This skill allows a player to trip an opponent.
This skill assists a player in stunning or paralyzing an
opponent for a period of time. It must be performed from
By far the most difficult to master of all skills, this
skill allows a player to perform certain maneuvers while
stunned. There are eight stun maneuvers in all.
Shield - The first stun maneuver.
Allows a Rogue to move his shield from his inventory and
into his left hand. If he is holding another item in his
left hand, that item is stowed if possible, and dropped
Weapon - Learned at rank 10. Allows
a Rogue to move his weapon into his right hand.
Get - Learned at rank 20. Allows
a Rogue to pick up any item while stunned.
Stand - Learned at rank 32. Allows
a Rogue to stand while stunned.
Stance1 - Learned at rank 40. Allows
a Rogue to increase his defensive stance by 20%.
Attack - Learned at rank 50. Allows
a Rogue to attack opponents while stunned.
Stance2 - Learned at rank 60. Allows
a Rogue to increase his defensive stance by 40%
Move - Learned at Mastery. Allows
a Rogue to move into an adjacent room while stunned.
This skill allows a Rogue to initiate various offensive
and status affecting attacks against a target. There are
7 different cheapshot skills total.
Footstomp - The first cheapshot
skill. Allows a Rogue to inflict a roundtime (RT) on his
Nosetweak - Learned at rank 10.
Allows a Rogue to lower an opponent's Defense Strength
(DS) by 10.
Templeshot - Learned at rank 20.
Allows a Rogue to lower an opponent's Attack Strength
(AS) by 10. The Rogue is required to have a weapon.
Kneebash - Learned at rank 30.
Allows a Rogue to force an opponent to kneel. The Rogue
is required to have a weapon.
Eyepoke - Learned at rank 42. Allows
a Rogue to lower a target's Attack Strength (AS) and Defensive
Strength (DS) by 15.
Throatchop - Learned at rank 54.
Allows a Rogue to prevent a target from vocalizing clearly
(casting, talking or prepping a spell.) The Rogue is required
to have a weapon.
Swiftkick - Learned at Mastery.
Allows a Rogue to force an opponent into an offensive
A somewhat more lighthearted aspect of the rigors of guild
training, gambits is a series of acrobatic skills and sleight-of-hand
tricks designed more for entertainment purposes than for
combat. There are eight different subsets to the skill,
each with its own individual facets.
Tumble - The simplest of all gymnastic
maneuvers, the tuck'n'roll somersault is a starting point
for anyone studying acrobatics. Those who become adept
are often able to perform several tumbles in a row.
Cartwheel - Requiring just enough
strength to stay upright, the cartwheel is a marriage
of balance and grace, and is a skill of moderate difficulty
for those of average dexterity.
Flip - The truly agile need not
be confined to the ground. Although difficult to perform,
a series of backflips makes for an impressive entrance.
Dagger - A staple of the roguish
image, a small blade has more uses than a kobold has lice.
Stealthy assassins, humble locksmiths, swashbuckling freebooters,
and ignoble highwayman all have reason to carry one, so
it's only fitting that a rogue skill would center around
this underrated weapon.
Display - The first of several
sleight-of-hand tricks to be learned, this focuses on
ways to draw your audience's attention where you want,
which is not necessarily where the action is.
Get - Potentially as flashy as
Display, but slightly more useful, the second sleight-of-hand
trick teaches the enterprising rogue new and clever ways
to produce items from their own person, including concealing
their actions entirely if necessary.
Vanish - Something every good
pickpocket should be skilled at, the art of "getting
rid of the evidence". Initial studies in this skill
lean towards making a skilled thief seem merely playful,
while adepts will find their actions draw no more attention
Stealth - Very little defines
rogues so universally as their love for the shadows. The
last subset of five skills are all designed to take advantage
of the ability most rogues have to become one with their