Skills

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This is a list of class-specific traits and skills. For the spells available by class, see the Spells Guide.

Contents

Assassin

  • Stalk - Stalk allows Assassins to track the movements of another player who has recently passed through the same area where the Assassin is searching. The command moves the Assassin automatically along the path that their target has taken until it is halted or the trail grows cold.
  • Sneak - Assassins can enter and leave rooms undetected by sneaking. Autosneak allows them to always sneak with each movement, without typing the command each time. Assassins may sneak consecutively the number of times of their level (ie, A level 10 Assassin can sneak ten times in a row) before they become exhausted. When an Assassin sneaks onto a square they can still be seen if a player or monster looks around or enters the square.
  • Hide - Hiding makes an Assassin invisible to players and monsters on a square. Other characters on the screen may attempt to search for hidden players, with success determined by the race and intelligence of the searcher as compared to the Assassin. Any action other than a /me emote cancels the hidden state. The Assassin must leave and reenter a room to hide again after each backstab. Some monsters (ie, trolls) are good in detecting hidden players.
  • Backstab - When hidden and with a dagger-type weapon equipped, an Assassin may deal a powerful backstab blow, up to 4 times their normal damage.
  • Dual Wield - Assassins have the ability to equip two weapons at one time, when they aren't using a shield . They can only use one weapon at a time however. Toggle between the two by typing "/tw".
  • Natural AC - Assassins have a natural 2 AC starting at level 8.

Barbarian

  • Increased Health - Barbarians receive an extra 2 hit points with every level increase. Dark Elves and Halflings receive around 25 hit points less at level 25 than normal.
  • Berzerker's Rage - After three successful attacks a barbarian flies into a rage and damage is increased up to three times normal. Also takes less damage.
  • Forage - Barbarians cannot brew potions but can forage for the ingredients. These herbs can only be seen by classes that can forage.

Bard

  • Rob - Bards may attempt to rob gold from both players and monsters. Their chances at success are not as high as those of a Thief.
  • Play Instruments - A musical instrument, such as the Lute, is required for Bards to play a song.

Druid

  • Brew Potion - Druids can brew Amethyst Potions, which cure poison.
  • Forage - Any class that can brew potions can also forage for the herbs that are used in brewing. These herbs can only be seen by classes that can forage.


Knight

  • Increased Health - Knights receive an extra 4 hit points with every level increase. Dark Elves and Halflings receive around 25-50 hit points less at level 25 than normal.

Thief

  • Rob - Thieves may attempt to rob gold from both players and monsters.
  • Sneak - Thieves can enter and leave rooms undetected by sneaking. Autosneak allows them to always sneak with each movment, without typing the command each time. Thieves may sneak consecutively the number of times of their level (ie, A level 10 Thief can sneak ten times in a row.) before they become exhausted. When a Thief sneaks onto a square they can still be seen if a player or monster looks around or enters the square.
  • Hide - Hiding makes a Thief invisible to players and monsters on a square. Other characters on the screen may attempt to search for hidden players, with success determined by the race and intelligence of the searcher as compared to the Thief. Any action other than a /me emote cancels the hidden state. The Thief mmust leave and reenter a room to hide again after each backstab. Some monsters (ie, trolls) are good in detecting hidden players.
  • Backstab - When hidden and with a dagger-type weapon equipped, a Thief may deal a powerful backstab blow, up to 2 times their normal damage.
  • Disarm Traps - Depending on intelligence, agility and level, Thieves have a chance to disarm any hidden traps on a square as they enter it.

Monk

  • Brew Potion - Monks can brew Sapphire Potions, which give 1 agility and cancel the effects of the Druid spell Faeriefire for a short time.
  • Forage - Any class that can brew potions can also forage for the herbs that are used in brewing. These herbs can only be seen by classes that can forage.
  • Roundhouse - If a Monk successfully lands 2 hits in a row (armor absorbs still count as a hit) then a third attack will result in a "flying roundhouse." Roundhouses do anywhere from 1.5x to 2x normal damage. If you perform ANY action at all in between any of the 3 attacks the cycle is resetted.
  • Magic Resistance - Monks have a higher natural magic resistance that most other classes. The chances of spells "unaffecting" on them is increased significantly. Even Saurian and Half Orc Monks with very low wisdoms can still stand toe to toe with magic users.
  • Natural Armor - Due to the lack of armor type equipment that Monks can wear, they have a natural armor bonus. At level 1, you won't have any armor; level 2 you'll gain 3; from 3 to 25 you get an additional 2 per level. At level 25 you should have a total of 49 natural armor.
  • Meditation - The ability to meditate cleans a Monk's body automatically of poison, thus rendering them immune.
  • Dual Wield - Monks have the ability to equip two weapons at one time. They can only use one at a time, however. Toggle between the two by typing "/tw".

Paladin

  • Protect - This enables a Paladin to jump in front of any blows directed at one selected companion and attempt to save them from attack.
  • Holy Weapon Bonus - The Blade of Light is a holy weapon and can only be equipped by Paladins. It is especially powerful over undead or demon type monsters.


Ranger

  • Brew Potion - Rangers can brew Amber Potions, which give 1 strength for a short time.
  • Forage - Any class that can brew potions can also forage for the herbs that are used in brewing. These herbs can only be seen by classes that can forage.
  • Tame Monster - Taming monsters is a Ranger's most powerful skill.
  • Stalk - Stalk allows Rangers to track the movements of another player who has recently passed through the same area where the Ranger is searching. The command moves the Ranger automatically along the path that their target has taken until it is halted or the trail grows cold.
  • Dual Wield - Rangers have the ability to equip two weapons at one time, when they aren't using a shield . They can only use one weapon at a time however. Toggle between the two by typing "/tw".
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