Changes to Rogues in
GS4
New Skills
All skills are open to every profession. Below are likely skills in which a Rogue might train.
Dodging
A character training in this skill learns combat techniques to deflect or avoid blows, provided that the character is not completely incapacitated (sleeping, paralyzed, etc.). The character’s Defensive Strength (DS) and ability to avoid many maneuver attacks take the Dodging skill into account.
Note: More information on the influence of Dodging can be found on the Combat page.
Harness Power
By training in this skill, the character becomes more capable of tapping into the mana weave that encompasses and infuses Elanthia. Each training will increase the character’s maximum Mana capacity. There will no longer be an automatic increase in mana each training. Mana capacity will only increase with training in the Harness Power skill.
In numbers, every rank up to the character’s level will yield 3 mana points. Each rank above that gives 1 mana point. Characters will have more mana in the beginning, however, as starting mana is calculated as the average mana stat bonus/2.
Mana Control
The Mana Control skills will replace Mana Share. Additionally, it will only be possible to hold your maximum amount of mana, regardless of how much mana is sent. Finally, the transfer of mana to another character is not a perfectly efficient science; some mana will always be lost in a transfer.
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Elemental |
This skill determines a character’s ability to manipulate Elemental mana, allowing the character to transfer mana to others who have this skill and providing greater control over the use of mana in some Elemental spells. |
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Spiritual |
This skill determines a character’s ability to manipulate Spiritual mana, allowing the character to transfer mana to others with this skill and providing greater control over the use of mana in some Spiritual spells. |
Survival
This skill represents a character’s ability to survive in the wilderness. Success in performing actions such as skinning an animal, foraging for edible or medicinal herbs, or building a fire is affected by this skill. Training in Survival will aid in resisting freezing in Icemule and other cold climates, as well as avoiding slipping on the ice patches on the trail between Icemule and the Landing.
Note: First Aid and Survival are equally weighted in determining skinning success. It appears to be based on ranks, as GM Despil has stated that doubling one is the same as singling in both.
Combat Maneuvers
Rogues have access to the new Combat Maneuvers system.
Guild Changes
- Lock Mastery
Lock Mastery is a series of skills centered on the locksmithing profession. Training for this skill takes place in the Rogue Guild. As a rogue advances, they’ll find themselves less likely to break lockpicks, able to pick/disarm in shorter times, and occasionally able to yank trap components right out of most traps, to use in various ways, much like scarabs now. There are several skills that compose Lock Mastery that rogues will learn as they progress. Currently, over 30 ranks of the Lock Mastery skill have been released into the guilds and are available for training.
- Cheapshots
Various cheapshots have been updated. Footstomp’s RT has lowered to 4 seconds. Nosetweak’s RT is now 3, while the duration of the penalty has increased. Templeshot’s RT is now 3 seconds, and the penalty duration has also increased. Eyepoke’s RT is now 3 seconds, the penalty duration has increased and the stamina cost has lowered to 6. Throatchop’s penalty duration has increased and the stamina has lowered to 8.
Stealing
Stealing has become much more complex and interesting. Not only are you able to steal from a specific container, but it is also possible to steal more than coins and gems.
- Changes to Syntax
In order to specify the container, it must be open and worn on the target. You may specify a type of item, such as amulet, gem, or wand. However, it is not possible to further specify to crystal amulet, diamond, or blue wand. In order to specify an item, the container must also be specified, for it would be unlikely that a thief could rummage through the target’s entire inventory looking for a particular item. There are two ways in which you can complete this task. The words in brackets are the new optional additions to STEAL.
Stealing command syntax: STEAL [ITEM] [FROM] <player> [CONTAINER]
Alternate Syntax: STEAL <player> [ITEM] [CONTAINER]
It will still be possible to simply STEAL from the target without having to say what you want or from which container.
- Factors for Getting Caught
If a target has just put an item in their container and the thief makes an attempt for it, the chance of being caught is increased greatly. Additionally, the more often a thief steals from the same mark within a given time frame, the more likely they are to be caught. A target that is watching the thief has a significant bonus to catch that player stealing from them. However, they might be at a penalty to catch a third player stealing from them. Additionally, crowd size is a major factor, as it is much easier to steal in a larger crowd than a smaller one. If the target is able to catch the thief by a high enough margin, then the target’s item or coins will be automatically returned.
- Sense
Rogues can SENSE and get an idea of the relative difficulty or ease of picking pockets in an area, based on crowd size, lighting conditions, etc., as well as a chance to see people watching them. An unskilled rogue has a chance to be caught scanning the area by a perceptive bystander.
- Restrictions to Items
Although the variety of items that can be stolen has increased, it is important to note that altered items (i.e. items that might end in wand or crystal, etc) cannot be stolen; the item in question must be a generic item from the treasure system. It is also important to mention that in the interest of fairness to both thieves and marks, an item might be disqualified from being stolen based on how many charges it has. This is determined by the relative power of the item; a crystal amulet is more likely to swap pockets than would a ruby amulet with the same number of charges.
- Items Able to Be Stolen
|
amulet |
feather |
knuckle |
spine |
|
canine |
finger |
nail |
stinger |
|
coins |
firethorn |
nose |
talon |
|
crystal |
gems |
pincer |
tooth |
|
ear |
herbs |
scale |
whisker |
|
eye |
horseshoe |
scraping |
wands |
|
fang |
incisor |
skins |
|
Attributes
|
Primary Attribute: |
Agility |
|
Secondary
Attribute: |
Dexterity |
|
Mana Attributes: |
Aura and Wisdom |
Attributes Assigned by Autoconverter
|
STR |
90 |
|
CON |
60 |
|
DEX |
90 |
|
AGL |
90 |
|
DIS |
70 |
|
AUR |
70 |
|
LOG |
50 |
|
INT |
50 |
|
WIS |
60 |
|
INF |
30 |
Skill Costs
|
Skill |
Cost |
Times |
|
Armor skills |
|
|
|
Armor Use |
4/0 |
2x |
|
Shield Use |
3/0 |
2x |
|
Weapon Skills |
|
|
|
Edged Weapons |
2/1 |
2x |
|
Blunt Weapons |
3/1 |
2x |
|
Two-Handed Weapons |
6/2 |
2x |
|
Ranged Weapons |
3/1 |
2x |
|
Thrown Weapons |
2/1 |
2x |
|
Pole Arm Weapons |
7/2 |
2x |
|
Brawling |
3/1 |
2x |
|
Combat Skills |
|
|
|
Two Weapons Combat |
2/2 |
2x |
|
Combat Maneuvers |
4/4 |
2x |
|
Multi-Opponent Combat |
10/3 |
1x |
|
Ambush |
2/1 |
2x |
|
Physical Fitness |
3/0 |
2x |
|
Dodging |
3/2 |
3x |
|
General Skills |
|
|
|
Climbing |
1/0 |
2x |
|
Swimming |
2/0 |
2x |
|
Disarming Traps |
1/1 |
3x |
|
Picking Locks |
1/1 |
3x |
|
Stalking and Hiding |
1/1 |
3x |
|
Perception |
0/1 |
3x |
|
First Aid |
1/2 |
2x |
|
Trading |
0/3 |
2x |
|
Picking Pockets |
1/0 |
2x |
|
Survival |
2/2 |
2x |
|
Magic Skills |
|
|
|
Arcane Symbols |
0/6 |
1x |
|
Magic Item Use |
0/7 |
1x |
|
Harness Power |
0/9 |
1x |
|
Spell Aiming |
4/22 |
1x |
|
Mana Control: Elemental |
0/10 |
1x |
|
Mana Control: Spiritual |
0/10 |
1x |
|
Mana Control: Mental |
0/15 |
1x |
|
Spell Research |
|
1x |
|
Minor Elemental |
0/64 |
|
|
Minor Spiritual |
0/64 |
|
|
Elemental Lore |
|
1x |
|
Air |
0/15 |
|
|
Earth |
0/15 |
|
|
Fire |
0/15 |
|
|
Water |
0/15 |
|
|
Spiritual Lore |
|
1x |
|
Blessings |
0/15 |
|
|
Religion |
0/15 |
|
|
Summoning |
0/15 |
|
|
Sorcerous Lore |
|
1x |
|
Demonology |
0/30 |
|
|
Necromancy |
0/30 |
|
|
Mental Lore |
|
1x |
|
Divination |
0/40 |
|
|
Manipulation |
0/40 |
|
|
Telepathy |
0/40 |
|
|
Transference |
0/40 |
|
|
Transformation |
0/40 |
|
Stat Growth Intervals by Race
|
|
CON |
DEX |
DIS |
LOG |
INT |
STR |
AGL |
INF |
WIS |
AUR |
|
Base |
20 |
25 |
20 |
20 |
25 |
25 |
30 |
15 |
10 |
15 |
|
Dark Elf |
18 |
30 |
18 |
20 |
25 |
25 |
35 |
15 |
10 |
15 |
|
Dwarf |
25 |
22 |
23 |
20 |
25 |
30 |
25 |
13 |
13 |
15 |
|
Elf |
15 |
30 |
15 |
20 |
25 |
25 |
33 |
18 |
10 |
20 |
|
Giant |
23 |
23 |
20 |
20 |
27 |
30 |
28 |
15 |
10 |
15 |
|
Half-Elf |
20 |
27 |
18 |
20 |
25 |
27 |
32 |
17 |
10 |
15 |
|
Halfling |
25 |
30 |
18 |
18 |
25 |
20 |
35 |
15 |
10 |
15 |
|
Human |
22 |
25 |
20 |
20 |
27 |
27 |