higher accuracy than whip and thus are able to land hits more.
Yo-yo
Do not practice. It would be a waste of practices and yeah, crap.
Pros and Cons of Rogue
Pros
1. Throwing is a useful skill to have. You'll have access to smoke bombs(momentary darkness), flash bombs(blind), negation(dispel magic) and more; a must have skill in no-magic rooms.
2. Snare traps is the best form of web for it is instant. It has a lower duration than the spell form but is nonetheless nice to have.
3. Evasion influences the chance of getting away from a mob's attack. A player will still be able to attack you if he uses other forms of attack to intiate combat other than 'kill '.
Cons
1. Throwing is completely disabled by web.
2. Rogue is given low damage output from the assortment of weapons available to them.