Wheel of Time
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The wheel of time
Wheel of Time > clans and roleplay

WARRIOR HUNTER AND ROGUE SKILLS

Every class has its own set of skills associated with it, which can be practised by all other classes at various costs. Channeler weaves, their class-specific skills, can however only be practised by channelers.

Warrior Skills

bash - Bash enables you to knock your opponent on the ground for 1-3 combat rounds (typically 2). While they are sitting, they will not be able to fight back, but only block blows. Dodge bonus is penalized extremely and parry bonus slightly. You cannot block a bash, only dodge a bash (although you can block the subsequent attacks). Bash is the key weapon of the heavy hitters because it makes sure you are not hit for 2 rounds and your opponent gets hurt bigtime. Bashing someone is dependent upon your level, strength, weapon (higher weight and OB is best), practice percent in weapon, practice percent in bash, how your body type and your opponents body type differ (notice the con command: He is taller, lighter, and not as stought as you type things) and a roll of the dice. Dodging a bash is dependent on your level, dodge bonus, and a toss of the dice. Bash has a timer of about one combat round. You lvl 6 ride or better to bash from horseback.

kick - Kick uses up one combat round, has no timer (it's instantaneous), and can be spammed (this is bad though because you will continue to kick each round and very bad unforseen things can happen). Kick serves two functions as a weapon, it takes away moves from you opponent when it lands, and interrupts bash so that your opponents bash does not go through and they are forced to restart.

rescue - Rescue allows you to, yup you guessed it, rescue someone that is being attacked. You cannot be fighting at the time you try to rescue (unless you are a Warder). Rescue has no timer and can be spammed (for this reason you typically don't need to practice it past 30 percent at most). When you succeed a rescue, the person rescued disengages and you end up fighting all the opponents that were on them.

shield parry - This is where the majority of your parry bonus (PB) comes from unless you are using a two handed weapon. Remember, ABS'ers do not need parry, abs armor just eats up parry bonus anyways. Parrying deflects attacks so if you successfully parry an attack you don't get hurt that round. Parry bonus is dependent on shield type, encumberance (how much weight you are carrying), strength, and how high you have practiced the shield parry skill.

charge - If you have a weapon, like a spear or lance, you can charge an enemy and do a huge amount of damage in a very short amount of time. You need to be riding to charge and have at least lvl 3 ride.

long blades - Long blades have typically decent bash, high OB, and good damage, and on the one handed ones decent parry. Most can be used two handed and some of these can be used one handed. The others can all be used with one or two hands, but typically are used in addition to a shield to provide maximum parry. Laman's sword is also a two handed long blade (although with very high parry for not using a shield). It's a unique item with heron like stats, and one helluva sword. There are several heron marked longswords in the game.

medium blades - Medium blades are the run of the mill everything. They are bad at nothing nor great at nothing. They have ok bash, ok damage, ok OB, and pretty good parry. Mblades are all one handed. There are very few heron marked swords (the heron mblade) in the game, but they do exist.

fencing blades - Fencing blades have the lowest parry of all swords, they have mblade like OB, poor-decent bash, and mblade like damage I believe. There is one fblade, the pearl handed epee, that pierces and can be attacked with as well as used to backstab (although I hear it's stab is not great). By far the most compelling reason to use fencing blades is the ability to disarm an opponent. You can disarm the weapon, which removes it from being equipped to inventory, OR it is possible to disarm to ground and even steal an opponents weapon. How often disarm goes off, I don't know, but it is dependent on lvl and skill with fencing blades.

axes - Axes come in two styles, one and two handed. Their trademark is typically high weight and damage compensated for with lowish OB. The infamous enormous bladed axe (e-axe) falls into this category. The two handed axes typically have solid OB, and fantastic bash and/or damage. The one handed axes, have low parry, but good bash (for a one handed weapon), as well as high damage.

clubs - Clubs are a far fetch from fencing blades. Clubs are made for two things, bashing and dealing out punishment. They typically have VERY low OB, great bash, and huge damage. The OB on clubs is so low that it can be difficult to hit through even a bashed opponent's defense.

staves - Staves are the trademark weapons of channies. They are renowned for their parry and come in both one and two handed styles. They have low-medium damage, decent OB, very poor bash, and great parry.

lances - They have lowish OB and PB, high weight, decent damage, like axes however they get scratched very quickly like some spears. You can charge with a lance, and some are 1-handed others 2 handed, bash is decent.

spears - Spears go hand in hand with charge for being the flavor of the month. They have very high OB, solid bash, good damage, and typically good parry. They come in both two and one handed styles. The bash/charge combo is a favorite for spear users because the sitting caused by bash creates a huge damage multiplier for charge. Spears can also be thrown to cause high damage, but do so at your own risk.

javelins - Javs have very high parry, crappy OB, decent damage, and I doubt they have high bash and pity the man who tries. Most javs have attack and can be thrown. Their biggest ability is that because they pierce, they can be used to backstab, thus giving the wielder high parry that sblades lack and still retain the ability to backstab.

polearms - polearms are slowly becoming popular thanks to the halberd. They have decent OB, but high weight which results in great bash, and good damage.

flails - There are not many flail users out there. They provide good damage, good OB, and ok bash. I think they have almost zero parry. Their biggest plus is that flails (like whips and chains) hit every opponent that is engaged upon you.

whips - Whips are like a lightweight version of flails. They have high OB, low weight(bad bash), and I believe decent damage. Parry is still low on them as far as I know, but they hit all targets that are on you.

chains - Chain users are also few and far between. The introduction of the binnol, a two handed chain has made them somewhat more popular. They have above average bash, average OB, great damage, and no parry.

bows - have not yet been implemented.

crossbows - have not yet been implemented.

slings - have not yet been implemented.

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Hunter Skills

search - Search lets you find things that are hidden. The higher search, the faster you search, and the better you become at it (you can find harder to fnid things). For certain hidden doors, high search is required to even open them, let alone find them.

track - Rangers get the skill autotrack (type change autotrack on) and practice track. Practicing higher levels of track lets you see more lines of tracks and if you aren't a ranger you can track faster (there's a timer for it just like with search). For autotrack on horseback you need both ride and track to 84% or better. Praccing track to 85% allows you to track people by name. If they aren't mounted of course! Track at 93% lets rangers with lvl 6 ride see three lines of auto-track while mounted.

ride - The skill ride works in levels rather than percents. Lvl 1 ride lets you ride (roughly 14%), Lvl 2 ride lets you ride (28%), Lvl 3 ride lets you attack from horseback as well as charge (42%), Lvl 4 Ride makes sure the horse doesn't stop following you until it hags (56%), Lvl 5 ride lets you automatically intercept attacks on your mount (70%), Lvl 6 ride lets you bash and autotrack from horseback (84%) and Lvl 7 ride removes some of the penalties to OB, DB, and PB while riding (98%)

wisdom lore - This skill also works in levels. You get two abilities from it. You can treat injured mobs or PCs (heal them slightly from incap) as well as mix potions. The higher lvl of wisdom lore you have, the greater your chance of success for creating a potion is.

swim - Swim lets you swim, WOOT!. Increasing percentages of swim presumably let you eat up less mvs as you swim as well as giving you a higher chance of not drowning in water rooms. This is a great skill to have, because you get really pissed off being worked onto water. Swim automatically kicks in when you enter a swim room (to enter type swim then direction). NOTE some water rooms are swim only, so you can NOT enter them on a canoe. Drowning depends on %swim, and mvp.

notice - Notice is the only thing that can save you from getting backstabbed. The higher your notice the better. With notice on you can see hidden items and hidden people, or at least get the "you sense a hidden lifeform msg".

camouflage - now deprecated to use thief skill hide

ranger sneak - Ranger sneak does two things. It lowers the chance of you being seen leaving a room and can move your tracks farther down in the track list, so your tracks look older than they actually are.

cover tracks - This skill allows you to cover the tracks currently in your room. you can't cover your own tracks, just those of others (you make new tracks when leaving).

survival - Survival works by lvls as well. It does several things. It allows you to butcher a corpse and get meat, it makes you hungry and thirsty less often, and helps you to regen mvs. High lvls of survival lets you feed an entire village off of a badger and lvl 7 survival (98%) reduces all moves except blight mvs to a cost of 2.

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Rogue Skills

steal - Steal allows you to try to steal an item from the inventory of someone. It works best with thieves that can peak into an inventory, but can be used effectively by other classes. Weight is a factor in success, as is lvl, and practice percent. Steal is very easy to learn and takes few pracs to get to 70-80 ish.

pick - Pick lets you pick locks. It has no timer and success is dependont entirely upon the percent it is practiced at.

hide - Hide is the same as camo, but allows you to hide both indoors and outdoors, from both players and mobs. It is required for backstab and costs 1 mv to hide. It has no timer.

sneak - Sneak is the ability to enter a room unseen. It is necessary so that people do not know to expect a backstab and lowers the risk of an aggro MOB seeing you.

dodge - Dodge is the ability to dodge attacks, dodge bonus relies on lvl and percent of dodge practiced. It is very important in making your defense higher and crucial because high DB is what lets you dodge bashes.

attack - Attack lets you have two attacks per round. The success of attack is based on the Dex stat as well as the percent it is practiced to. This typically only works with piercing weapons but Warders get attack with any weapon and Fades get attack with a limited amount of weapons.

backstab - Backstab if the primary attack of a thief. When it lands it deals out massive damage. It is dependent on lots of things; lvl, percent of hide, percent backstab, percent weapon, as well as dex, encumberance, and the notice of your opponent. Only piercing weapons can be used to backstab, this includes, short blades, fencing blades, spears and javellins.

palm - Palm lets you take an object off of the ground without anyone seeing you. You can also palm things that have been warded to the ground. It only works with things of low weight (uncertain about weight limit). Palm also hides throwing weapons. Palm also lets you put things in the inventory of people without them noticing

short blades - Almost all sblades pierce, hence they get the extra round of attack as well as the ability to backstab. These weapons were made for backstabbing. They typically have the highest OB in the game, very little parry, decent damage, and pathetic bash (go figure you can't knock someone over with a pocket knife).

projectiles - The skill to throw a projectile, these include Rocks, daggers.. "shiny copper daggers" and "throwing knifes". There is a timer associated with throwing the projectile. You throw the item you are wielding.

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Doc, 2005

 

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Page last updated

April 06 2008.