SKILLS: ======= Rogue: Ro/Ro: Sneak 95 Hide 95 Steal 95 Backstab 95 -> more damage Pick lock 95 Dodge 50 -> 65 Second attack 95 Third attack 80 Fourth attack 65 Negate sanctuary 50 Extra damage 250 -> 300 Slashing 30 Piercing 70 Bludgeoning 20 Track 95 Disarm trap 80 -> 100 Detect traps 40 -> 80 Peek 95 Read runes 60 Use items 70 Perception 90 Critical wounds 60 (lvl 55) Quickdraw 35 (lvl 55) Circle 75 Fighter: Fi/Fi: Kick 95 Bash 95 Rescue 95 -> 100 Headbang 95 Berserk 50 -> 60 Parry 40 -> 60 Second attack 95 Third attack 90 Fourth attack 85 Negate sanctuary 25 -> 30 Extra damage 150 Slashing 50 Piercing 50 Bludgeoning 50 Fifth attack 80 Protect 90 Whirlwind attack 90 Block 50 Switch 90 Read runes 50 Use items 60 Perception 70 Forge 90 Death dance 100 Build outpost 95 95 Riposte 15 Pummel 95 Fast healing ? (lvl 55?) Warlock: Wl/Wl: Dodge 10 -> 15 Headbang 70 Parry 10 -> 15 Second attack 90 Third attack 70 Fourth attack 50 Negate sanctuary 60 Extra damage 250 Slashing 30 Piercing 30 Bludgeoning 30 Read runes 75 Use items 80 Perception 65 Recharge 80 Nightblade: Nb/Nb: Sneak 90 Hide 80 Dodge 15 Kick 95 Parry 15 Second attack 90 Third attack 70 Fourth attack 50 Negate sanctuary 40 Extra damage 200 Slashing 30 Piercing 50 Bludgeoning 30 Read runes 70 Use items 80 Assassinate 95 Murder 95 Perception 70 NWD = Normal Weapon Damage (damdice plus damroll) BACKSTAB, INITIAL: (Ro) ================== Sneak up on target and place your weapon in his back, doing big damage. Can only be done with weapons where "Damage type is Piercing". Wait: 1 rounds Chance: Affected by: * Skill? * Dex. * Victim's dex? * Level difference between stabber and victim? * ? Fail: ---? Succ: Backstab damage is NOT affected by dex nor by strength-bonuses. Lvl 50 Ro/Ro deals [DR+15+diceroll] * 14 in backstab damage, where DR = Damroll, not counting the +DR bonus given by strength. Or, to put it easier: 14 * NWD (assuming your strengh gives you +15 dr) Backstab damage is capped by 2*(maxdamage). BACKSTAB, IN COMBAT: (Ro) ==================== Sneak around your opponent and place your weapon in his back, doing big damage. Can only be done with weapons where "Damage type is Piercing". Can only be done if opponent is engaged with another character. Wait: 2 rounds Chance: Affected by: * Skill? * Dex? * ??? Fail: ---? Succ: Damage = 7 * NWD (for lvl 50 Ro/Ro). * Check again: Does standard strength bonus really apply? BASH: (Fi/Te) ===== Attempt to 'knock' a person over. Wait: 2 rounds? Chance: ?% chance of success Fail: You become resting? Next blow dealt to you will do more damage? Succ: 3 damage. (always?) Opponent loses 1 or more attacks. Cumulative bashes do have an effect. Pure fighters gain better effects BERSERK: (Fi) ======== Go berserk, to get extra hr/dr Wait: 1 round if fail? Chance: Depends on skill. ?% chance of success Fail: 1 round waistate (?) Succ: Can't recall, flee, rescue, switch, quaff, recite. +14 damroll, +2 hr (for lvl 63 Fi/Fi) Does not affect nr of attacks, parry, dodge, damage taken, defence (ac) CIRCLESTAB: (Ro) =========== Similar to backstab, but can be used both as battle initiator and in battle, regardless of whether your opponent is engaged with you or not. Damage and chance of success is not affected by these factors. Wait: 2 rounds Chance: Affected by: * Skill (according to help file) * Hitroll (according to tests). Each HR adds one percent to your success chance, and your chance _can_ reach 100% (0% risk of failing) * Hr bonus from strength applies normally. * Dex seems to apply, slightly. Half a percent per step? * Thac0? * Opponent: Major dependency, but I don't know what. Dex? Level? Ac, ...? King Elchor, lvl 100, great ac: 100% chance of success GoA Cherubim, lvl 35, poor ac: 65% chance of success So what does apply? I don't know, but something! Guess: Dex and only dex. Fail: ---? Succ: Damage = 2 * NWD (for lvl 50 Ro/Ro). Normal str-bonus applies. IRV:s are ignored. HEADBANG: (Fi/Wl) ========= Damage your opponent by headbanging him. Wait: 1 rounds Chance: ?% chance of success Fail: ---? Succ: /2 damage? KICK: (Fi/Nb) ===== Damage your opponent by kicking him. Wait: 2 rounds Chance: Depends on skill. ?% chance of success Fail: ---? Succ: damage PARRY: (Fi/??) DODGE: (Ro/Wl/Nb) ====== ====== Avoid an attack from your enemy. For parry you must wield a weapon. Wait: --- Chance: Special. See below. Fail: --- Succ: No damage received Chance to dodge/parry does not depend on the level of the opponent. Chance to dodge/parry strike 1: skill % Chance to dodge/parry strike 2: skill/2 % Chance to dodge/parry strike 3: skill/3 % Chance to dodge/parry strike 4: skill/4 % Chance to dodge/parry strike 5: skill/5 % Bonuses from items are added after chance has been calculated (see tests below) When attacked by more than one mob, dodge/parry is calculated separately for each mob. It is possible, but unverified, that the chance to dodge/parry can never go below 5%, no matter how many attacks your opponent has (provided you have the skill) PUMMEL: (Fi) ======= Push your opponent to make him lose his balance. Wait: 2 rounds Chance: ? Fail: ---? Succ: Next strike will always hit and do extra damage QUICKDRAW: (Ro-55?) ========== Switch weapon without losing any time. Wait: Instant if successful? Chance: Depends on skill. % chance of success? Fail: 2 round waistate (?), previously wielded & target weapon both in inv. Succ: Weapon switched instantly(?) Can be trained up to 35%, but can be brought up to 100% with practice. Can only be improved if you practice it while fighting? Time to switch weapon the conventional way, depending on if you are fighting or not, and whether you keep your weapons in a bag or not: Notfighting (bag): 0-1s Fighting (bag): 8-9s Notfighting (inv): 0-1s Fighting (inv): 5s So quickdraw is only of interest if you need to switch weapon during a fight. Keeping your weapons in your inventory will let you wield the new weapon one round faster, and saves one additional round in the end, for spells/skills. Quickdraw also lets you wield the weapon one round faster, and also save you an additional round in the end (if quickdraw is instant and without delay). But, only of interest when you have to switch weapon mid-fight. SLASHING/PIERCING/BLUDGEONING: (all) ============================== Makes you skilled in that type weapons, adding damage to your attacks. In reality, though, they do not affect anything, or the bonus is neglegctible. Skill 0: Skill 50: Hit/total percentage: 504/888 = 56.76 % 503/871 = 57.75 % Special hits (>Mass): 0/504 = 0.00 % 6/503 = 1.19 % Avg damage per hit : 11173/504 = 22.17 hp 11274/503 = 22.41 hp Conclusion: These skills might affect your chance of getting special hits, but even if they do, the bonus you get from the skill is so small it's hardly noticable.