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Rogue Abilities


Combat

Armor: Chain

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

This skill represents the wearers ability to effectively use said armor. While anyone can
wear armor, it does take training and experience to use it to the maximum capability.

Armor: Chain (automatic): has a chance to increase defense rating and lowers hindrance
while wearing chain chest armor (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Armor: Leather

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

This skill represents the wearers ability to effectively use said armor. While anyone can
wear armor, it does take training and experience to use it to the maximum capability.
Leather armor offers the least protection but more evasion bonuses.

Leather armor comes with an inherent bonus in dodging special attacks from NPCs.

Armor: Leather (automatic): has a chance to increase defense rating and lowers hindrance
while wearing leather chest armor (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Armor: Plate

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

This skill represents the wearers ability to effectively use said armor. While anyone can
wear armor, it does take training and experience to use it to the maximum capability. Plate
offers the wearer more protection but with penalties to movement and stamina use.

Plate armor receives a bonus in avoiding wounds but at the cost of traveling less distance
per move.

Armor: Plate (automatic): has a chance to increase defense rating and lowers hindrance
while wearing plate chest armor (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Defensive Maneuvers

Classes and Levels: All Classes(1)

School: Combat (Skill)

Syntax: automatic

Defensive Maneuvers is the skill that is used for defense. It consists of dodging, shield
block and parrying. In order to use your shield or your weapon to parry you must have a
shield or weapon equipped. Weapons that are used for parrying increase your defenses.
Certain weapons add more to your defenses then others. Shields raise your defenses but also
subtract from your attack. It is harder to attack while hiding behind a large and bulky
shield. In addition to this shields also have a low chance to automatically block an
incoming attack, both melee and magical.

Defensive Maneuvers (automatic): increases defense rating (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Dual Wield

Classes and Levels: Fighter(15), Rogue(15), Agent(15)

School: Combat (Skill)

Syntax: automatic

Dual wield is an ability that allows Fighters, Agents, and Rogues to wield a second weapon
in their off hand. This will have a chance to trigger a second attack. Not all weapons can
be used to dual wield with. All daggers can be used to dual wield and some other smaller
items.

Dual Wield (automatic): has a chance to strike with an off hand weapon(this grants dual
wield) (+chance).

TRAINING KEY:
chance – chance of failure/success


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Melee Techniques

Classes and Levels: ARC(1), CLR(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), WIZ(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(1)

School: Combat (Skill)

Syntax: automatic

While fighters are masters at melee combat and have access to the powerful Combat
Concentration skill, non-fighters can still learn to become skilled and adept in melee
combat. Melee Training requires patience and dedication to master but ultimately will help
in the long run.

Melee Techniques (automatic): increases melee attack rating by 1 (+potency) and increases
melee damage (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Second Attack

Classes and Levels: Rogue(15), Agent(15), Mystic Knight(15)

School: Combat (Skill)

Syntax: automatic

Second attack allows the attacker to swing their weapon a second time with the previous
attack used. One handed weapons get a reduction in chance and damage done. Two handed
weapons do not and in fact, receive a damage bonus at higher levels. Two handed weapons
receive a bonus to success rate.

To toggle the second swing use the ‘second’ command. This is on by default.

Second Attack (automatic): has a chance to grant a second attack with a one handed
weapon(does less damage, does not work on weak attacks) (-potency, +chance) and a chance to
grant a second attack with a two handed weapon(does more damage, does not work on weak
attacks) (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Shield Techniques

Classes and Levels: CLR(1), EXP(1), FIG(1), MAG(1), ROG(1), TMP(1), AGT(1), BLD(1), RNG(1), MKT(1), DRN(1), DRN(1), DRN(1), DRN(1), DRN(1), ETH(1), NON(1)

School: Combat (Skill)

Syntax: automatic

The shield skill increases the effectiveness of shields by lowering their
hindrance, increase chance to block special attacks and more mitigation for
blocking special attacks.

#RThis skill becomes extremely useful against higher leveled mobs(30+).#c

All shields offer a chance to auto block normal attacks and raise base defense.
Different shields offer varying types of protection:

Normal Attacks:
(Note: Materials increase the base chance to block attacks)
Bucklers: No auto-block bonus for normal attacks.
Kite Shields: Small auto-block bonus for normal attacks.
Tower Shields: Medium auto-block bonus for normal attacks.

Shields offer protection against special attacks from NPCs:
(Note: Materials do not affect the chance to block special attacks)
Bucklers: High chance to block special attacks. Low mitigation of special attacks.
Kite Shields: Medium chance to block special attacks. Medium mitigation of special attacks.
Tower Shields: Low chance to block special attacks. High mitigation of special attacks.

Hindrance:
(Note: Materials do not affect the hindrance)
Bucklers: Low
Kite Shields: Medium
Tower Shields: High

Shield Techniques (automatic): increases lowers hindrance while using a shield and improves
blocking and mitigating special attacks (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Focus: Brigand

Debilitate

Classes and Levels: Rogue(100)

School: Focus: Brigand (Skill)

Syntax: use debilitate <target> – executes the ability on the target(Single)

The brigand is able to impart an attack so potent on their target that it makes them
vulnerable to subsequent attacks either from the brigand’s allies or the brigand themself.

Debilitate (single victim): deals pierce damage (+potency) and decreases damage mitigation
by 7% for a short length of time (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, reuse – length of ability cooldown


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Frisky Scuffling

Classes and Levels: Rogue(20)

School: Focus: Brigand (Skill)

Syntax: automatic

Brigands are masters at fighting dirty and unfairly. They don’t train to gain these skills,
it is learned through experience and looking over the edge into death itself. The Brigands
are less apt to be wounded in battle and also to resist being knockdown.

Frisky Scuffling (automatic):
has a chance to increase wound avoidance by 7-9% (+potency, +chance),
a chance to decrease bleeding from wounds by 5% (+potency, +chance), and
increases knock down resistance by 10% (+chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Garrote

Classes and Levels: Rogue(90)

School: Focus: Brigand (Skill)

Syntax: use garrote <target> – executes the ability on the target(Single)

A single flick of the wrist can end almost any life if the Brigand is skilled enough. Only
the most adept and adroit Brigands can get close enough to an opponent in battle to slit
his throat. The ones that do, however, often fight very short battles. A successful attack
leads to massive and virtually uncontrollable bleeding and only the hardiest opponent with
immediate access to a cleric will likely survive for more than a handful of minutes. A
devastating skill.

Garrote (single victim): deals pierce damage by current health percentage over time, for a
short length of time (+potency, +duration, +chance) and deals pierce damage based on
strength (+potency, +chance).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, chance – chance of
failure/success, reuse – length of ability cooldown


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Lacerate

Classes and Levels: Rogue(40)

School: Focus: Brigand (Skill)

Syntax: use lacerate <target> – executes the ability on the target(Single)

Overtime, the Brigand learns the vital areas on his targets. This skill lets the Brigand to
rake his weapon across these vital parts quickly opening up many serious wounds. Intense
bleeding occurs in the target, causing them to bleed out rapidly.

Lacerate (single victim): deals pierce damage (+potency, +chance) and deals pierce damage
over time, for a short length of time (+potency, +duration).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, chance – chance of
failure/success, reuse – length of ability cooldown


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Reparations

Classes and Levels: Rogue(70)

School: Focus: Brigand (Skill)

Syntax: automatic(triggered, see below)

“Brigands can give it out as good as they can take it.” – Scruffy Horat, Brigand-Captain of
the Revellers.

Reparations (single victim): deals stun effects (+potency)

Additionaly (user), it increases defense rating for a medium length of time (+potency,
+duration) and increases auto dodge by 50% for the next 2 triggers or until the effect
dissipates (+potency, +triggers, +duration).(-reuse)
(Executes automatically: when damaged, has a 0% to execute. If health is under 50% then the chance is 100% to execute)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, triggers – spells/abilities,
reuse – length of ability cooldown


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Shank

Classes and Levels: Rogue(10)

School: Focus: Brigand (Skill)

Syntax: use shank <target> – executes the ability on the target(Single)

Prison is hard and surviving it is even harder. The skills learned by those inside its
walls are just as useful on the outside. Making the most out of a single, brutal attack is
one of these skills. Shank allows Brigands to gouge into their target’s vital organs
causing massive blood loss and pain. It is as brutal as it is effective.

Shank (single victim): deals pierce damage over time, for a long length of time (+potency,
+duration, +chance) and deals pierce damage based on strength (+potency, +chance).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, chance – chance of
failure/success, reuse – length of ability cooldown


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Surge

Classes and Levels: Rogue(50)

School: Focus: Brigand (Skill)

Syntax: use surge

In the heat of the moment, the Brigand can fill themselves with a surge of energy, allowing
them to make that one final thrust…

Surge (user): restores stamina over time, for a short length of time (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, reuse – length of ability cooldown


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Focus: Loner

Contacts

Classes and Levels: Rogue(40)

School: Focus: Loner (Skill)

Syntax: use contacts

Syntax: use contacts <contact type>|list – chooses the selected contact or lists the ones you may use.

Syntax: use contacts shortcut <merchant|center|west|north|east|south|train>

Navigating a bustling city has its many dangers and overtime, the Loner gains experience in
navigating these dangers. They use their knowledge to attain certain contacts throughout
their time. And these contacts prove to be fruitful and can be the answer between life and
death.

Contacts (single ally): gives the Loner a random contact that gives bonuses or access to
new areas for a short time. Using this skill before the duration ends will remove the old
contact. Initial Contacts include: Guard(lowers bounty by 75%), Fence(increases sale price
of items like bargaining), Dirty Goods(special items), and Residential Attendant(special
area for picking pockets).

Detailed Training Benefits:
Increases contact duration, lowers reuse and new contacts. A new contact is learned at
training levels 3(Proficient), 5(Veteran), and 7(Master). At maximum level(Godly), the
Loner may choose their contact.

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Craft Lock Pick

Classes and Levels: Rogue(70)

School: Focus: Loner (Skill)

Syntax: use craftlockpick <material>| <inv slot> <hookpick|crowbar|rakepick>

You must be HOLDING a lock pick cutter.

Rogues are able to create lockpicks of various types and crowbars to unlock chests and
doors. Crowbars are more durable but less effective when picking locks.

Craft Lock Pick (single ally): allows a rogue to craft a lock pick (+chance, +materials
retained on failure, -reuse).
Pick Types:
Hook picks are standard lock picks.
Crowbars will last longer but they are less effective.
Rake picks break easier but are more effective.

A lock pick cutter is used to craft the new lock pick.
Any non-general item whose material matches from the list below can be used to craft a
lockpick. Simply inspect the item to see what material it is made of.

Valid Materials:
anima, bone, bronze, copper, dantanium, diamond, iron, miltanium, orinsteel, platinum,
steel, titanium, tritanium, and wood

TRAINING KEY: chance – chance of failure/success, reuse – length of ability cooldown

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Deadly Flight

Classes and Levels: Rogue(100)

School: Focus: Loner (Skill)

Syntax: automatic

Loners spend their life escaping many, many things. More often than not this means doing
actual work and the town guard. However, very skilled rogues have a chance at escaping
death itself. Through force of will and superb speed a rogue has a slight chance of not
only dodging the final blow but escaping to a nearby room where he manages to hide himself.
It does, though, take some time for the rogue to catch his breath and get his bearings
back. During this time he is defenseless.

Deadly Flight (automatic): applies only area based affects:

Additionaly(self ally), it has a chance to
apply the following when killed to (self):
teleportation within current area (+potency) (+duration, +chance).

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, chance – chance of
failure/success


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Escape

Classes and Levels: Rogue(50)

School: Focus: Loner (Skill)

Syntax: use escape

If one is called a coward then in naturally means that one is still alive. This logic seems
simple enough and Loners have taken it to the next level. A skilled Loner can all but
disappear and suddenly find himself in a distant part of the city and far away from any
and all enemies. He may be called a coward but he will live to fight, and steal, another
day.

Escape (user): teleportation within a city (+chance).(-reuse)

TRAINING KEY:
chance – chance of failure/success, reuse – length of ability cooldown


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Scavenger

Classes and Levels: Rogue(30)

School: Focus: Loner (Skill)

Syntax: automatic

Living hungry doesn’t allow a loner to go through life without learning to strip a body of
every single thing of value. While a clumsy fighter may only check obvious places for
coins, a skilled Loner will find hidden pockets, stashes of gold in boots, and seek out
every hidden place inside a person’s clothing. This invariably leads to finding a few more
coins. Groups of adventurers would do well to include a loner in their group (if they can
convince one to join) since it will be a boon to their wealth.

Scavenger (automatic): has a chance to increase money from kills (+potency, +chance) and a
chance to increase item drops from kills (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Streetwise

Classes and Levels: Rogue(20)

School: Focus: Loner (Skill)

Syntax: use streetwise mentor <mentor> – mentors under a rogue in the city.

Syntax: use streetwise findmentor – lists all the mentors and their general location.

Syntax: use streetwise summon mentor – summons your mentor to fight for you, if you’ve at max training level.

Sometimes, it is best to find someone who knows more than you. Loners, while usually acting
alone, do lean on more experienced rogues from time to time. These mentors can provide
small bonuses and eventually, the Loner can help others out. Each city has a listing of mentors the
Loner can help others out. Each city has a listing of mentors the Loner may mentor under
may mentor under and the only thing to do is to find them! They are typically found in shady locations.

Streetwise (single ally): lets a rogue mentor under a NPC who awards a new passive skill
which provides some basic bonuses to a specific aspect. You may only choose 1 mentor and
the choice is permanent(You may ask an admin to reset your choice). Consult the help file
mentors for more information! You may also summon other rogues and eventually your mentor
for help!

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Swift Fingers

Classes and Levels: Rogue(10)

School: Focus: Loner (Skill)

Syntax: automatic

Loners must learn how to survive on their own. This often means that they live off other
people. A good loner can size a target up from twenty yards away and know exactly how much
gold can be pick pocketed. Sizing up a mark in this way also leads to a greater chance of
success and gold attained – with more skill comes richer targets! Also, the Loner becomes
more skilled at picking locks and learning more from them.

Swift Fingers (automatic):
has a chance to see contents of coin purses (+chance),
a chance to increase pickpocket success (+potency, +chance),
a chance to increase pickpocket currency amount by 3% (+potency, +chance),
increases pick lock success (+potency),
increases pick lock experience gained (+potency), and
gives access to picking special NPCs (+potency).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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General

Appraise

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use appraise <item name>| <slot> – executes the ability on the given item.

Appraise allows you to try and deduce what an item is worth. The difficulty depends on the
rarity of the item and any special enchantments it has (such as being a magical or holy
item). Rogues and Dwarves get bonuses to this skill.

Appraise (single ally): appraises the value of an item (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Bind Wounds

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use bindwounds <target> – binds a targets wounds

Bind wounds provides a way to stop or lessen the bleeding of wounds incurred in combat.
This ability can be used to regain health even if there are no wounds.

Bind Wounds (single ally): restores a small amount of health and has a chance to heal
wounds sustained in combat (+chance, +number of wounds healed, +potency, -delay).

Bind Wounds heals wounds as follows: up to 1 wound if in combat, up to 2 wounds if out of
combat and standing, and up to 3 wounds if out of combat and sitting/laying down.

Success rate increases while sitting(small bonus) or laying down(higher bonus) and out of
combat.

Sleeping is the quickest way to restore health.

Wounds with projectiles in them can’t be healed. REMOVE them before binding.

TRAINING KEY: potency – damage/effectiveness, chance – chance of failure/success, delay –
length of ability delay on use


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Hide

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: use hide [carefully] – if carefully is used, you get a bonus to success chance but a much longer delay.

“Darkness, they hide in the darkness – be on your watch!” – unfortante folk walking through
a darkened alley at night.

This skill allows the user to enter the shadows and become unseen. Many factors decide if
the attempt is successful: time of day, number of people in the room, hide level, class,
and attributes. Players and NPCS may search the room to reveal you from the shadows.

In addition, some players or NPCs may be able to see hidden, either by natural means or
magical.

Hide (single ally): allows you to enter the shadows in the room (+chance, -delay). The more
people present the harder and longer the delay.

TRAINING KEY: chance – chance of failure/success, delay – length of ability delay on use

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Sanctified Rest

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: automatic

Sanctified Rest grants a character the ability to augment their healing rates while
sleeping or resting. Available to the general populace, the skill modifies how a person
rests or sleeps, be it by clearing their mind, teaching them how to bring comfort to their
body by the position they choose to rest in, or merely how to focus their energies into
healing themselves. The skill only works while sleeping or rest and will not heal a person
if they’re affected by damage over time affects, like fire or condemned.

Sanctified Rest (automatic): has a chance to increase regeneration of health, stamina and
essence while resting or sleeping (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Stalking

Classes and Levels: All Classes(1)

School: General (Skill)

Syntax: automatic

Stalking allows you to move from room to room undetected. You must be hidden to use this
skill. It works automatically and there must be someone in the room you’re leaving to gain
skill points for this. If successful, you will gain uses according to the amount of people
in the room. You won’t get a use if someone notices your stalking. You won’t always receive
notification if someone saw you – it’s part of the nature of not knowing if you’re really
being sneaky.

Stalking (automatic): provides the capability to stealthly move between rooms (must be
hidden first) (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Weave

Classes and Levels: Rogue(5)

School: General (Skill)

Syntax: use weave

Rogues are skilled in avoiding attacks and tough spots. Using their dexterity and
instincts, they can move to better positions to avoid attacks or unleash their own
powerful counter attacks!

Weave (user): decreases risk (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, reuse – length of ability cooldown


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Ranged Weapon Skill

Archery

Classes and Levels: All Classes(1)

School: Ranged Weapon Skill (Skill)

Syntax: automatic

Archery (the skill) is the proficiency in which your character is able to use a bow in
combat. What is a bow? A weapon consisting typically of a piece of long slender wood with a
form of string tied at both ends. An arrow can be placed on this string, pulled back and
released for produce a deadly range attack. There are many variations of bows such as:
Short-bows, longbows, recurve bows and various types of crossbows.

There are several types of projectile heads: broadhead, bodkin and blunt.
Bows receive a 50% damage increase if used beyond 2 units (10 feet) of a target. Advance
or retreat before battle to do maximum damage.

Archery (automatic): increases attack rating while using bows (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Crossbow

Classes and Levels: All Classes(1)

School: Ranged Weapon Skill (Skill)

Syntax: automatic

Crossbow (the skill) is the proficiency in which your character is able to use a Crossbow
in combat. What is a Crossbow? A weapon consisting typically of a wooden weapon reinforced
with metal that can crank a projectile (called a bolt, similiar to an arrow) by a
mechincal force, rather than brute strength like a bow. The bolt can then be fired at the
press of a trigger. There are many variations of swords such as: crossbows, and slybows
(the top is covered with a metal tube, resembling a firearm).

Crossbows are not an ideal weapon to be used constantly. Their reload time is extensive.

Crossbow (automatic): increases attack rating while using crossbows (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Risk Posture

Posture: Dominance

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:dominance

Can Toggle Ability (turn on/off).

Posture: Dominance allows the combatant to build moral and exploit weaknesses while
fighting NPCs who also follow the Dominance posture stance. Dominance focuses on completely
dominating another target through sheer physical will.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +15% damage
2. Steady: +2 wound level per wound
3. Determined: +50% knockdown chance per hit

Weaknesses will debuff the target in the following way:
+15 risk per action

Posture: Dominance (single ally): build morale and exploit weaknesses while fighting NPCs
who also follow the Dominance posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Form

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:form

Can Toggle Ability (turn on/off).

Posture: Form allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Form posture stance. Form focuses on using the body’s natural
methods to be effective in combat.

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +20% damage mitigation
2. Steady: -15% ability cost
3. Determined: -5 risk on every attack

Weaknesses will debuff the target in the following way:
-25% critical chance mitigation

Posture: Form (single ally): build morale and exploit weaknesses while fighting NPCs who
also follow the Form posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Mind

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:mind

Can Toggle Ability (turn on/off).

Posture: Mind allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Mind posture stance. Mind focuses on being aware and mindful of
the combat situation, allowing you to be more effective!

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +25% ability duration
2. Steady: -20% ability reuse
3. Determined: +15% ability potency

Weaknesses will debuff the target in the following way:
-25% special attack damage

Posture: Mind (single ally): build morale and exploit weaknesses while fighting NPCs who
also follow the Mind posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Posture: Movement

Classes and Levels: All Classes(30)

School: Risk Posture (Skill)

Syntax: use posture:movement

Can Toggle Ability (turn on/off).

Posture: Movement allows the combatant to build moral and exploit weaknesses while fighting
NPCs who also follow the Movement posture stance. Movement focuses on using speed and
quickness to get the upper hand in battle!

Morale will increase combat effectiveness by applying the following cumulative buffs:
1. Eager: +5 defense
2. Steady: +7 attack
3. Determined: -1 second delay to all actions

Weaknesses will debuff the target in the following way:
+1 second delay to all actions

Posture: Movement (single ally): build morale and exploit weaknesses while fighting NPCs
who also follow the Movement posture.(-reuse)

TRAINING KEY:
reuse – length of ability cooldown


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Rogue

Deft Avoidance

Classes and Levels: Rogue(25)

School: Rogue (Skill)

Syntax: automatic

Rogues are known for their supreme agility. This is easily displayed by the fact
they are able to completely avoid a special attack from enemies. These attacks are
generally devastating.

Deft Avoidance (automatic): increases NPC special attack dodge by 25% (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Extortion

Classes and Levels: Rogue(30)

School: Rogue (Skill)

Syntax: use extortion start – begins an extortion event.

Syntax: use extortion end <target> – extorts a marked NPC to resolve the event.

Syntax: use extortion track – lists your target and their general location.

Syntax: use extortion view – views your extortion influence.

Syntax: use extortion escape – spends some of your extortion influence to escape to the city(25).

Syntax: use extortion freeme – spends some of your extortion influence to escape from jail(100).

Syntax: use extortion pardon – spends some of your extortion influence to remove your WANTED flag(75).

Rogues are well versed in getting what they want – one way or the other. They are able to
extort valuables from victims within cities around the world. The reward is vast wealth!
As more and more victims are extorted, the Rogue gains influence, which can be then used
to fuel their every going presence in said city.

Extortion (single ally): has a numerous amount of uses but the main one is to place a mark
on a townsmen(which is randomly done for you) and then to track them down and finish the
job (+chance, -reuse)! You must be in an empty room and hidden in order to do this. For
each successful extortion, the rogue acquires influence. The NPC will have a tag [EXTORT]
by their room name.

Rogues may then spend their extortion influence for various abilities!

TRAINING KEY: chance – chance of failure/success, reuse – length of ability cooldown

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Gut

Classes and Levels: Rogue(2)

School: Rogue (Skill)

Syntax: use gut <target> – executes the ability on the target(Single)

Gut – a simple and effective way to slowly kill your enemy. It’s almost impossible to fail
in this attack; the process is straight forward: stab your weapon in their abdomen. They’ll
die, eventually!

Gut (single victim): deals pierce damage by current health percentage over time, for a
medium length of time (+potency, +duration).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Impale

Classes and Levels: Rogue(100)

School: Rogue (Skill)

Syntax: use impale <target> – executes the ability on the target(Single)

Impale consists of the rogue lunging at their victim, hoping to plunge their weapon deep
into their target! Combining this with a weak attack like Slash is a solid tactic to deal
maximum damage.

Impale (single victim): deals damage based on weapon power and dexterity (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, reuse – length of ability cooldown


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Pick Locks

Classes and Levels: Rogue(1)

School: Rogue (Skill)

Syntax: use picklocks <container|door>

Allows the rogue to pick the lock of a container they are holding or on a portal in the room.
The more skilled the rogue is the harder locks they can pick and the faster they can pick.

Pick Locks (single ally): allows a rogue to unlock doors, gates, and chests(chests, trunks,
coffers, etc) from NPCs (+chance, +pick harder locks). The rogue must be HOLDING a lock
pick in order to attempt picking anything.

TRAINING KEY:
chance – chance of failure/success


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Pickpocket

Classes and Levels: Rogue(1)

School: Rogue (Skill)

Syntax: use pickpocket <target>

Pickpocket is a skill any rogue knows – it allows the rogue to pick some money from their target’s pockets. This can be
used on any player and a limited amount of NPCs (townspeople in Tralisia).

Pickpocket (single ally): allows a rogue to pick money from players or peaceful NPCs in
Tralisia(nobleman, settlers, etc) (+potency, +chance, <-delay). A bonus to picking is given for being in the shadows and at night time. Some NPCs are avaliable only to Loner Rogues for picking. TRAINING KEY: potency – damage/effectiveness, chance – chance of failure/success, delay –
length of ability delay on use


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Recede

Classes and Levels: Rogue(39)

School: Rogue (Skill)

Syntax: automatic(triggered, see below)

Rogues know when to fight and when to flee! It’s the only way they’ve lived this long and
because of this, they are masters of determining when it is time to retreat. They are able
to tactfully retreat in their current area, bringing them out of harms way while offer
greater protection from any attacks who decide to follow!

Recede (single ally):
increases auto dodge by 10% for a short length of time (+potency, +duration),
increases defense rating for a short length of time (+potency, +duration), and
increases damage mitigation by 33% for a short length of time (+potency, +duration).(-reuse)
(Executes automatically: when damaged, has a 20% to execute. If health is under 50% then the chance is 100% to execute)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Vanish

Classes and Levels: Rogue(15)

School: Rogue (Skill)

Syntax: use vanish <target> – executes the ability on the target(Single)

Vanishing is more of an art rather than a skill. It allows the rogue to skilfully hide with
a success rate of 100%, regardless of the amount of people in the room. This can also be used
in combat. Due to the difficulty of this, the vanishing act can only be performed every so often.
In addition, this is a silent ability and no one in the room knows the rogue has hidden.

Vanish (single ally): provides concealment in the shadows for a short length of time
(+duration) and removes from combat.(-reuse)

TRAINING KEY:
duration – length of effect, reuse – length of ability cooldown


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Spec: Enforcer

Beatdown

Classes and Levels: Rogue(55)

School: Spec: Enforcer (Skill)

Syntax: automatic(triggered, see below)

There comes a time in an Enforcer’s life where a beatdown simply must occur. Your
point is not getting across for whatever reason. And it comes to the point where
you must persuade them…by other means. With your fists, or your clubs, or whatever
your desired instrument of violence is.

Beatdown (user):
increases melee damage for a short length of time (+potency, +duration),
increases melee attack rating by 2 for a short length of time (+potency, +duration), and
increases melee damage mitigation for a short length of time (+potency, +duration).(-reuse)
(Executes automatically: has a 50% chance to execute on every attack)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Clock

Classes and Levels: Rogue(36)

School: Spec: Enforcer (Skill)

Syntax: use clock <target> – executes the ability on the target(Single)

Clock is a brutish attack, meant to force people into submission. The enforcer strikes
their victim strongly, causing them trauma and stunning them. This gives the enforcer the
time to…enforce at their will!

Clock (single victim): deals blunt damage based on weapon power and dexterity (becomes more
powerful with character level) (+potency) and deals stun effects (+potency, +duration).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Crack Down

Classes and Levels: Rogue(25)

School: Spec: Enforcer (Skill)

Syntax: use crackdown <target> – executes the ability on the target(Single)

Crack down is the best way to impose your will on a target. The Enforcer waits in
the shadows and strikes when their victim least expects it. The strike imposes their
will on the victim, causing them to be weaker in combat and to cower in fear on the
ground!

Crack Down (single victim):
deals blunt damage based on weapon power and dexterity (becomes more powerful with
character level) (+potency, +chance),
decreases defense rating for the next 2 triggers or until the effect dissipates (+potency,
+triggers, +duration), and
deals knock down effects.(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, chance – chance of
failure/success, triggers – spells/abilities, reuse – length of ability cooldown


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Tendon Shot

Classes and Levels: Rogue(78)

School: Spec: Enforcer (Skill)

Syntax: use tendonshot <target> – executes the ability on the target(Single)

Sometimes to best way to control the situation is to take the legs out
from under your enemies! Tendon Shot causes trauma and damage to the target’s
tendon, which causes them to fall down and be in a very risky situation! You
can then enforce on them at your will!

Tendon Shot (single victim):
deals slash damage based on weapon power and dexterity (becomes more powerful with
character level) (+potency, +duration),
deals knock down effects (+potency, +duration), and
increase risk (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Spec: Spy

Disguise

Classes and Levels: Rogue(25)

School: Spec: Spy (Skill)

Syntax: use disguise remove – removes your disguise.

Syntax: use disguise race <race> (3 illusion stones)

Syntax: use disguise class <class> (3 illusion stones)

Syntax: use disguise sex <male/female> (2 illusion stones)

Syntax: use disguise age <years> (1 illusion stones)

Syntax: use disguise height <inches> (1 illusion stone)

Syntax: use disguise weight <amount> (1 illusion stone)

Syntax: use disguise name request <first> <last> (1 flawlessly forged document)

Syntax: use disguise name view

Syntax: use disguise name set <first> <last> (3 illusion stones)

Syntax: use disguise name set someone (1 forged document and 3 illusion stones)

Syntax: use disguise rank <rank> (1 forged certificate of nobility)

Syntax: use disguise title <title> (1 forged certificate of nobility)

Syntax: use disguise entity <entity> (1 temporary tattoo)

Syntax: use disguise hair ‘ <color>’ ‘ <length>’ ‘ <style>’ (1 wig)

Syntax: use disguise eye <color> (1 pair of eye contacts)

Syntax: use disguise skin <color> (2 illusion stones)

Syntax: use disguise guild <name> <class> <points>|remove

Everything except the name request requires 1 make-up.

Syntax: use disguise view – views your current disguise and any names you have.

Note: All components must be in the disguise kit, which must also be held.

Master spies are known for their abilities in changing their appearances. One moment,
they are a tall well groomed human and the next, a shaggy Dwarf. It is this, the
ability to disguise, that gives the spies this capability. The capability to pull
con jobs never seen before!

Disguise (single ally): allows a Spy to change all facets of their appearance.

A DISGUISE KIT must be HELD and must contain all necessary components to complete the part
of the disguise. A failure does not consume components.

Any Spy can disguise their name as ‘Someone’. However, to use a real name one must first be
requested and approved by the staff. Once the name has been approved, it may used for
forever. There is no limit to the number of requested names.

Abusing this skill in an OOC manner, especially the Name feature, is grounds for
punishment. If you’re unsure contact the staff for clarification first.

Detailed Training Benefits:
Lowers the delay, increases the disguise duration and success rate. At level 10(Godly) the
disguise will last forever. Note: Disguise is a hard skill to level and must be done so by
using it. Ability points and gold are not allowed to be used in training this skill.

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Eavesdrop

Classes and Levels: Rogue(33)

School: Spec: Spy (Skill)

Syntax: use eavesdrop <target> – listens in on the target.

Spies have a way to learn the secrets of the denizens of Eihydia. With supreme adeptness
and almost effortless skill, a Spy can listen in onto the most intimate channels of
communication of their victims. The potential is limitless!

Eavesdrop (single ally): allows a rogue to listen to the player’s whispers, worship chats,
and group chats anywhere in the world. Eavesdrop has a 100% success rate and it lasts until
the target is changed (>-reuse, -reuse).

TRAINING KEY:
reuse – length of ability cooldown


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Flash Bomb

Classes and Levels: Rogue(72)

School: Spec: Spy (Skill)

Syntax: use flashbomb

The spy is routinely put in dangerous situations that always require a quick exit if
things go sour. They are able to explode a flash bomb in the local area which blinds
everyone in the room creating an opportunity to escape unharmed!

Flash Bomb (victims in the room): cause blindness for a short length of time (+duration)
and decreases attack rating for a short length of time (+duration)

Additionaly (user), it increases melee attack rating by 20 for the next 1 trigger or until
the effect dissipates (+potency).(-reuse)

TRAINING KEY:
potency – damage/effectiveness, duration – length of effect, reuse – length of ability
cooldown


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Spy

Classes and Levels: Rogue(49)

School: Spec: Spy (Skill)

Syntax: use spy <target> – executes the ability on the target(Single)

Overtime, the Spy can build a network of information which allows them to find anyone
in the world. By utilizing this vast collection of resources, the Spy can determine the
location of a target and can do so often.

Spy (single ally): has a chance to view location (+chance).(-reuse)

TRAINING KEY:
chance – chance of failure/success, reuse – length of ability cooldown


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Spec: Thief

Plant

Classes and Levels: Rogue(36)

School: Spec: Thief (Skill)

Syntax: use plant <item>| <slot> <target>

Plant allows the Thief to attempt to silently place an item on a target without them knowing about it. The success
rate depends on many factors which include skill level of plant, time of, race, luck and if you were hiding or in
a faded state.

Plant (single ally): allows the Thief to attempt to silently place an item on a target
without them knowing about it (+chance, <-delay, -reuse). Success rate increases while in the shadows. TRAINING KEY: chance – chance of failure/success, reuse – length of ability cooldown, delay
– length of ability delay on use


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Quick Hands

Classes and Levels: Rogue(69)

School: Spec: Thief (Skill)

Syntax: automatic

Quick Hands allows a Thief to attempt to pick pocket twice in one attempt with increased
success rate and no added delay. A Thief makes their living by stealing wealth from others
and this is merely one more tool in their box.

Quick Hands (automatic): has a chance to increase picpocket double pick (+chance) and a
chance to increase double pickpocket success (+potency, +chance).

TRAINING KEY:
potency – damage/effectiveness, chance – chance of failure/success


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Rob

Classes and Levels: Rogue(25)

School: Spec: Thief (Skill)

Syntax: use rob <poor|middle|rich>

The homes of a city always hold a vast wealth of treasure and secrets.
A small group of well trained Rogues, called Thieves specialize in burglary and
robbery! They are able to enter these homes and remove any valuables and secrets
they may find!

Rob (user): allows a Thief to enter a house and attempt to rob it. The Thief will be moved
into a generated home that will have items to steal and inhabitants to avoid. Depending on
your hiding skill, you will automatically be placed in the shadows.

In order to have a proper robbery, ensure the following skills are WELL trained: STALKING,
HIDE, PICK LOCKS.

Poor homes are avaliable for robbery upon attaining this skill.

Detailed Training Benefits:
Combined with character level, more lucrative homes can be robbed:
Middle houses can be robbed starting at level 50 and a Rob training level of Veteran.
Rich houses can be robbed starting at level 75 and a Rob training level of Legendary.

Also, the reuse time is lowered.


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Rummage

Classes and Levels: Rogue(57)

School: Spec: Thief (Skill)

Syntax: use rummage [target] – if target is blank, unlocks your chests

Thieves are masters at opening many locked containers and very quickly! It is not uncommon
for Thieves to move from chest to chest easily picking their locks.

Rummage (user): allows a Thief to pick and open all of the target’s locked containers
contained in their inventory in a single attempt (+chance, +harder locks, -delay, -reuse).
Each container is checked independently for success and the HELD lockpick is used for each
attempt. If the pick reaches low durability during use the remaining attempts will be
aborted.

TRAINING KEY: chance – chance of failure/success, reuse – length of ability cooldown, delay
– length of ability delay on use


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Trade Craft

Bargaining

Classes and Levels: Rogue(1)

School: Trade Craft (Skill)

Syntax: automatic

Bargaining is a rogue only skill. It offers a higher chance and better bonuses than
haggling. This skill works automatically.

Bargaining (automatic): has a chance to greatly increase the value of sold items (+chance).

TRAINING KEY:
chance – chance of failure/success


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Weapon Skill

Axe

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Axe (the skill) is the proficiency in which your character is able to use an axe in combat.
What is an axe? A weapon an edge or blade, for felling enemies. It is wielded by a wooden
helve or handle, so fixed in a socket or eye as to be in the same plane with the blade.
There are a few variations of axes such as: Broadaxes, Handaxes, Adzes to name most of
them.

Axe (automatic): increases attack rating while using axes (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Dagger

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

A Dagger is a type of weapon available in “A Tempest Season”. What is so special about it
that it deserves its own help file then? The fact that using a dagger or a weapon flagged
dagger will -1 to your attack delay.

Dagger (automatic): increases attack rating while using daggers (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Mace

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Mace (the skill) is the proficiency in which your character is able to use a mace in
combat. What is a mace? A heavy war club with a skinny haft and a thick spiked or flanged
metal head, used to crush armor. There are a few variations of maces such as: Morningstars,
Flails, and the regular mace to name a few.

Mace (automatic): increases attack rating while using maces (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Pole-arm

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Polearm (the skill) is a proficiency that allows any character that possesses it to wield
polearms effectively in combat. Polearms are used for the superior reach they give a
wielder over an enemy, their ability to parry attacks from a greater distance and deal a
considerable amount of damage. The defining feature of a polearm is the pole, or shaft,
which is forged from various materials but primarily iron or wood. While at times the pole
can just remain as just a pole, and still prove deadly, most polearms carry a blade at one
end and at times even at both ends. The weapon comes in one or two handed forms. Usually
one handed polearms come as spears, jabbing weapons that rely on a thrusting attack and two
handed polearms come in the variety of halberds, scythes, glaives and naginatas. Polearms
without a bladed end are known as staves and they rely on crushing attacks to deal damage.

Pole-arm (automatic): increases attack rating while using polearms (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Staff

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Staff (the skill) is the proficiency in which your character is able to use a staff and
similar weapons in combat. A staff usually consists of a long wooden or metal rod, capable
of dealing blunt damage. There are many variations of staffs such as: Staffs, pikestaffs,
long rods, and bo-staffs to name a few.

Staffs and staves are the favorite weapons of Wizards.

Additionally, all staffs have a parry bonus.

Staff (automatic): increases attack rating while using staves (+potency).

TRAINING KEY:
potency – damage/effectiveness


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Sword

Classes and Levels: All Classes(1)

School: Weapon Skill (Skill)

Syntax: automatic

Sword (the skill) is the proficiency in which your character is able to use a sword in
combat. What is a sword? A weapon consisting typically of a long, straight or slightly
curved, pointed blade having one or two cutting edges and set into a hilt. There are many
variations of swords such as: Scimitars, Longswords, Broadswords, Bastard Swords,
Claymores, Katanas, Falchions, Shortswords to name a few.

Sword (automatic): increases attack rating while using swords (+potency).

TRAINING KEY:
potency – damage/effectiveness


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