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	<id>http://dyrdex.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin</id>
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	<updated>2026-09-19T13:58:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dyrdex.com/index.php?title=Augurer&amp;diff=4836</id>
		<title>Augurer</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Augurer&amp;diff=4836"/>
		<updated>2026-08-19T16:51:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Augurer Augurer]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level: &lt;br /&gt;
**Prestige:&lt;br /&gt;
*Average Hitpionts:&lt;br /&gt;
**Avg:&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Suggested Base Stats: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Warrior Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Lag&lt;br /&gt;
|-&lt;br /&gt;
|Spiral Blast || Spell||HP||None||None||None||None||None||1/2 bar&lt;br /&gt;
|}&lt;br /&gt;
*Spiral Blast is tied to your current hp, the more hp, the more damage&lt;br /&gt;
*Spiral is the fastest attack in the game with really a 1/2 bar lag, you can launch many per round (and more as Prestige)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Coil of Flame&#039;&#039;&#039;&lt;br /&gt;
**Coil is an AoE attack that will hit all mobs in the room&lt;br /&gt;
**Coil is a fire-based attack (RIS fire)&lt;br /&gt;
**Coil is an ongoing spell that lasts for multiple rounds and triggers every round. Therefore, fighting as an Aug ideally means casting coil to get that going, then spiraling a shit ton, then re-casting coil, over and over&lt;br /&gt;
***Regular Augs can cast coil then 13 spirals before they have to re-coil&lt;br /&gt;
***Prestige Augs (Harbingers) can cast coil then 17 spirals before they have to re-coil&lt;br /&gt;
&lt;br /&gt;
Note that coil has a (pink) expiry message that is shown TWICE before the spell expires, re-coil upon the second instance of the message:&lt;br /&gt;
 The coil of flame evaporates as the spell runs its course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
Rangers receive no self-buff skills&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Thief EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Augurer&amp;diff=4835</id>
		<title>Augurer</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Augurer&amp;diff=4835"/>
		<updated>2026-08-19T16:51:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Augurer Augurer]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level: &lt;br /&gt;
**Prestige:&lt;br /&gt;
*Average Hitpionts:&lt;br /&gt;
**Avg:&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Suggested Base Stats: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Warrior Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Lag&lt;br /&gt;
|-&lt;br /&gt;
|Spiral Blast || Spell||HP||None||None||None||None||None||1/2 bar&lt;br /&gt;
|}&lt;br /&gt;
*Spiral Blast is tied to your current hp, the more hp, the more damage&lt;br /&gt;
*Spiral is the fastest attack in the game with really a 1/2 bar lag, you can launch many per round (and more as Prestige)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Coil of Flame&#039;&#039;&#039;&lt;br /&gt;
**Coil is an AoE attack that will hit all mobs in the room&lt;br /&gt;
**Coil is a fire-based attack (RIS fire)&lt;br /&gt;
**Coil is an ongoing spell that lasts for multiple rounds and triggers every round. Therefore, fighting as an Aug ideally means casting coil to get that going, then spiraling a shit ton, then re-casting coil, over and over&lt;br /&gt;
***Regular Augs can cast coil then 13 spirals before the have to re-coil&lt;br /&gt;
***Prestige Augs (Harbingers) can cast coil then 17 spirals before they have to re-coil&lt;br /&gt;
&lt;br /&gt;
Note that coil has a (pink) expiry message that is shown TWICE before the spell expires, re-coil upon the second instance of the message:&lt;br /&gt;
 The coil of flame evaporates as the spell runs its course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
Rangers receive no self-buff skills&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Thief EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Fathomer&amp;diff=4834</id>
		<title>Fathomer</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Fathomer&amp;diff=4834"/>
		<updated>2026-08-19T16:30:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Fathomer Fathomer]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Rogue]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Half-Elf, Sea-Elf, Gith, Tiefling&lt;br /&gt;
**Race Recommendation: Any. Check what gear you dream of wearing and make sure it doesn&#039;t have race restrictions.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack&#039;&#039;&#039;: Vindur Gong&lt;br /&gt;
**Energy Spell Attack&lt;br /&gt;
**Based on Dex/Lck and Movement. Capped (Max stats hits cap).&lt;br /&gt;
**Cannot be cast in room with terrain type Swamp or Underwater.&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level: 11 - 17 (avg 14)&lt;br /&gt;
**Prestige: 12 - 19&lt;br /&gt;
*Average Hitpionts: (non-prestige) You should land between a 13.5 and 14.5 average gain per level. &lt;br /&gt;
**Avg 13.5: 685&lt;br /&gt;
**Avg 14:   709&lt;br /&gt;
**Avg 14.5  733&lt;br /&gt;
&lt;br /&gt;
In my experience between 685 - 700 is where most fathomers fall.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Dexterity&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Intelligence&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Constitution&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Warrior Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer	||20||	22||	20||	25||	18||	20||	20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Stats:&#039;&#039;&#039; It&#039;s tough to have great fatty stats, you&#039;ll want high Dex/Con but also Luck.&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Short-Blades - &amp;quot;Piercing, Stabbing&amp;quot;&lt;br /&gt;
**Long-Blades - &amp;quot;Slashing - Slicing&amp;quot;&lt;br /&gt;
**Fathomers get &amp;quot;Dual Wield&amp;quot; weapon skill&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Vindur Gong||Spell||Dex+Lck &amp;amp; Moves||Energy||Ethereal Shield||Ethereal Funnel||None||Not Swamp/Underwater Room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vindur Gong damage calculation seems to multiply your Dex x Lck as its first factor, and then moves are added in some sense. &lt;br /&gt;
**Pretty sure the equation is roughly: (Dex * Lck) + (Movement / 5)&lt;br /&gt;
**Having max Dex/Lck is enough to hit the damage cap alone, moves won&#039;t even be a factor. &lt;br /&gt;
*Cannot cast in Swamps or Underwater rooms. &lt;br /&gt;
**If you run a client that supports MSDP you can view the actual room terrain of each room. &lt;br /&gt;
***If you run MY [[MSDP Script]] for tintin++ that var is $msdp_info[ROOM_TERRAIN]&lt;br /&gt;
***See [[Room Terrains]] for more info on how to understand the MSDP ROOM_TERRAIN variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Prestige Skill - Retreat: Flee to the last room you were in (directional flee). &lt;br /&gt;
***I&#039;ve never used this as a tactic to kill something, but could theoretically be handy to flee/heal/kill a mob in certain scenarios?&lt;br /&gt;
**Glass-Eye / Salinate: Fattys can empty their stomach and cast true-sight with native skills, which makes them very handy to fight mobs to punish drinking, or purge springs, or blind a shit ton, or are in rooms where you cannot quaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|12 || dodge || 95 ||  fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||second attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|21||enhanced damage||75||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|23||parry||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|36||third attack||65||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|43||fourth attack||20||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||standard style||95&lt;br /&gt;
|-&lt;br /&gt;
|3||evasive style||95&lt;br /&gt;
|-&lt;br /&gt;
|11||aggressive style||75&lt;br /&gt;
|-&lt;br /&gt;
|13||defensive style||90&lt;br /&gt;
|-&lt;br /&gt;
|30||berserk style||65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|9||jab||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|10||water spout||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|20||laesa tronada||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|22||isscyll||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|26||lunge||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|31||thrust||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|35||diminue geysir||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|44||isfundere||95||sitting&lt;br /&gt;
|-&lt;br /&gt;
|47||vindur gong||80||sitting&lt;br /&gt;
|-&lt;br /&gt;
|48||feign||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||tronada macecle||95||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Isfundere &amp;amp; Vindur Gong are room attacks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|19||disarm||75||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|24||salinate||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|29||dual wield||90||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salinate empties the stomach, similar to drinking from a magical spring, it is used at mobs/locations where you cannot drink from springs due to mob progs that damage upon drinking.&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|15||submerge||95||standing||aquabreath (only applicable when not underwater already) (440 rds) &lt;br /&gt;
|-&lt;br /&gt;
|17||seasight||95||fighting (aggressive)||scry (500 rds)&lt;br /&gt;
|-&lt;br /&gt;
|37||aquaeforme||95||fighting (berserk)|| +10 Resist Slash/Pierce, +10 Susceptible Blunt (300 rds)&lt;br /&gt;
|-&lt;br /&gt;
|38||iceshield||85||fighting (evasive)||elemental shield (210 rds)&lt;br /&gt;
|-&lt;br /&gt;
|45||mutiny||95||standing||Group Buff: +3 HR, +1 Lck, +50 AC (+ AC is a bad thing!) (70 rds)&lt;br /&gt;
|-&lt;br /&gt;
|49||glass eye||70||fighting||truesight (14 rds)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|33||vindur gust||95||fighting (defensive)||blind, -max mana (level of caster*4), and +ac (per level of caster) (5 rds)&lt;br /&gt;
|-&lt;br /&gt;
|40||seasting||75||standing||-50mv, -1dex (24 rds)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|2||fish||95||fighting (evasive)|| go fishing&lt;br /&gt;
|-&lt;br /&gt;
|4||pilfer||95||standing|| steal&lt;br /&gt;
|-&lt;br /&gt;
|5||fog||95||standing|| hide + sneak&lt;br /&gt;
|-&lt;br /&gt;
|6||broach||70||standing||pick lock&lt;br /&gt;
|-&lt;br /&gt;
|7||windwalk||95||fighting (defensive)||float&lt;br /&gt;
|-&lt;br /&gt;
|8||rummage||95||standing||search (faster, costs 5mana)&lt;br /&gt;
|-&lt;br /&gt;
|10||scan||85||standing||&lt;br /&gt;
|-&lt;br /&gt;
|14||create spring||95||fighting||&lt;br /&gt;
|-&lt;br /&gt;
|16||peek||95||can see mob&#039;s inventory&lt;br /&gt;
|-&lt;br /&gt;
|24||salinate||95||fighting||empties stomach like magical spring&lt;br /&gt;
|-&lt;br /&gt;
|34||swap||80||resting||exchange primary/dual weapons&lt;br /&gt;
|-&lt;br /&gt;
|39||control weather||95||standing||change weather&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usuals: cook, climb, dig, mount&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s have low base Con, so end up with low HP. Thus Fathomer&#039;s typically just dress in gear to compensate and get their HP up as much as possible. Their alpha attack (Vindur Gong) is base on stats (Dex &amp;amp; Luck) so secondarily dress for Dex/Luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Align:&#039;&#039;&#039; Fathomers can be any align and are not difficult to dress in any case. Historically most fattys were Neutral so they could wear the best of both evil/devout gear to min/max their hp/stats. These days, devout is pretty popular (since they removed the primary item used to maintain neutral align, so now its more of a bitch to manage). Evil is also doable, but like all evils would be subject to decreased damage if the mob has the protection spell on it (1/4 damage reduction). &lt;br /&gt;
&lt;br /&gt;
Whichever you align you go you&#039;ll need to max Dex/Luck as best as you can, since Vindur Gong is based on those. Beyond that, your gear is purely aimed at increasing your survival chances so grab all the HP/AC and Con you can. Pick whichever alignment is a good fit for maxing Dex/Luck as best as possible and buffing HP/AC/Con based on which mobs you can run and gear you can actually obtain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Fathomer EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Rogue Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/Guise_of_the_Falcon Guise of the Falcon]&lt;br /&gt;
**Rewards&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_spaulders_of_the_Falcon The black ring mail spaulders of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_greaves_of_the_Falcon The black ring mail greaves of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_leather_boots_of_the_Falcon The black leather boots of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_Mask_of_the_Master_Rogue The Mask of the Master Rogue]&lt;br /&gt;
&lt;br /&gt;
*Seafarer&#039;s Research Quest: [https://rodpedia.realmsofdespair.info/wiki/Seafarer%27s_Research Rodpedia Page]&lt;br /&gt;
**Rewards&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_feathered_hat_of_the_sea_captain The feathered hat of the sea captain]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/A_mariner%27s_astrolabe A mariner&#039;s astrolabe] (Unlocks &#039;track&#039; skill for fathomers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomers are useful on a lot of runs, though nobody is sure why you would ever use one instead of something more powerful/versatile. I&#039;ve used them to clear the path to Seth (Onyx, Steps, Darkness), they&#039;re required for Inishie, and I&#039;ve been using my Buccaneer as my primary quester for over a year and he kills quest mobs rather well. Overall Vindur Gong hits enough stuff to make them useful in a wide variety of places.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Fathomer are... fine. Buccaneers are also fine. It&#039;s a rogue with some spells. They get those spells, but also much less damage output than Thieves.&lt;br /&gt;
&lt;br /&gt;
Vindur Gong is a good spell - however it also frequently misses, which nerfs your overall dps significantly. A significant frustration is watching your fathomer cast and miss vindur over and over and over.&lt;br /&gt;
&lt;br /&gt;
The issue is that MANY other classes would probably be better on most runs. Especially when you consider Prestige options, a Dread Vampire or Hunter is a way more powerful/useful character than a Buccaneer. But whatever floats your boat - fattys/buccs are totally fine and you&#039;ll be able to run shit with your friends just fine if you like the overall pirate flavor here.&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
&lt;br /&gt;
Buccaneers get all the usual prestige bonuses, and 3 specific skills. &lt;br /&gt;
&lt;br /&gt;
They are better than regular Fathomers, faster and more damage output, have more hp, but not by a huge degree. By comparison, a Ranger that prestige&#039;s into a Hunter gets a huuuuge increase in damage output. Bucc&#039;s less so. &lt;br /&gt;
&lt;br /&gt;
I have no real complaints about buccaneers, but they&#039;re not very exciting. They&#039;re a bit more stout and less squishy, but not a ton. &lt;br /&gt;
&lt;br /&gt;
*[[Prestige_Info#Single-class_bonuses | Buccaneer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Dyrdex%27s_Disgruntled_Realms_Notes&amp;diff=4833</id>
		<title>Dyrdex&#039;s Disgruntled Realms Notes</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Dyrdex%27s_Disgruntled_Realms_Notes&amp;diff=4833"/>
		<updated>2026-08-19T16:29:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* TinTin++ Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RoD ascii.png|left|450px]]&lt;br /&gt;
[[File:Wizard.png|right|thumb|450px|]]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This website is about an old beat game that you shouldn&#039;t play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What info do you want to see here? Let me know&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Common Eq Tables=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The best resource for finding gear is the [https://ascendere.site/wiki/index.php/Database_-_Public_Release Ascendere EQ Database]! Get it!&lt;br /&gt;
&lt;br /&gt;
These pages below are really just intended for &#039;quick reference&#039; when you&#039;re at a bar talking to your buddy and want to remember how much DR a Lifebane has or whatever.&lt;br /&gt;
&lt;br /&gt;
 [[Lowbie Eq]]&lt;br /&gt;
 [[Common Av EQ]]&lt;br /&gt;
&lt;br /&gt;
=Class &amp;amp; Equipment Info=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Guides &amp;amp; Equipment Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 [[Basic AV Gear]]&lt;br /&gt;
&lt;br /&gt;
(this section is a work in progress and incomplete)&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Fighter&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Fighter|Fighter Genre Comparison]]&lt;br /&gt;
*[[Warrior]]&lt;br /&gt;
**[[Warrior EQ]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
**[[Ranger EQ]]&lt;br /&gt;
**[[Ranger#Buffs_&amp;amp;_DeBuffs | Ranger Buffs]]&lt;br /&gt;
*[[Barbarian]]&lt;br /&gt;
**[[Barb EQ|Barbarian EQ]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
**[[Paladin Spells]]&lt;br /&gt;
**[[Paladin EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Rogue&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Rogue|Rogue Genre Comparison]]&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
**[[Thief EQ]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
**[[Fathomer EQ]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Mage]]&lt;br /&gt;
**[[Mage EQ]]&lt;br /&gt;
**[[Mage Spells]]&lt;br /&gt;
**[[Mage Path Info]]&lt;br /&gt;
*[[Augurer]]&lt;br /&gt;
**[[Augurer EQ]]&lt;br /&gt;
**[[Aug Spells]]&lt;br /&gt;
*[[Nephandi]]&lt;br /&gt;
**[[Nephandi EQ]]&lt;br /&gt;
**[[Neph Spells]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Other&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
**[[Druid EQ]]&lt;br /&gt;
**[[Druid Spells]]&lt;br /&gt;
* [[Cleric]]&lt;br /&gt;
**[[Cleric EQ]]&lt;br /&gt;
**[[Cleric Spells]]&lt;br /&gt;
**[[Cleric Path Info]]&lt;br /&gt;
* [[Vampire]]&lt;br /&gt;
**[[Vampire EQ]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
&lt;br /&gt;
 [[Class Info]]&lt;br /&gt;
 [[Race Info]]&lt;br /&gt;
 [[Prestige Info]]&lt;br /&gt;
 [[Prestige Info Tables]]&lt;br /&gt;
 [[Stats]]&lt;br /&gt;
 [[Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
 [[Armor Class]]&lt;br /&gt;
 [[Saving Throws]]&lt;br /&gt;
 [[Resistances]]&lt;br /&gt;
 [[Leveling Attacks/Spells]]&lt;br /&gt;
 [[Alpha Attacks]]&lt;br /&gt;
 [[Damage Descriptors]]&lt;br /&gt;
 [[Game Code Examples]]&lt;br /&gt;
&lt;br /&gt;
 [[Standard Buffs &amp;amp; Tankset Info]]&lt;br /&gt;
&lt;br /&gt;
 [[Useful Items]]&lt;br /&gt;
 [[Useful Knowledge]]&lt;br /&gt;
&lt;br /&gt;
 [[Death]]&lt;br /&gt;
 [[Deities]]&lt;br /&gt;
 [[:Category:Deities |Deity Pages]]&lt;br /&gt;
 [[Deity Directions]]&lt;br /&gt;
 [[Deity MegaTable]]&lt;br /&gt;
 [[Priests]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
 [[Directions]]&lt;br /&gt;
 [[Speedwalks]]&lt;br /&gt;
&lt;br /&gt;
==New Player Guides==&lt;br /&gt;
Here&#039;s 2 walkthroughs to get you into the game, geared up, and ready to roll.&lt;br /&gt;
&lt;br /&gt;
The first is for those who just wanna dive right in and learn what&#039;s happening later, the second for those who like to know what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
 [[Dyrdex&#039;s No Shit&#039;s Given Power Quick Start Guide 9000]]&lt;br /&gt;
 [[Slow Start Guide]]&lt;br /&gt;
&lt;br /&gt;
Here are some very general pages for entirely new players who want more info on what type of game this is:&lt;br /&gt;
 [[General Game Facts for Newbs]]&lt;br /&gt;
 [[Newb Frequent Asked Questions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for people who already &#039;get it&#039; that might point you to new things and ideas:&lt;br /&gt;
&lt;br /&gt;
 [[Not So Newb Guide]]&lt;br /&gt;
 [[Newb Stuff To Do]]&lt;br /&gt;
 [[Mud Client Ideas]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Crap==&lt;br /&gt;
 [[Hedge Maze]]&lt;br /&gt;
 [[Dragon Gloves/Helm]]&lt;br /&gt;
 [[List of Areas]]&lt;br /&gt;
&lt;br /&gt;
=Equipment Sales &amp;amp; Pricing=&lt;br /&gt;
&lt;br /&gt;
I run Aen the sales bot and sell gear for myself and anyone who knows me. &lt;br /&gt;
&lt;br /&gt;
 AEN: The most trusted name in bot sales &amp;amp; service! Over $84 TRILLION in satisfied sales!&lt;br /&gt;
&lt;br /&gt;
A few notes on Aen:&lt;br /&gt;
*Sellers set their own prices. Some price high, some price low, its up to them. &lt;br /&gt;
*I collect a 2% tax on every sale, with a cap of 10m. All proceeds go to my order to fund potion stocking.&lt;br /&gt;
**I make no personal gold from selling other people&#039;s gear. When I sell my own gear, I still pay the tax to the order on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log as much data as possible in an effort to document actual prices for gear, which players can refer to:&lt;br /&gt;
&lt;br /&gt;
 [[2021 Shop Log]]&lt;br /&gt;
 [[2022 Shop Log]]&lt;br /&gt;
 [[2023 Shop Log]]&lt;br /&gt;
 [[2024 Shop Log]]&lt;br /&gt;
 [[2025 Shop Log]]&lt;br /&gt;
&lt;br /&gt;
==Auction Logs==&lt;br /&gt;
*Aen also captures completed sales on the Auction channel: &lt;br /&gt;
**&#039;&#039;&#039;This year:&#039;&#039;&#039; [[https://dyrdex.com/auction.txt 2026 Auction Log]]&lt;br /&gt;
**&#039;&#039;&#039;All Time (2020-2025):&#039;&#039;&#039; [[https://dyrdex.com/auction_alltime.html All Time Running Log]]&lt;br /&gt;
**&#039;&#039;&#039;Historical Years:&#039;&#039;&#039;&lt;br /&gt;
***[[https://dyrdex.com/auction2022.html 2020-2022 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2023.html 2023 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2024.html 2024 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2025.html 2025 Auction Log]]&lt;br /&gt;
&lt;br /&gt;
=Random Stuff=&lt;br /&gt;
&lt;br /&gt;
 [[Quest Info]]&lt;br /&gt;
&lt;br /&gt;
 [[Glory Rates]]&lt;br /&gt;
&lt;br /&gt;
 [[Tales of Despair]]&lt;br /&gt;
&lt;br /&gt;
 [[Unsolved Mysteries]]&lt;br /&gt;
&lt;br /&gt;
 [[Pre-Shattering Realms]]&lt;br /&gt;
&lt;br /&gt;
=TinTin++ Stuff=&lt;br /&gt;
&lt;br /&gt;
*I&#039;m currently working on a basic shareable framework, it&#039;s not fully complete yet, but info here: &lt;br /&gt;
**[[TT5 documentation]]&lt;br /&gt;
&lt;br /&gt;
*[http://dyrdex.com/screenshots Screenshots] of my current tintin++ GUI.&lt;br /&gt;
**Please Note: My GUI module is NOT included in the above tt5 framework. You&#039;ll need to develop your own.&lt;br /&gt;
**[[GUI Tutorial]]&lt;br /&gt;
&lt;br /&gt;
*Code:&lt;br /&gt;
**[[MSDP Script]]&lt;br /&gt;
**[[Affects Sidebar]]&lt;br /&gt;
**[[Room Terrains]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Room_Terrains&amp;diff=4832</id>
		<title>Room Terrains</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Room_Terrains&amp;diff=4832"/>
		<updated>2026-08-19T16:28:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SMAUG sets room terrain by number, which is exactly what MSDP reports as well. Those number to terrain mappings are explained in [https://realmsofdespair.com/herne/smaug/olc-rooms.html#H7 | Herne&#039;s SMAUG Building Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 1...Inside        (Weather doesn&#039;t show)&lt;br /&gt;
 2...City&lt;br /&gt;
 3...Field&lt;br /&gt;
 4...Forest&lt;br /&gt;
 5...Hills&lt;br /&gt;
 6...Swimming      (Herne says &amp;quot;Water_swim: PC needs aqua_breath/fly/float or boat)&lt;br /&gt;
 7...Water         (Herne says &amp;quot;Water_noswim: PC needs aqua_breath/fly/float or boat)&lt;br /&gt;
 8...Underwater&lt;br /&gt;
 9...Air&lt;br /&gt;
 10..Desert&lt;br /&gt;
 11..Unknown&lt;br /&gt;
 12..OceanFloor    (PC needs aqua_breath. Can dig here)&lt;br /&gt;
 13..Underground   (Can dig here)&lt;br /&gt;
 14..Lava&lt;br /&gt;
 15..Swamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m not really sure on the difference between 6 and 7, they&#039;re both &#039;watery&#039;, both seem to have the same requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running tintin++ you can also just nab the function below and call it anytime you want to know the room terrain by doing something like: &lt;br /&gt;
 #SHOWME @GetRoomTerrain{$msdp_info[ROOM_TERRAIN]}&lt;br /&gt;
Or:&lt;br /&gt;
 #ALIAS {terrain} {#SHOWME @GetRoomTerrain{$msdp_info[ROOM_TERRAIN]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 #FUNCTION {GetRoomTerrain} &lt;br /&gt;
        {&lt;br /&gt;
        #VAR terrain {};&lt;br /&gt;
        #SWITCH {&amp;quot;$msdp_info[ROOM_TERRAIN]&amp;quot;} &lt;br /&gt;
                {&lt;br /&gt;
                #CASE {&amp;quot;0&amp;quot;} {#var terrain Inside};&lt;br /&gt;
                #CASE {&amp;quot;1&amp;quot;} {#var terrain City};&lt;br /&gt;
                #CASE {&amp;quot;2&amp;quot;} {#var terrain Field};&lt;br /&gt;
                #CASE {&amp;quot;3&amp;quot;} {#var terrain Forest};&lt;br /&gt;
                #CASE {&amp;quot;4&amp;quot;} {#var terrain Hills};&lt;br /&gt;
                #CASE {&amp;quot;5&amp;quot;} {#var terrain Mountains};&lt;br /&gt;
                #CASE {&amp;quot;6&amp;quot;} {#var terrain Swimming};&lt;br /&gt;
                #CASE {&amp;quot;7&amp;quot;} {#var terrain Water};&lt;br /&gt;
                #CASE {&amp;quot;8&amp;quot;} {#var terrain Underwater};&lt;br /&gt;
                #CASE {&amp;quot;9&amp;quot;} {#var terrain Air};&lt;br /&gt;
                #CASE {&amp;quot;10&amp;quot;} {#var terrain Desert};&lt;br /&gt;
                #CASE {&amp;quot;11&amp;quot;} {#var terrain Unknown};&lt;br /&gt;
                #CASE {&amp;quot;12&amp;quot;} {#var terrain Seafloor};&lt;br /&gt;
                #CASE {&amp;quot;13&amp;quot;} {#var terrain Underground};&lt;br /&gt;
                #CASE {&amp;quot;14&amp;quot;} {#var terrain Lava};&lt;br /&gt;
                #CASE {&amp;quot;15&amp;quot;} {#var terrain Swamp};&lt;br /&gt;
                #DEFAULT {#var terrain NONE};&lt;br /&gt;
                };&lt;br /&gt;
        #RETURN {$terrain};&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Room_Terrains&amp;diff=4831</id>
		<title>Room Terrains</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Room_Terrains&amp;diff=4831"/>
		<updated>2026-08-19T16:28:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;SMAUG sets room terrain by number, which is exactly what MSDP reports as well. Those number to terrain mappings are explained in [https://realmsofdespair.com/herne/smaug/olc-rooms.html#H7 | Herne&amp;#039;s SMAUG Building Guide]    1...Inside        (Weather doesn&amp;#039;t show)  2...City  3...Field  4...Forest  5...Hills  6...Swimming      (Herne says &amp;quot;Water_swim: PC needs aqua_breath/fly/float or boat)  7...Water         (Herne says &amp;quot;Water_noswim: PC needs aqua_breath/fly/float or boa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SMAUG sets room terrain by number, which is exactly what MSDP reports as well. Those number to terrain mappings are explained in [https://realmsofdespair.com/herne/smaug/olc-rooms.html#H7 | Herne&#039;s SMAUG Building Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 1...Inside        (Weather doesn&#039;t show)&lt;br /&gt;
 2...City&lt;br /&gt;
 3...Field&lt;br /&gt;
 4...Forest&lt;br /&gt;
 5...Hills&lt;br /&gt;
 6...Swimming      (Herne says &amp;quot;Water_swim: PC needs aqua_breath/fly/float or boat)&lt;br /&gt;
 7...Water         (Herne says &amp;quot;Water_noswim: PC needs aqua_breath/fly/float or boat)&lt;br /&gt;
 8...Underwater&lt;br /&gt;
 9...Air&lt;br /&gt;
 10..Desert&lt;br /&gt;
 11..Unknown&lt;br /&gt;
 12..OceanFloor    (PC needs aqua_breath. Can dig here)&lt;br /&gt;
 13..Underground   (Can dig here)&lt;br /&gt;
 14..Lava&lt;br /&gt;
 15..Swamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m not really sure on the difference between 6 and 7, they&#039;re both &#039;watery&#039;, both seem to have the same requirements. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re running tintin++ you can also just nab the function below and call it anytime you want to know the room terrain by doing something like: &lt;br /&gt;
 #SHOWME @GetRoomTerrain{$msdp_info[ROOM_TERRAIN]}&lt;br /&gt;
Or:&lt;br /&gt;
 #ALIAS {terrain} {#SHOWME @GetRoomTerrain{$msdp_info[ROOM_TERRAIN]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#FUNCTION {GetRoomTerrain} &lt;br /&gt;
        {&lt;br /&gt;
        #VAR terrain {};&lt;br /&gt;
        #SWITCH {&amp;quot;$msdp_info[ROOM_TERRAIN]&amp;quot;} &lt;br /&gt;
                {&lt;br /&gt;
                #CASE {&amp;quot;0&amp;quot;} {#var terrain Inside};&lt;br /&gt;
                #CASE {&amp;quot;1&amp;quot;} {#var terrain City};&lt;br /&gt;
                #CASE {&amp;quot;2&amp;quot;} {#var terrain Field};&lt;br /&gt;
                #CASE {&amp;quot;3&amp;quot;} {#var terrain Forest};&lt;br /&gt;
                #CASE {&amp;quot;4&amp;quot;} {#var terrain Hills};&lt;br /&gt;
                #CASE {&amp;quot;5&amp;quot;} {#var terrain Mountains};&lt;br /&gt;
                #CASE {&amp;quot;6&amp;quot;} {#var terrain Swimming};&lt;br /&gt;
                #CASE {&amp;quot;7&amp;quot;} {#var terrain Water};&lt;br /&gt;
                #CASE {&amp;quot;8&amp;quot;} {#var terrain Underwater};&lt;br /&gt;
                #CASE {&amp;quot;9&amp;quot;} {#var terrain Air};&lt;br /&gt;
                #CASE {&amp;quot;10&amp;quot;} {#var terrain Desert};&lt;br /&gt;
                #CASE {&amp;quot;11&amp;quot;} {#var terrain Unknown};&lt;br /&gt;
                #CASE {&amp;quot;12&amp;quot;} {#var terrain Seafloor};&lt;br /&gt;
                #CASE {&amp;quot;13&amp;quot;} {#var terrain Underground};&lt;br /&gt;
                #CASE {&amp;quot;14&amp;quot;} {#var terrain Lava};&lt;br /&gt;
                #CASE {&amp;quot;15&amp;quot;} {#var terrain Swamp};&lt;br /&gt;
                #DEFAULT {#var terrain NONE};&lt;br /&gt;
                };&lt;br /&gt;
        #RETURN {$terrain};&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Fathomer&amp;diff=4830</id>
		<title>Fathomer</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Fathomer&amp;diff=4830"/>
		<updated>2026-08-19T16:18:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Fathomer Fathomer]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Rogue]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Half-Elf, Sea-Elf, Gith, Tiefling&lt;br /&gt;
**Race Recommendation: Any. Check what gear you dream of wearing and make sure it doesn&#039;t have race restrictions.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack&#039;&#039;&#039;: Vindur Gong&lt;br /&gt;
**Energy Spell Attack&lt;br /&gt;
**Based on Dex/Lck and Movement. Capped (Max stats hits cap).&lt;br /&gt;
**Cannot be cast in room with terrain type Swamp or Underwater.&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level: 11 - 17 (avg 14)&lt;br /&gt;
**Prestige: 12 - 19&lt;br /&gt;
*Average Hitpionts: (non-prestige) You should land between a 13.5 and 14.5 average gain per level. &lt;br /&gt;
**Avg 13.5: 685&lt;br /&gt;
**Avg 14:   709&lt;br /&gt;
**Avg 14.5  733&lt;br /&gt;
&lt;br /&gt;
In my experience between 685 - 700 is where most fathomers fall.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Dexterity&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Intelligence&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Constitution&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Warrior Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer	||20||	22||	20||	25||	18||	20||	20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Stats:&#039;&#039;&#039; It&#039;s tough to have great fatty stats, you&#039;ll want high Dex/Con but also Luck.&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Short-Blades - &amp;quot;Piercing, Stabbing&amp;quot;&lt;br /&gt;
**Long-Blades - &amp;quot;Slashing - Slicing&amp;quot;&lt;br /&gt;
**Fathomers get &amp;quot;Dual Wield&amp;quot; weapon skill&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Vindur Gong||Spell||Dex+Lck &amp;amp; Moves||Energy||Ethereal Shield||Ethereal Funnel||None||Not Swamp/Underwater Room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vindur Gong damage calculation seems to multiply your Dex x Lck as its first factor, and then moves are added in some sense. &lt;br /&gt;
**Pretty sure the equation is roughly: (Dex * Lck) + (Movement / 5)&lt;br /&gt;
**Having max Dex/Lck is enough to hit the damage cap alone, moves won&#039;t even be a factor. &lt;br /&gt;
*Cannot cast in Swamps or Underwater rooms. &lt;br /&gt;
**If you run a client that supports MSDP the room terrain is sent as a numeric value in the ROOM_TERRAIN var.&lt;br /&gt;
***If you run MY [[MSDP Script]] for tintin++ that var is $msdp_info[ROOM_TERRAIN]&lt;br /&gt;
***In either case - see [[Room Terrains]] for a mapping of the numeric values to terrain types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Prestige Skill - Retreat: Flee to the last room you were in (directional flee). &lt;br /&gt;
***I&#039;ve never used this as a tactic to kill something, but could theoretically be handy to flee/heal/kill a mob in certain scenarios?&lt;br /&gt;
**Glass-Eye / Salinate: Fattys can empty their stomach and cast true-sight with native skills, which makes them very handy to fight mobs to punish drinking, or purge springs, or blind a shit ton, or are in rooms where you cannot quaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|12 || dodge || 95 ||  fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||second attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|21||enhanced damage||75||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|23||parry||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|36||third attack||65||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|43||fourth attack||20||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||standard style||95&lt;br /&gt;
|-&lt;br /&gt;
|3||evasive style||95&lt;br /&gt;
|-&lt;br /&gt;
|11||aggressive style||75&lt;br /&gt;
|-&lt;br /&gt;
|13||defensive style||90&lt;br /&gt;
|-&lt;br /&gt;
|30||berserk style||65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|9||jab||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|10||water spout||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|20||laesa tronada||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|22||isscyll||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|26||lunge||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|31||thrust||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|35||diminue geysir||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|44||isfundere||95||sitting&lt;br /&gt;
|-&lt;br /&gt;
|47||vindur gong||80||sitting&lt;br /&gt;
|-&lt;br /&gt;
|48||feign||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||tronada macecle||95||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Isfundere &amp;amp; Vindur Gong are room attacks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|19||disarm||75||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|24||salinate||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|29||dual wield||90||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salinate empties the stomach, similar to drinking from a magical spring, it is used at mobs/locations where you cannot drink from springs due to mob progs that damage upon drinking.&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|15||submerge||95||standing||aquabreath (only applicable when not underwater already) (440 rds) &lt;br /&gt;
|-&lt;br /&gt;
|17||seasight||95||fighting (aggressive)||scry (500 rds)&lt;br /&gt;
|-&lt;br /&gt;
|37||aquaeforme||95||fighting (berserk)|| +10 Resist Slash/Pierce, +10 Susceptible Blunt (300 rds)&lt;br /&gt;
|-&lt;br /&gt;
|38||iceshield||85||fighting (evasive)||elemental shield (210 rds)&lt;br /&gt;
|-&lt;br /&gt;
|45||mutiny||95||standing||Group Buff: +3 HR, +1 Lck, +50 AC (+ AC is a bad thing!) (70 rds)&lt;br /&gt;
|-&lt;br /&gt;
|49||glass eye||70||fighting||truesight (14 rds)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|33||vindur gust||95||fighting (defensive)||blind, -max mana (level of caster*4), and +ac (per level of caster) (5 rds)&lt;br /&gt;
|-&lt;br /&gt;
|40||seasting||75||standing||-50mv, -1dex (24 rds)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|2||fish||95||fighting (evasive)|| go fishing&lt;br /&gt;
|-&lt;br /&gt;
|4||pilfer||95||standing|| steal&lt;br /&gt;
|-&lt;br /&gt;
|5||fog||95||standing|| hide + sneak&lt;br /&gt;
|-&lt;br /&gt;
|6||broach||70||standing||pick lock&lt;br /&gt;
|-&lt;br /&gt;
|7||windwalk||95||fighting (defensive)||float&lt;br /&gt;
|-&lt;br /&gt;
|8||rummage||95||standing||search (faster, costs 5mana)&lt;br /&gt;
|-&lt;br /&gt;
|10||scan||85||standing||&lt;br /&gt;
|-&lt;br /&gt;
|14||create spring||95||fighting||&lt;br /&gt;
|-&lt;br /&gt;
|16||peek||95||can see mob&#039;s inventory&lt;br /&gt;
|-&lt;br /&gt;
|24||salinate||95||fighting||empties stomach like magical spring&lt;br /&gt;
|-&lt;br /&gt;
|34||swap||80||resting||exchange primary/dual weapons&lt;br /&gt;
|-&lt;br /&gt;
|39||control weather||95||standing||change weather&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usuals: cook, climb, dig, mount&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s have low base Con, so end up with low HP. Thus Fathomer&#039;s typically just dress in gear to compensate and get their HP up as much as possible. Their alpha attack (Vindur Gong) is base on stats (Dex &amp;amp; Luck) so secondarily dress for Dex/Luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Align:&#039;&#039;&#039; Fathomers can be any align and are not difficult to dress in any case. Historically most fattys were Neutral so they could wear the best of both evil/devout gear to min/max their hp/stats. These days, devout is pretty popular (since they removed the primary item used to maintain neutral align, so now its more of a bitch to manage). Evil is also doable, but like all evils would be subject to decreased damage if the mob has the protection spell on it (1/4 damage reduction). &lt;br /&gt;
&lt;br /&gt;
Whichever you align you go you&#039;ll need to max Dex/Luck as best as you can, since Vindur Gong is based on those. Beyond that, your gear is purely aimed at increasing your survival chances so grab all the HP/AC and Con you can. Pick whichever alignment is a good fit for maxing Dex/Luck as best as possible and buffing HP/AC/Con based on which mobs you can run and gear you can actually obtain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Fathomer EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Rogue Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/Guise_of_the_Falcon Guise of the Falcon]&lt;br /&gt;
**Rewards&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_spaulders_of_the_Falcon The black ring mail spaulders of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_greaves_of_the_Falcon The black ring mail greaves of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_leather_boots_of_the_Falcon The black leather boots of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_Mask_of_the_Master_Rogue The Mask of the Master Rogue]&lt;br /&gt;
&lt;br /&gt;
*Seafarer&#039;s Research Quest: [https://rodpedia.realmsofdespair.info/wiki/Seafarer%27s_Research Rodpedia Page]&lt;br /&gt;
**Rewards&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_feathered_hat_of_the_sea_captain The feathered hat of the sea captain]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/A_mariner%27s_astrolabe A mariner&#039;s astrolabe] (Unlocks &#039;track&#039; skill for fathomers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomers are useful on a lot of runs, though nobody is sure why you would ever use one instead of something more powerful/versatile. I&#039;ve used them to clear the path to Seth (Onyx, Steps, Darkness), they&#039;re required for Inishie, and I&#039;ve been using my Buccaneer as my primary quester for over a year and he kills quest mobs rather well. Overall Vindur Gong hits enough stuff to make them useful in a wide variety of places.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Fathomer are... fine. Buccaneers are also fine. It&#039;s a rogue with some spells. They get those spells, but also much less damage output than Thieves.&lt;br /&gt;
&lt;br /&gt;
Vindur Gong is a good spell - however it also frequently misses, which nerfs your overall dps significantly. A significant frustration is watching your fathomer cast and miss vindur over and over and over.&lt;br /&gt;
&lt;br /&gt;
The issue is that MANY other classes would probably be better on most runs. Especially when you consider Prestige options, a Dread Vampire or Hunter is a way more powerful/useful character than a Buccaneer. But whatever floats your boat - fattys/buccs are totally fine and you&#039;ll be able to run shit with your friends just fine if you like the overall pirate flavor here.&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
&lt;br /&gt;
Buccaneers get all the usual prestige bonuses, and 3 specific skills. &lt;br /&gt;
&lt;br /&gt;
They are better than regular Fathomers, faster and more damage output, have more hp, but not by a huge degree. By comparison, a Ranger that prestige&#039;s into a Hunter gets a huuuuge increase in damage output. Bucc&#039;s less so. &lt;br /&gt;
&lt;br /&gt;
I have no real complaints about buccaneers, but they&#039;re not very exciting. They&#039;re a bit more stout and less squishy, but not a ton. &lt;br /&gt;
&lt;br /&gt;
*[[Prestige_Info#Single-class_bonuses | Buccaneer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Fathomer&amp;diff=4829</id>
		<title>Fathomer</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Fathomer&amp;diff=4829"/>
		<updated>2026-08-19T16:16:04Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Fathomer Fathomer]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Rogue]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Half-Elf, Sea-Elf, Gith, Tiefling&lt;br /&gt;
**Race Recommendation: Any. Check what gear you dream of wearing and make sure it doesn&#039;t have race restrictions.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack&#039;&#039;&#039;: Vindur Gong&lt;br /&gt;
**Energy Spell Attack&lt;br /&gt;
**Based on Dex/Lck and Movement. Capped (Max stats hits cap).&lt;br /&gt;
**Cannot be cast in room with terrain type Swamp or Underwater.&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level: 11 - 17 (avg 14)&lt;br /&gt;
**Prestige: 12 - 19&lt;br /&gt;
*Average Hitpionts: (non-prestige) You should land between a 13.5 and 14.5 average gain per level. &lt;br /&gt;
**Avg 13.5: 685&lt;br /&gt;
**Avg 14:   709&lt;br /&gt;
**Avg 14.5  733&lt;br /&gt;
&lt;br /&gt;
In my experience between 685 - 700 is where most fathomers fall.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Dexterity&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Intelligence&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Constitution&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Warrior Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer	||20||	22||	20||	25||	18||	20||	20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Stats:&#039;&#039;&#039; It&#039;s tough to have great fatty stats, you&#039;ll want high Dex/Con but also Luck.&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Short-Blades - &amp;quot;Piercing, Stabbing&amp;quot;&lt;br /&gt;
**Long-Blades - &amp;quot;Slashing - Slicing&amp;quot;&lt;br /&gt;
**Fathomers get &amp;quot;Dual Wield&amp;quot; weapon skill&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!Damage Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Vindur Gong||Spell||Dex+Lck &amp;amp; Moves||Energy||Ethereal Shield||Ethereal Funnel||None||Not Swamp/Underwater Room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vindur Gong damage calculation seems to multiply your Dex x Lck as its first factor, and then moves are added in some sense. &lt;br /&gt;
**Pretty sure the equation is roughly: (Dex * Lck) + (Movement / 5)&lt;br /&gt;
**Having max Dex/Lck is enough to hit the damage cap alone, moves won&#039;t even be a factor. &lt;br /&gt;
*Cannot cast in Swamps or Underwater rooms. &lt;br /&gt;
**If you run a client that supports MSDP the room terrain type variable is sent as ROOM_TERRAIN&lt;br /&gt;
***If you run MY [[MSDP Script]] for tintin++ that var is $msdp_info[ROOM_TERRAIN]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Prestige Skill - Retreat: Flee to the last room you were in (directional flee). &lt;br /&gt;
***I&#039;ve never used this as a tactic to kill something, but could theoretically be handy to flee/heal/kill a mob in certain scenarios?&lt;br /&gt;
**Glass-Eye / Salinate: Fattys can empty their stomach and cast true-sight with native skills, which makes them very handy to fight mobs to punish drinking, or purge springs, or blind a shit ton, or are in rooms where you cannot quaff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|12 || dodge || 95 ||  fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||second attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|21||enhanced damage||75||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|23||parry||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|36||third attack||65||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|43||fourth attack||20||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||standard style||95&lt;br /&gt;
|-&lt;br /&gt;
|3||evasive style||95&lt;br /&gt;
|-&lt;br /&gt;
|11||aggressive style||75&lt;br /&gt;
|-&lt;br /&gt;
|13||defensive style||90&lt;br /&gt;
|-&lt;br /&gt;
|30||berserk style||65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|9||jab||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|10||water spout||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|20||laesa tronada||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|22||isscyll||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|26||lunge||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|31||thrust||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|35||diminue geysir||95||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|44||isfundere||95||sitting&lt;br /&gt;
|-&lt;br /&gt;
|47||vindur gong||80||sitting&lt;br /&gt;
|-&lt;br /&gt;
|48||feign||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||tronada macecle||95||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Isfundere &amp;amp; Vindur Gong are room attacks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|19||disarm||75||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|24||salinate||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|29||dual wield||90||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Salinate empties the stomach, similar to drinking from a magical spring, it is used at mobs/locations where you cannot drink from springs due to mob progs that damage upon drinking.&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|15||submerge||95||standing||aquabreath (only applicable when not underwater already) (440 rds) &lt;br /&gt;
|-&lt;br /&gt;
|17||seasight||95||fighting (aggressive)||scry (500 rds)&lt;br /&gt;
|-&lt;br /&gt;
|37||aquaeforme||95||fighting (berserk)|| +10 Resist Slash/Pierce, +10 Susceptible Blunt (300 rds)&lt;br /&gt;
|-&lt;br /&gt;
|38||iceshield||85||fighting (evasive)||elemental shield (210 rds)&lt;br /&gt;
|-&lt;br /&gt;
|45||mutiny||95||standing||Group Buff: +3 HR, +1 Lck, +50 AC (+ AC is a bad thing!) (70 rds)&lt;br /&gt;
|-&lt;br /&gt;
|49||glass eye||70||fighting||truesight (14 rds)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|33||vindur gust||95||fighting (defensive)||blind, -max mana (level of caster*4), and +ac (per level of caster) (5 rds)&lt;br /&gt;
|-&lt;br /&gt;
|40||seasting||75||standing||-50mv, -1dex (24 rds)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|2||fish||95||fighting (evasive)|| go fishing&lt;br /&gt;
|-&lt;br /&gt;
|4||pilfer||95||standing|| steal&lt;br /&gt;
|-&lt;br /&gt;
|5||fog||95||standing|| hide + sneak&lt;br /&gt;
|-&lt;br /&gt;
|6||broach||70||standing||pick lock&lt;br /&gt;
|-&lt;br /&gt;
|7||windwalk||95||fighting (defensive)||float&lt;br /&gt;
|-&lt;br /&gt;
|8||rummage||95||standing||search (faster, costs 5mana)&lt;br /&gt;
|-&lt;br /&gt;
|10||scan||85||standing||&lt;br /&gt;
|-&lt;br /&gt;
|14||create spring||95||fighting||&lt;br /&gt;
|-&lt;br /&gt;
|16||peek||95||can see mob&#039;s inventory&lt;br /&gt;
|-&lt;br /&gt;
|24||salinate||95||fighting||empties stomach like magical spring&lt;br /&gt;
|-&lt;br /&gt;
|34||swap||80||resting||exchange primary/dual weapons&lt;br /&gt;
|-&lt;br /&gt;
|39||control weather||95||standing||change weather&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usuals: cook, climb, dig, mount&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s have low base Con, so end up with low HP. Thus Fathomer&#039;s typically just dress in gear to compensate and get their HP up as much as possible. Their alpha attack (Vindur Gong) is base on stats (Dex &amp;amp; Luck) so secondarily dress for Dex/Luck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Align:&#039;&#039;&#039; Fathomers can be any align and are not difficult to dress in any case. Historically most fattys were Neutral so they could wear the best of both evil/devout gear to min/max their hp/stats. These days, devout is pretty popular (since they removed the primary item used to maintain neutral align, so now its more of a bitch to manage). Evil is also doable, but like all evils would be subject to decreased damage if the mob has the protection spell on it (1/4 damage reduction). &lt;br /&gt;
&lt;br /&gt;
Whichever you align you go you&#039;ll need to max Dex/Luck as best as you can, since Vindur Gong is based on those. Beyond that, your gear is purely aimed at increasing your survival chances so grab all the HP/AC and Con you can. Pick whichever alignment is a good fit for maxing Dex/Luck as best as possible and buffing HP/AC/Con based on which mobs you can run and gear you can actually obtain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Fathomer EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Rogue Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/Guise_of_the_Falcon Guise of the Falcon]&lt;br /&gt;
**Rewards&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_spaulders_of_the_Falcon The black ring mail spaulders of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_greaves_of_the_Falcon The black ring mail greaves of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_leather_boots_of_the_Falcon The black leather boots of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_Mask_of_the_Master_Rogue The Mask of the Master Rogue]&lt;br /&gt;
&lt;br /&gt;
*Seafarer&#039;s Research Quest: [https://rodpedia.realmsofdespair.info/wiki/Seafarer%27s_Research Rodpedia Page]&lt;br /&gt;
**Rewards&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_feathered_hat_of_the_sea_captain The feathered hat of the sea captain]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/A_mariner%27s_astrolabe A mariner&#039;s astrolabe] (Unlocks &#039;track&#039; skill for fathomers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomers are useful on a lot of runs, though nobody is sure why you would ever use one instead of something more powerful/versatile. I&#039;ve used them to clear the path to Seth (Onyx, Steps, Darkness), they&#039;re required for Inishie, and I&#039;ve been using my Buccaneer as my primary quester for over a year and he kills quest mobs rather well. Overall Vindur Gong hits enough stuff to make them useful in a wide variety of places.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Fathomer are... fine. Buccaneers are also fine. It&#039;s a rogue with some spells. They get those spells, but also much less damage output than Thieves.&lt;br /&gt;
&lt;br /&gt;
Vindur Gong is a good spell - however it also frequently misses, which nerfs your overall dps significantly. A significant frustration is watching your fathomer cast and miss vindur over and over and over.&lt;br /&gt;
&lt;br /&gt;
The issue is that MANY other classes would probably be better on most runs. Especially when you consider Prestige options, a Dread Vampire or Hunter is a way more powerful/useful character than a Buccaneer. But whatever floats your boat - fattys/buccs are totally fine and you&#039;ll be able to run shit with your friends just fine if you like the overall pirate flavor here.&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
&lt;br /&gt;
Buccaneers get all the usual prestige bonuses, and 3 specific skills. &lt;br /&gt;
&lt;br /&gt;
They are better than regular Fathomers, faster and more damage output, have more hp, but not by a huge degree. By comparison, a Ranger that prestige&#039;s into a Hunter gets a huuuuge increase in damage output. Bucc&#039;s less so. &lt;br /&gt;
&lt;br /&gt;
I have no real complaints about buccaneers, but they&#039;re not very exciting. They&#039;re a bit more stout and less squishy, but not a ton. &lt;br /&gt;
&lt;br /&gt;
*[[Prestige_Info#Single-class_bonuses | Buccaneer]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Warrior&amp;diff=4828</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Warrior&amp;diff=4828"/>
		<updated>2026-08-19T16:03:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Warrior Warrior]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Elf, Dwarf, Halfling, Half-Ogre, Half-Orc, Half-Troll, Half-Elf, Gith, Drow, Sea-Elf, Dragonborn.&lt;br /&gt;
**Race Recommendation: the bigger races (Dwarf, Half-Ogre/Orc/Troll) get more base hp, Half-Orc is most popular for 1 item that is H-Orc only.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039; Smash&lt;br /&gt;
**Does a set amount of damage. Inherently weak and sucks.&lt;br /&gt;
**Drastically improved by the item &#039;[https://rodpedia.realmsofdespair.info/wiki/Brutal_Force Brutal Force]&#039; (Smash Damage +250%)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level:&#039;&#039;&#039; 15 - 19 per level&lt;br /&gt;
**Prestige: 16 - 21 per level&lt;br /&gt;
*&#039;&#039;&#039;Average Hitpoints:&#039;&#039;&#039; (non-prestige) Average should be 17/level, but I seem to always average between 16 and 17, never higher, but maybe I just suck.&lt;br /&gt;
**Avg 16:   814&lt;br /&gt;
**Avg 16.5: 838&lt;br /&gt;
**Avg 17:   863&lt;br /&gt;
&lt;br /&gt;
In my experience, 845 - 865 is pretty normal.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Strength&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Dexterity&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Intelligence&lt;br /&gt;
&lt;br /&gt;
Suggested Base Stats: 18 str 16 dex 16 luck 12 wis&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Warrior Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Warrior||25||18||20||22||20||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Bludgeons - &amp;quot;Crushing, Pounding&amp;quot;&lt;br /&gt;
**Long Blades - &amp;quot;Slashing,  Slicing&amp;quot;&lt;br /&gt;
**Pugilism - &amp;quot;Blasting, Hitting, Suction, Biting&amp;quot;&lt;br /&gt;
**Polearms - &amp;quot;Hacking, Thrusting, Raking&amp;quot;&lt;br /&gt;
**Warriors get &amp;quot;Two-Handed&amp;quot; and &amp;quot;Dual Wield&amp;quot; weapon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Smash||Skill||None||None||None||None||None||None||None&lt;br /&gt;
|}&lt;br /&gt;
*Smash is a basic attack skill, like strike/punch/etc. It generally sucks and has no special features/considerations.&lt;br /&gt;
**Damage of smash is significantly increased (by 250%) by the arm equipment [https://rodpedia.realmsofdespair.info/wiki/Brutal_Force Brual Force] which is now basically a &#039;must have&#039; for Warriors throughout the realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Two-Handed Weapons: &lt;br /&gt;
***Warriors commonly wield the two-handed long sword &amp;quot;Nasr, Claymore of Sovereignty&amp;quot;. (aka &amp;quot;nasr warr&amp;quot;)&lt;br /&gt;
***Nasr is a magic weapon that also casts a spell along with each melee hit, dealing high melee damage, affording the warrior time to focus on healing. &lt;br /&gt;
**Stun&lt;br /&gt;
***The &#039;stun&#039; skill works on a small sub-set of mobs, and effectively immobilizes them from all attacks/actions for a few rounds. &lt;br /&gt;
**Rescue&lt;br /&gt;
***In combat, rescue makes the rescuer the tank (primary target of the mob). Two warriors rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||Enhanced Damage||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|1||Parry||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|5||2nd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|19||Dodge||70||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|23||3rd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|32||4th Attack||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|42||5th Attack||85||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|25||Grip||90||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||Aggresive||95&lt;br /&gt;
|-&lt;br /&gt;
|1||Standard||95&lt;br /&gt;
|-&lt;br /&gt;
|2||Defensive||95&lt;br /&gt;
|-&lt;br /&gt;
|2||Evasive||95&lt;br /&gt;
|-&lt;br /&gt;
|35||Berserk||95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||kick||85||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|15||punt||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|18||elbow||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||shoulder||90||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||jab||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|22||lunge||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|25||headbutt||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|25||punch||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|25||roundhouse||70||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|28||blitz||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|28||uppercut||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||bash||85||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|30||pummel||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|45||smash||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|48||stun||85||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|4||rescue||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|20||disarm||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|50||block||55||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
Rangers receive no self-buff skills&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|50||intimidate||95||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Intimidate is a reward for the [https://rodpedia.realmsofdespair.info/wiki/Solace%27s_Plight Solace&#039;s Plight Quest]&lt;br /&gt;
**It is a CHA based debuff that worsens an opponent&#039;s armor class, hitroll, susceptibility to nonmagic, and susceptibility to charm.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|8||doorbash||85||standing&lt;br /&gt;
|-&lt;br /&gt;
|21||aid||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|38||track||85||standing&lt;br /&gt;
|-&lt;br /&gt;
|46||scan||60||standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional things that are either common to all classes, so not very interesting, or completely useless: cook, dig, climb, mount, swap, search.&lt;br /&gt;
&lt;br /&gt;
=Stun Tactics=&lt;br /&gt;
&lt;br /&gt;
There are not really any tactics with stun, its just a regular combat attack you launch in combat. &lt;br /&gt;
&lt;br /&gt;
*Stun inflicts the Paralysis status for about 4 rounds. &lt;br /&gt;
**While stunned, the mob has no attacks, no parry/dodge/etc passive skills. All of your passive melee hits will land, as well as all combat attacks.&lt;br /&gt;
**In older SMAUG code, stun success is based on comparing player&#039;s Str + Dex vs victim&#039;s Str + Dex, this likely is still the case. &lt;br /&gt;
*Stun expends movement points to use. When you are out of moves, you can no longer stun. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s about it. Not much to it. Limited use cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Warrior EQ]]&lt;br /&gt;
&lt;br /&gt;
Typically Warriors would dress for high HP as their priority. AC and DR would both be raised as much as possible secondarily. Make sure to keep Str &amp;amp; Dex maxed. Finally raise Lck as much as possible. &lt;br /&gt;
&lt;br /&gt;
*Devout: Easy to equip, the defacto standard alignment for Warriors.&lt;br /&gt;
*Neut: Limited application, though there is gear for it out there. No real &#039;need&#039; to be neut with a warrior that I know of.&lt;br /&gt;
*Evil: More difficult to equip, but just as nice as devout if you can do it.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Fighter Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/The_Dragonlord%27s_Battle_Armor|The Dragonlord&#039;s Battle Armor]&lt;br /&gt;
**None of this gear is super useful, especially given the effort, and is easily outclassed by other stuff.&lt;br /&gt;
*Warrior Quest: [https://rodpedia.realmsofdespair.info/wiki/Solace%27s_Plight  Solace&#039;s Plight]&lt;br /&gt;
**Rewards: [https://rodpedia.realmsofdespair.info/wiki/Intimidate| Intimidate skill ] and [https://rodpedia.realmsofdespair.info/wiki/Dragonspawn_gauntlets Dragonspawn Gauntlets]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
Warriors are a character that gets more and more useful as you develop them: &lt;br /&gt;
*Warriors who have obtained [https://rodpedia.realmsofdespair.info/wiki/Brutal_Force Brutal Force] (aka &#039;smash arms&#039;) are much more well suited for dealing damage. &lt;br /&gt;
*Warriors who have prestiged gain a lot of oomph as well. &lt;br /&gt;
&lt;br /&gt;
The combinations of smash arms, prestige, and nasr, can make warriors very viable class for a lot or runs.&lt;br /&gt;
&lt;br /&gt;
Warrior are commonly used for things where Nasr lands. I can&#039;t think of any specific runs right now.... shows how much I use my warrior. Colossal Humanoid! There&#039;s one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stuns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stun tactics work on things like the chessmen in Glimwinkles, and a bunch of others I currently forget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
Warriors do not get many fun/interesting skills, and zero spells. Their primary gameplay involves wielding a Nasr and letting it chew through mobs. For significant runs, rescue tactics are useful. Stun is useful although very limited in its application, mostly used for small mobs en route to larger ones, or basic eq gathering. As a &#039;first character&#039; you won&#039;t be doing much &#039;fun&#039; at all, just basic fighting. &lt;br /&gt;
&lt;br /&gt;
The equipment Brutal Force is almost a requirement for use of a Warrior as an alpha attacker, otherwise Smash is rather lackluster. Brutal Force increased Smash + Nasr is very nice now, and opens up more range of application for Warriors. &lt;br /&gt;
&lt;br /&gt;
As a support character, they function well as a potion mule and to lead your groups of other chars around with good visibility on your surroundings.&lt;br /&gt;
&lt;br /&gt;
Within the Fighter genre, Warrior&#039;s heavily overlap with Rangers, aside from the &#039;stun&#039; gimmick attack. See [[Fighter]] for a comparison within the genre.&lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Warrior| Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
*[[Prestige_Info_Tables#Warrior-Multiclass|Warrior-Multiclass Options]]:&lt;br /&gt;
**Warrior&#039;s can cross with: Thief, Cleric, Druid, Mage&lt;br /&gt;
&lt;br /&gt;
Prestige warriors are stronger/faster thanks to the general prestige upgrades, and gain a variety of magic/skills from any of the secondary classes.&lt;br /&gt;
&lt;br /&gt;
The Cleric/Druid/Mage options add magical abilities. The Thief variety adds things like hide/sneak and upgrades disarm/dodge, etc.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Alpha_Attacks&amp;diff=4827</id>
		<title>Alpha Attacks</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Alpha_Attacks&amp;diff=4827"/>
		<updated>2026-08-19T16:03:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
 &#039;&#039;&#039;Huge Disclaimer:&#039;&#039;&#039; This table is based on hearsay, myth, rumor, suspicion, being high, conspiracy theories, and a tiny bit of testing.  &lt;br /&gt;
&lt;br /&gt;
So if you see something here and think &amp;quot;this guy doesn&#039;t know what he&#039;s talking about&amp;quot; uh, yea, no shit bro. This page is for fucking newbs what are you doing here? I&#039;m just trying to assemble some general knowledge, most of which is available in game help files, but is hard to mentally round up into one cohesive view. The intention here is mostly just to show people how the primary attacks MAY work. Even if I&#039;m wrong about some specifics, the point I&#039;d like to show newbs is that the game design of these attacks is well varied, various character attributes matter, and also which spells can buff/debuff them cuz that&#039;s tricky to figure out from help files as a newb.&lt;br /&gt;
&lt;br /&gt;
*The old SMAUG 1.8 release doesn&#039;t even contain 98% of these attacks, so we have no code based data for most.&lt;br /&gt;
*Some info has been provided via announcements, which is the best data we can get. Noted where applicable.&lt;br /&gt;
*If you&#039;re not sure what RIS Type, Resist/Sucept, and Saving throws are, read [[Resistances]] and [[Saving Throws]] first.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class&lt;br /&gt;
!Attack&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw?&lt;br /&gt;
|-&lt;br /&gt;
|[[Augurer]]||Spiral Blast|| HP || Spell || None || None || None || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Mage]]||Quantum Spike|| None || Spell || Energy || Ethereal Shield || Ethereal Funnel || Yes (1/2 Damage)&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage]]||Paradox Flux|| None || Spell || Energy || Ethereal Shield || Ethereal Funnel || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Nephandi]]||Qlippothic Shift|| None || Spell || Energy || Ethereal Shield || Ethereal Funnel || No &lt;br /&gt;
|- &lt;br /&gt;
|[[Cleric]]||Virtue|| Wis &amp;amp; Cha || Spell || Holy ||Nimbus of Light || (Dev Cleric: Salvation) || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Vindur Gong|| Dex &amp;amp; Lck &amp;amp; Mvs || Spell ||Energy || Ethereal Shield || Ethereal Funnel || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Druid]]||Dorn Nadur|| Mana* ||Spell || None|| None || None || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire]]||Grasp Suspiria||Int &amp;amp; DR*|| Skill || Drain || Resilience || (Neph: Feebleness) || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Circle|| DR || Skill|| (Weapon Based*) || Magic/NonMagic Resists* || Unravel Defense || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||Shieldbash|| Str &amp;amp; Wis || Skill || None || None || None || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ranger]]||Gash|| Str &amp;amp; Wis || Skill || None|| None || None || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Warrior]]||Smash|| None || Skill || None || None || None || No &lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarian]]||Rend|| Con || Skill || None || None || None || No &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Where the damage modifier is stats, damage output is therefore capped by max stats (prestige can increase)&lt;br /&gt;
**Where the damage modifier is &#039;None&#039;, in some cases Level is the modifier, so it does scale up but is capped at level 50.&lt;br /&gt;
***Damage caps can be extended by equipment that gives a bonus to that attack.&lt;br /&gt;
**Dorn Nadur damage modifier announced in &#039;news 1171&#039;&lt;br /&gt;
***Note the mana modifier is your CURRENT mana at time of casting.&lt;br /&gt;
**Grasp Suspirira damage modifier announced in &#039;news 1149&#039;&lt;br /&gt;
***Int is the primary modifier, the DR addition appears to scale with diminishing returns at higher DRs. &lt;br /&gt;
**Circle is RIS type Magic or NonMagic, based on your weapons.&lt;br /&gt;
***Circle is not RIS type Piercing (even though a piercing weapon is required)&lt;br /&gt;
**Spells are Magic ATTACKS that do &#039;RIS Type&#039; DAMAGE. &lt;br /&gt;
***Immunity checks the attack type, Resistance/Susceptibility checks the damage type. (See [[Resistances]])&lt;br /&gt;
&lt;br /&gt;
There is more specific information on each class page linked above&lt;br /&gt;
&lt;br /&gt;
There is an additional rundown on [[Class_Info#Primary_Attacks|Class Info Page]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Thief&amp;diff=4826</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Thief&amp;diff=4826"/>
		<updated>2026-08-19T15:48:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Thief Thief]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Rogue]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Drow, Dwarf, Elf, Gith, Gnome, Half-Elf, Half-Ogre, Half-Orc, Half-Troll, Halfling, Human, Pixie, Sea-elf, Tiefling&lt;br /&gt;
**Race Recommendation: Historically, H-Orc/Ogre/Troll so they can wear like one specific piece of eq to min/max DR. Which was always kinda silly and kinda still is. These days with prestige options you might want to consider something that can prestige as a Thief-Whatever. See [[Prestige_Info_Tables#Thief_Multiclass |Here]]&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039; Circle&lt;br /&gt;
**Martial weapon attack, requires short-blade, requires initiative vs. mob (see below)&lt;br /&gt;
**Damage based on DR (uncapped) (there is also some eq that gives a bonus to circle damage)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level:&#039;&#039;&#039; 12 - 17  (avg 14.5)&lt;br /&gt;
**Prestige: 13 - 19&lt;br /&gt;
*&#039;&#039;&#039;Average Hitpoints:&#039;&#039;&#039; (non-prestige) You&#039;ll approach an average of 14.5 hp/level, if you end up at 14 or 15 you&#039;ll be a tad low/high to the overall average:&lt;br /&gt;
**Avg 14:   716&lt;br /&gt;
**Avg 14.5: 740&lt;br /&gt;
**Avg 15:   765&lt;br /&gt;
&lt;br /&gt;
In my experience I usually land in the 720-740 range.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Dexterity&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Charisma&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Thief Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Stats:&#039;&#039;&#039; Dex 18, Str 16+, Luck 16+. &lt;br /&gt;
&lt;br /&gt;
An argument could be made for training Con over Luck too. (Luck is involved in circle&#039;s hit rate, and has been traditionally maxed as much as possible, however in testing it over several hundred circles it honestly doesn&#039;t seem to make a major observable difference anyways). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Short-blades - &amp;quot;Piercing, Stabbing&amp;quot;&lt;br /&gt;
**Flexible Arms - &amp;quot;Whipping&amp;quot;&lt;br /&gt;
**Thieves get &amp;quot;Dual Wield&amp;quot; weapon skill&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
!Lag&lt;br /&gt;
|-&lt;br /&gt;
|Circle||Skill||DR Based||Weapon Based||Weapon Based||Weapon Based||Weapon Based||&amp;quot;Not Distracted&amp;quot;||Piercing Weapon|| 4-bars&lt;br /&gt;
|}&lt;br /&gt;
*Circle scales with DR and is uncapped. It is traditionally considered the strongest hit in the game because of this.&lt;br /&gt;
*Circle&#039;s damage type, and a mobs [[RIS]] to it, is based on your weapon being Magic or NonMagic&lt;br /&gt;
**Note that circle requires a piercing weapon but is NOT &#039;piercing damage&#039; as one might think.&lt;br /&gt;
*The concept of &#039;distracted&#039; means that you must have &amp;quot;priority&amp;quot; in the fight over the mob. &lt;br /&gt;
**If the mob is aggro, it has priority and you cannot circle (unless others rescue you and you re-attack freely)&lt;br /&gt;
**If the mob is non-aggro, and someone dies, you will lose circle (unless rescued, or the mob switches tanks)&lt;br /&gt;
**If you flee, and the mob chases you and aggro&#039;s you, you will lose circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This mechanic is a bit tricky to figure out how it works behind the scenes in code. The old SMAUG 1.8 code seems to gate circle behind the requirement that the number of &#039;fighters&#039; is 2 or more:  &lt;br /&gt;
     if ( victim-&amp;gt;num_fighting &amp;lt; 2 )&lt;br /&gt;
    {&lt;br /&gt;
    act( AT_PLAIN, &amp;quot;You can&#039;t circle around them without a distraction.&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
After much discussion with Claude about the fight.c file, neither of us really understand how this works in current realms code. &lt;br /&gt;
&lt;br /&gt;
EITHER the code above from SMAUG 1.8 is just different (and gates circle to fights with 2 fighters attacking a mob -- which DOES make thematic sense really: one guy fights and &#039;distracts&#039; the mob while the other &#039;circles around&#039; the mob to stab it in the back) &lt;br /&gt;
&lt;br /&gt;
OR  the code is just trickier and links to other functions to adjust that num_fighting for this purpose, and probably others. It could be counting the player AND the mob to equal 2 and permit circle for example. That may only happen when player attacks mob, and not when mob attacks player, thus permitting circle only when the player initiates combat. When people die/flee/rescue, the fight may be stopped/restarted with the mob aggro&#039;ing and thus hitting the same scenario as a regular aggro mob and locking out circle. I think something of this nature is what happening, butttt i&#039;m too lazy to install claude cli and have it run through the entire source code to figure it out. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Backstab: Very strong attack to initiate combat&lt;br /&gt;
**Only valid for initial hit, cannot be used once in combat&lt;br /&gt;
**Only valid if mob is in perfect health&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||dodge||95%||fighting (aggresive)&lt;br /&gt;
|-&lt;br /&gt;
|10||second attack||90%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|33||third attack||70%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|37||grip||35%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|44||enhanced damage||70%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|46||tumble||95%||fighting (aggresive)&lt;br /&gt;
|-&lt;br /&gt;
|47||fourth attack||30%||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||aggressive style||80%&lt;br /&gt;
|-&lt;br /&gt;
|1||defensive style||95%&lt;br /&gt;
|-&lt;br /&gt;
|1||standard style||85%&lt;br /&gt;
|-&lt;br /&gt;
|2||evasive style||95%&lt;br /&gt;
|-&lt;br /&gt;
|33||berserk style||45%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||backstab||95%||standing&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95%||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|9||jab||95%||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|10||swipe||85%||fighting&lt;br /&gt;
|-&lt;br /&gt;
|15||knee||70%||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|19||spinkick||90%||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||gouge||95%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|21||leap||95%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|23||headbutt||60%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|25||circle||95%||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|25||vault||90%||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|30||punch||50%||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|10||disarm||90%||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|40||dual-wield||85%||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|35||falcon sight||detect hidden||80%||standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thieves receive no DeBuff spells (they do get &#039;disarm&#039; skill, which is kinda a debuff)&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||hide||85%||standing&lt;br /&gt;
|-&lt;br /&gt;
|1||pick lock||95%||standing&lt;br /&gt;
|-&lt;br /&gt;
|1||sneak||95%||standing&lt;br /&gt;
|-&lt;br /&gt;
|1||steal||95%||standing&lt;br /&gt;
|-&lt;br /&gt;
|4||peek||95%||standing&lt;br /&gt;
|-&lt;br /&gt;
|7||scan||90%||standing&lt;br /&gt;
|-&lt;br /&gt;
|15||track||85%||standing&lt;br /&gt;
|-&lt;br /&gt;
|16||detrap||90%||sitting&lt;br /&gt;
|-&lt;br /&gt;
|18||aid||70%||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|27||poison weapon||85%||standing&lt;br /&gt;
|-&lt;br /&gt;
|32||estimate||95%||resting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usuals: cook, climb, dig, mount, search&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
Thieves &#039;circle&#039; alpha-attack is based on DR, thieves dress to max DR above all else. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devout:&#039;&#039;&#039; Fairly uncommon, difficult to achieve high DR as a new player&lt;br /&gt;
*&#039;&#039;&#039;Neut:&#039;&#039;&#039; The most popular align for thieves, unlocks high DR equipment pieces &lt;br /&gt;
*&#039;&#039;&#039;Evil:&#039;&#039;&#039; The easiest align to dress a thief for, will achieve decently high DR &lt;br /&gt;
**Subject to mobs having &#039;protection&#039; spell reducing damage by 1/4. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info &amp;amp; Examples:&#039;&#039;&#039; [[Thief EQ]]&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039; &lt;br /&gt;
*Rogue Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/Guise_of_the_Falcon Guise of the Falcon]&lt;br /&gt;
**Rewards&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_spaulders_of_the_Falcon The black ring mail spaulders of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_ring_mail_greaves_of_the_Falcon The black ring mail greaves of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_black_leather_boots_of_the_Falcon The black leather boots of the Falcon]&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/The_Mask_of_the_Master_Rogue The Mask of the Master Rogue]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misc:&#039;&#039;&#039;&lt;br /&gt;
*Thieves (Rogues in general) pick locks, steal, and can peek into a mobs inventory. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thieves were the defacto run character for years, and they can still do that, but also many mobs have anti-circle progs to block them out. There are ample runs a thief can participate in, too many to list.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Thieves are the boomers of realms. For years and years they were the &#039;best&#039; character since circle is uncapped and scales with DR, they hit the hardest and having high dex (25) makes them great hitters. &lt;br /&gt;
&lt;br /&gt;
These days, with Prestige options, there are plenty of characters that can be used for various runs, there are only a few left where you would really want/need to bring a Thief. &lt;br /&gt;
&lt;br /&gt;
Gameplay-wise, they&#039;re boring. They get no magic, no fun skills, they just hit. Circle has long lag (4 bars), so its basically a game of circling.... waiting to see how much damage you eat.... quaff to full, circle again..... repeat until you die of old age. There is not much more to them.&lt;br /&gt;
&lt;br /&gt;
Thieves are needed a full places just to pick locks, detrap, etc. At this point that&#039;s basically the only time I use mine. (I was primarily a Thief for like the first 15 years I played, turns out that was a horrible idea, and I find all the other classes vastly more fun now).&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
*[[Prestige_Info_Tables#Thief-Multiclass|Thief-Multiclass Options]]:&lt;br /&gt;
**Thieves can cross with: Warrior, Cleric, Druid, Mage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prestige options do make thieves more versatile than their old boomer versions. However, many people with &#039;old&#039; thief characters will be races that cannot multi with the magic caster classes, for example a Half-Orc thief can only become a Thi-War because Half-Orcs cannot be Mages, Clerics, or Druids. &lt;br /&gt;
&lt;br /&gt;
Thief-Warrior just adds some additional beef, which is cool, but its mostly invisible auto-stuff that you don&#039;t really get to use, you just &amp;quot;are&amp;quot; better. &lt;br /&gt;
&lt;br /&gt;
Thief-Druid is pretty sick, and probably the best one. Get useful spells, makes thieves much more independent adventurers.&lt;br /&gt;
&lt;br /&gt;
Thief-Mage and Thief-Cleric are both fine, I don&#039;t really know anyone in love with either, but they&#039;re fine. Crossing with Druid kinda gives you similar stuff but a longer list of spells so, not sure what going thi-mag or thi-cle gives you that would really be &#039;worth it&#039; comparatively.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Warrior&amp;diff=4825</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Warrior&amp;diff=4825"/>
		<updated>2026-08-19T15:10:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Warrior Warrior]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Elf, Dwarf, Halfling, Half-Ogre, Half-Orc, Half-Troll, Half-Elf, Gith, Drow, Sea-Elf, Dragonborn.&lt;br /&gt;
**Race Recommendation: the bigger races (Dwarf, Half-Ogre/Orc/Troll) get more base hp, Half-Orc is most popular for 1 item that is H-Orc only.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039; Smash&lt;br /&gt;
**Does a set amount of damage. Inherently weak and sucks.&lt;br /&gt;
**Drastically improved by the item &#039;[https://rodpedia.realmsofdespair.info/wiki/Brutal_Force Brutal Force]&#039; (Smash Damage +250%)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level:&#039;&#039;&#039; 15 - 19 per level&lt;br /&gt;
**Prestige: 16 - 21 per level&lt;br /&gt;
*&#039;&#039;&#039;Average Hitpoints:&#039;&#039;&#039; (non-prestige) Average should be 17/level, but I seem to always average between 16 and 17, never higher, but maybe I just suck.&lt;br /&gt;
**Avg 16:   814&lt;br /&gt;
**Avg 16.5: 838&lt;br /&gt;
**Avg 17:   863&lt;br /&gt;
&lt;br /&gt;
In my experience, 845 - 865 is pretty normal.&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Strength&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Dexterity&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Intelligence&lt;br /&gt;
&lt;br /&gt;
Suggested Base Stats: 18 str 16 dex 16 luck 12 wis&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Warrior Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Warrior||25||18||20||22||20||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Bludgeons - &amp;quot;Crushing, Pounding&amp;quot;&lt;br /&gt;
**Long Blades - &amp;quot;Slashing,  Slicing&amp;quot;&lt;br /&gt;
**Pugilism - &amp;quot;Blasting, Hitting, Suction, Biting&amp;quot;&lt;br /&gt;
**Polearms - &amp;quot;Hacking, Thrusting, Raking&amp;quot;&lt;br /&gt;
**Warriors get &amp;quot;Two-Handed&amp;quot; and &amp;quot;Dual Wield&amp;quot; weapon skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Smash||Skill||None||None||None||None||None||None||None&lt;br /&gt;
|}&lt;br /&gt;
*Smash is a basic attack skill, like strike/punch/etc. It generally sucks and has no special features/considerations.&lt;br /&gt;
**Damage of smash is significantly increased (by 250%) by the arm equipment [https://rodpedia.realmsofdespair.info/wiki/Brutal_Force Brual Force] which is now basically a &#039;must have&#039; for Warriors throughout the realms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Two-Handed Weapons: &lt;br /&gt;
***Warriors commonly wield the two-handed long sword &amp;quot;Nasr, Claymore of Sovereignty&amp;quot;. (aka &amp;quot;nasr warr&amp;quot;)&lt;br /&gt;
***Nasr is a magic weapon that also casts a spell along with each melee hit, dealing high melee damage, affording the warrior time to focus on healing. &lt;br /&gt;
**Stun&lt;br /&gt;
***The &#039;stun&#039; skill works on a small sub-set of mobs, and effectively immobilizes them from all attacks/actions for a few rounds. &lt;br /&gt;
**Rescue&lt;br /&gt;
***In combat, rescue makes the rescuer the tank (primary target of the mob). Two warriors rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||Enhanced Damage||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|1||Parry||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|5||2nd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|19||Dodge||70||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|23||3rd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|32||4th Attack||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|42||5th Attack||85||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|25||Grip||90||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||Aggresive||95&lt;br /&gt;
|-&lt;br /&gt;
|1||Standard||95&lt;br /&gt;
|-&lt;br /&gt;
|2||Defensive||95&lt;br /&gt;
|-&lt;br /&gt;
|2||Evasive||95&lt;br /&gt;
|-&lt;br /&gt;
|35||Berserk||95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||kick||85||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|15||punt||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|18||elbow||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||shoulder||90||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||jab||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|22||lunge||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|25||headbutt||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|25||punch||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|25||roundhouse||70||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|28||blitz||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|28||uppercut||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||bash||85||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|30||pummel||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|45||smash||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|48||stun||85||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|4||rescue||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|20||disarm||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|50||block||55||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; Debuffs==&lt;br /&gt;
Rangers receive no self-buff skills&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|50||intimidate||95||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Intimidate is a reward for the [https://rodpedia.realmsofdespair.info/wiki/Solace%27s_Plight Solace&#039;s Plight Quest]&lt;br /&gt;
**It is a CHA based debuff that worsens an opponent&#039;s armor class, hitroll, susceptibility to nonmagic, and susceptibility to charm.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|8||doorbash||85||standing&lt;br /&gt;
|-&lt;br /&gt;
|21||aid||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|38||track||85||standing&lt;br /&gt;
|-&lt;br /&gt;
|46||scan||60||standing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional things that are either common to all classes, so not very interesting, or completely useless: cook, dig, climb, mount, swap, search.&lt;br /&gt;
&lt;br /&gt;
=Stun Tactics=&lt;br /&gt;
&lt;br /&gt;
There are not really any tactics with stun, its just a regular combat attack you launch in combat. &lt;br /&gt;
&lt;br /&gt;
*Stun inflicts the Paralysis status for about 4 rounds. &lt;br /&gt;
**While stunned, the mob has no attacks, no parry/dodge/etc passive skills. All of your passive melee hits will land, as well as all combat attacks.&lt;br /&gt;
**In older SMAUG code, stun success is based on comparing player&#039;s Str + Dex vs victim&#039;s Str + Dex, this likely is still the case. &lt;br /&gt;
*Stun expends movement points to use. When you are out of moves, you can no longer stun. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s about it. Not much to it. Limited use cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Warrior EQ]]&lt;br /&gt;
&lt;br /&gt;
Typically Warriors would dress for high HP as their priority. AC and DR would both be raised as much as possible secondarily. Make sure to keep Str &amp;amp; Dex maxed. Finally raise Lck as much as possible. &lt;br /&gt;
&lt;br /&gt;
*Devout: Easy to equip, the defacto standard alignment for Warriors.&lt;br /&gt;
*Neut: Limited application, though there is gear for it out there. No real &#039;need&#039; to be neut with a warrior that I know of.&lt;br /&gt;
*Evil: More difficult to equip, but just as nice as devout if you can do it.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Fighter Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/The_Dragonlord%27s_Battle_Armor|The Dragonlord&#039;s Battle Armor]&lt;br /&gt;
**None of this gear is super useful, especially given the effort, and is easily outclassed by other stuff.&lt;br /&gt;
*Warrior Quest: [https://rodpedia.realmsofdespair.info/wiki/Solace%27s_Plight  Solace&#039;s Plight]&lt;br /&gt;
**Rewards: [https://rodpedia.realmsofdespair.info/wiki/Intimidate| Intimidate skill ] and [https://rodpedia.realmsofdespair.info/wiki/Dragonspawn_gauntlets Dragonspawn Gauntlets]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
Warriors are a character that gets more and more useful as you develop them: &lt;br /&gt;
*Warriors who have obtained [https://rodpedia.realmsofdespair.info/wiki/Brutal_Force Brutal Force] (aka &#039;smash arms&#039;) are much more well suited for dealing damage. &lt;br /&gt;
*Warriors who have prestiged gain a lot of oomph as well. &lt;br /&gt;
&lt;br /&gt;
The combinations of smash arms, prestige, and nasr, can make warriors very viable class for a lot or runs.&lt;br /&gt;
&lt;br /&gt;
Warrior are commonly used for things where Nasr lands. I can&#039;t think of any specific runs right now.... shows how much I use my warrior. Colossal Humanoid! There&#039;s one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stuns:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stun tactics work on things like the chessmen in Glimwinkles, and a bunch of others I currently forget.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
Warriors do not get many fun/interesting skills, and zero spells. Their primary gameplay involves wielding a Nasr and letting it chew through mobs. For significant runs, rescue tactics are useful. Stun is useful although very limited in its application, mostly used for small mobs en route to larger ones, or basic eq gathering. As a &#039;first character&#039; you won&#039;t be doing much &#039;fun&#039; at all, just basic fighting. &lt;br /&gt;
&lt;br /&gt;
The equipment Brutal Force is almost a requirement for use of a Warrior as an alpha attacker, otherwise Smash is rather lackluster. Brutal Force increased Smash + Nasr is very nice now, and opens up more range of application for Warriors. &lt;br /&gt;
&lt;br /&gt;
As a support character, they function well as a potion mule and to lead your groups of other chars around with good visibility on your surroundings.&lt;br /&gt;
&lt;br /&gt;
Within the Fighter genre, Warrior&#039;s heavily overlap with Rangers, aside from the &#039;stun&#039; gimmick attack. See [[Fighter]] for a comparison within the genre.&lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Warrior| Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
*[[Prestige_Info_Tables#Warrior-Multiclass|Warrior-Multiclass Options]]:&lt;br /&gt;
**Warrior&#039;s can cross with: Thief, Cleric, Druid, Mage&lt;br /&gt;
&lt;br /&gt;
Prestige warriors are stronger/faster thanks to the general prestige upgrades, and gain a variety of magic/skills from any of the secondary classes.&lt;br /&gt;
&lt;br /&gt;
The Cleric/Druid/Mage options add magical abilities. The Thief variety adds things like hide/sneak and upgrades disarm/dodge, etc.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Barbarian&amp;diff=4824</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Barbarian&amp;diff=4824"/>
		<updated>2026-08-19T15:00:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Barbarian Barbarian]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;HP Gain:&#039;&#039;&#039; &lt;br /&gt;
**Prestige: &lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Suggested Base Stats: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Barbarian Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Barbarian||25||18||20||20||22||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Rend||Skill||Constitution||?||?||?||?||None||Bare-Handed||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Rend is a physical attack skill. You must not be wearing weapons. &lt;br /&gt;
**As such, barbs will fight bare-handed most of the time, which means you don&#039;t get the additional stats/affects of weapons, but which does mean that you don&#039;t have to worry about mobs who are immune to the magic/non-magic damage of weapons, or being disarmed. &lt;br /&gt;
**It&#039;s damage is just based on Con and is capped by your max con (22). It does not scale beyond max con the same way damage reduction does.&lt;br /&gt;
*I don&#039;t know what type of damage rend does, like non-magic maybe, but it may no-type (similar to gash). I don&#039;t believe there are any [[RIS]] that impact rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Skill &amp;amp; Gameplay=&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment Info &amp;amp; Examples: [[Barb EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Within the Fighter genre, &lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Barbarian| Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
Barbarians cannot Prestige&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Barbarian&amp;diff=4823</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Barbarian&amp;diff=4823"/>
		<updated>2026-08-19T14:59:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Barbarian Barbarian]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;HP Gain:&#039;&#039;&#039; &lt;br /&gt;
**Prestige: &lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Suggested Base Stats: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Barbarian Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Barbarian||25||18||20||20||22||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Rend||Skill||Constitution||?||?||?||?||None||Bare-Handed||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Rend is a physical attack skill. You must not be wearing weapons. It&#039;s damage is just based on Con and is capped by your max con (it does not scale beyond max con the same way damage reduction does).&lt;br /&gt;
**As such, barbs will fight bare-handed most of the time, which means you don&#039;t get the additional stats/affects of weapons, but which does mean that you don&#039;t have to worry about mobs who are immune to the magic/non-magic damage of weapons, or being disarmed. &lt;br /&gt;
*I don&#039;t know what type of damage rend does, like non-magic maybe, but it may no-type (similar to gash). I don&#039;t believe there are any [[RIS]] that impact rend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Skill &amp;amp; Gameplay=&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment Info &amp;amp; Examples: [[Barb EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Within the Fighter genre, &lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Barbarian| Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
Barbarians cannot Prestige&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=RIS&amp;diff=4822</id>
		<title>RIS</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=RIS&amp;diff=4822"/>
		<updated>2026-08-19T14:58:16Z</updated>

		<summary type="html">&lt;p&gt;Admin: Redirected page to Resistances&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Resistances]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=User:Admin&amp;diff=4821</id>
		<title>User:Admin</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=User:Admin&amp;diff=4821"/>
		<updated>2026-08-19T14:58:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[notepad]]&lt;br /&gt;
&lt;br /&gt;
[[Teleport]]&lt;br /&gt;
&lt;br /&gt;
[[RIS]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Paladin&amp;diff=4820</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Paladin&amp;diff=4820"/>
		<updated>2026-08-19T14:23:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Paladin Paladin]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Dwarf, Human, Elf, Half-Elf.&lt;br /&gt;
**Race Recommendation: Any. I like Dwarf which gets higher base hp, and the &#039;patch&#039; skill to repair equipment in the field.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039; Shieldbash&lt;br /&gt;
**Requires you to be the primary mob target (i.e. tanking). Damage based on stats (Str + Wis). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level:&#039;&#039;&#039; 15 - 19&lt;br /&gt;
**Prestige 16 - 21&lt;br /&gt;
*&#039;&#039;&#039;MN Gained per Level:&#039;&#039;&#039; 2 - 7&lt;br /&gt;
**Prestige: 3 - 9&lt;br /&gt;
*&#039;&#039;&#039;Average Hitpoints:&#039;&#039;&#039; (non-prestige) Should be 17, they tend to come in a little over that around 17.5&lt;br /&gt;
**Avg 17:    863&lt;br /&gt;
**Avg 17.5:  887&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Strength&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Wisdom&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Intelligence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Max Paladin Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Paladin||25||18||22||20||20||20||20&lt;br /&gt;
|-&lt;br /&gt;
|Knight||26||18||22||20||20||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Bludgeons - &amp;quot;Crushing, Pounding&amp;quot;&lt;br /&gt;
**Long Blades - &amp;quot;Slicing, Slashing&amp;quot;&lt;br /&gt;
**Polearms - &amp;quot;Hacking, Thrusting, Raking&amp;quot;&lt;br /&gt;
**Paladins get &amp;quot;Two-Handed&amp;quot; and &amp;quot;Dual Wield&amp;quot; weapon skills&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage Modifier&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Shieldbash||Skill)||Wisdom||None||None||None||None||None||Wear a shield||Must be Tanking&lt;br /&gt;
|}&lt;br /&gt;
*Shieldbash is a skill attack that is based on your Wisdom, requires you to be wearing a shield (duh) and requires you to be the primary target of the mob&#039;s attack (i.e. Tanking). As such, it&#039;s tough to run mobs that change tanks frequently on a pally because once they switch you&#039;re left with your thumb up your ass doing nothing, trying to rescue the new tank to resume tanking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Two-Handed Weapons&lt;br /&gt;
***Paladins can wear two-handed swords, such as the long sword &amp;quot;Nasr, Claymore of Sovereignty&amp;quot;.&lt;br /&gt;
***Wearing a two-handed weapon requires not wearing a shield, so Paladins will lose their ability to Shieldbash.&lt;br /&gt;
**Rescue&lt;br /&gt;
***In combat, rescue makes the rescuer the tank (primary target of the mob). Two characters rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth. Note that while not-tanking, the Paladin will not be able to shieldbash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|1||Enhanced Damage||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|1||Parry||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|10||2nd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|12||Dodge||75||fighting (aggresive)&lt;br /&gt;
|-&lt;br /&gt;
|20||3rd Attack||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|32||Grip||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|37||4th Attack||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|50||5th Attack||49||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||Standard||95&lt;br /&gt;
|-&lt;br /&gt;
|8||Aggressive||95&lt;br /&gt;
|-&lt;br /&gt;
|14||Evasive||70&lt;br /&gt;
|-&lt;br /&gt;
|23||Defensive||70&lt;br /&gt;
|-&lt;br /&gt;
|46||Berserk||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|10||spurn||85||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|15||punt||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|19||lunge||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|25||punch||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|40||tzadkiels touch||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|43||shieldbash||90||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|9||bethsaidean touch||75||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|9||rescue||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|13||expurgation||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|15||dispel evil||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|39||fortify||75||fighting&lt;br /&gt;
|-&lt;br /&gt;
|48||righteous stand||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|49||shieldblock||50||fighting (aggressive)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; A lot of these could fall under the Buffs or Utility Skills sections, or here, but I think it makes sense to highlight them here.&lt;br /&gt;
**Bethsaidean Touch is &#039;cure blind&#039;&lt;br /&gt;
**Expurgation is &#039;cure poison&#039;&lt;br /&gt;
**Dispel Evil I have never used in my life and have no idea what it does&lt;br /&gt;
**Fortify is highly unlikely to be used, but, technically falls in this category&lt;br /&gt;
**Righteous stand is a Group Buff, but also listing here as its a common Pally combat function&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; DeBuffs==&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|12||float||not walk||75||fighting&lt;br /&gt;
|-&lt;br /&gt;
|12||invis||invisibility||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|1||armor||-20 AC||90||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|5||bless||-6 Sv Spell, +6 HR||fighting&lt;br /&gt;
|-&lt;br /&gt;
|7||detect poison||Show poison flag||60||standing&lt;br /&gt;
|-&lt;br /&gt;
|9||detect hidden||Show hide flag||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|22||breath of heaven||aqua breath||85||resting&lt;br /&gt;
|-&lt;br /&gt;
|30||benefic aura||Protection||85||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|35||crusade||Group +10% healing||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|35||sacral divinity||Sanctuary||75||standing&lt;br /&gt;
|-&lt;br /&gt;
|42||divine armor||-60AC, +5 R:UNHLY, +15 R:DRAIN||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|48||righteous stand||25% Damage Reduction||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||fountain of faith||80||standing&lt;br /&gt;
|-&lt;br /&gt;
|3||vitality||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|5||continual light||85||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|9||bethsaidean touch||75||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|10||aid||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|13||expurgation||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|13||hezekiahs cure||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|14||refuge||90||resting&lt;br /&gt;
|-&lt;br /&gt;
|15||dispel evil||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|16||identify||75||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|18||remove curse||85||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|27||bind wounds||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|39||fortify||75||fighting&lt;br /&gt;
|-&lt;br /&gt;
|45||tend||90||standing&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Vitality: Heal (self) 24-32hp&lt;br /&gt;
**Bind Wounds: Heal (others) 24-27hp&lt;br /&gt;
**Hezekiah&#039;s Cure: Heal (any) 80hp&lt;br /&gt;
**Tend: Heal (any) 100hp&lt;br /&gt;
**Bethsaidean Touch: Cure Blind&lt;br /&gt;
**Expurgation: Cure Poison&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info:&#039;&#039;&#039; [[Paladin EQ]]&lt;br /&gt;
&lt;br /&gt;
Shieldbash (primary alpha attack for avatars) is based on Wis, so dress to max Wis first and foremost. Then HP. After that, AC is probably most important, along with additional stats that impact fighting in general (Con, Dex, Lck).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Align:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Paladins must be Devout or they lose access to some skills/spells. &lt;br /&gt;
&lt;br /&gt;
*Neut/Evil align Paladins lose access to the following:&lt;br /&gt;
**Feast of faith&lt;br /&gt;
**Fountain of faith&lt;br /&gt;
**Vitality&lt;br /&gt;
**Bethsaidean touch&lt;br /&gt;
**Solomonic invocation&lt;br /&gt;
**Expurgation&lt;br /&gt;
**Hezekiahs cure&lt;br /&gt;
**Refuge&lt;br /&gt;
**Dispel evil&lt;br /&gt;
**Breath of heaven&lt;br /&gt;
**Bind wounds&lt;br /&gt;
**Benefic aura&lt;br /&gt;
**Ward of divinity&lt;br /&gt;
**Crusade&lt;br /&gt;
**Sacral divinity&lt;br /&gt;
**Fortify&lt;br /&gt;
**Tzadkiels touch&lt;br /&gt;
**Divine armor&lt;br /&gt;
**Tend&lt;br /&gt;
**Righteous stand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s basically all the spells for a Pally, so neut/evil pallys become just a straight fighter tank with basically no special sauce.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039; &lt;br /&gt;
*Fighter Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/The_Dragonlord%27s_Battle_Armor|The Dragonlord&#039;s Battle Armor]&lt;br /&gt;
**None of this gear is super useful, especially given the effort, and is easily outclassed by other stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobs &amp;amp; Runs:&#039;&#039;&#039; &lt;br /&gt;
*Paladin&#039;s are great for solo killing of a ton of lowbie or entry level AV mobs. Great gear-fetcher for lowbies and basic av equipment. &lt;br /&gt;
*Pally&#039;s need to be the primary target of a mob to shieldbash, so mobs which change tanks render Pal&#039;s useless in a group (unless they rescue the new tank to resume tank position)&lt;br /&gt;
*Rescue tactics are possible, so two Pal&#039;s can share tanking. &lt;br /&gt;
**Only downside is the guy who isn&#039;t tanking is worthless, since they can&#039;t shieldbash, so in this case the 2 Pal rescue tanks would be strictly limited to ONLY healing, rescuing, tanking, repeating.&lt;br /&gt;
*Pally can solo Justice, tank Beholder, and other mobs like that where you just need 1 tank to focus on tanking the whole time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When to not use a Paladin:&#039;&#039;&#039; &lt;br /&gt;
**If the mob changes tanks, it&#039;s likely not worth your time to try to tank on a pally and keep rescuing the &#039;new tank&#039; so you can shieldbash again, you will waste time and dps doing that so better to just use chars that can both tank and hit. &lt;br /&gt;
**Mob align might matter, if its a dev mob that progs devout, or if the mob has the &#039;defense against devout&#039; spell affect (protection for evils). &lt;br /&gt;
**Warriors/Rangers get higher Dex, which helps Dodge/etc land more. Rogue Genre chars get 25 dex which is even better, plus get things like tumble in addition to dodge. Ultimately if you need to avoid more melee hits then something with higher dex should be considered. Paladins do eat the majority of melee - and they can take it, but only to a point. Something that is more agile may allow you to avoid more damage and get more hits in while tanking.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
A paladin is a brick shit house. They can walk into mobs and stand there and shrug off most the impact. &lt;br /&gt;
&lt;br /&gt;
I use mine mostly for non-runs, when I need to go fetch some lowbie gear or basic av gear where I know the mob is a grind, I&#039;ll throw a Pally in there and let him tough it out. &lt;br /&gt;
&lt;br /&gt;
What they suck at is navigation - they don&#039;t get scry or scan or track or anything like that. Walking around or leading a group through some tricky paths can be annoying.&lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Paladin| Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
A Paladin may prestige into a Knight&lt;br /&gt;
&lt;br /&gt;
*Knight:&lt;br /&gt;
**Max Str 26&lt;br /&gt;
***Max carry weight 1100 while at 26 str.&lt;br /&gt;
**Slightly faster shieldbash.&lt;br /&gt;
&lt;br /&gt;
There are undoubtably more &#039;under the hood&#039; improvements for them, but not any hard-facts I know of. Overall, my knight is definitely a bit more stout than when he was a regular Pally. The faster shieldbash is only slight, not major.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Ranger&amp;diff=4819</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Ranger&amp;diff=4819"/>
		<updated>2026-08-19T13:22:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Ranger Ranger]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Elf, Dwarf, Halfling, Pixie, Half-Elf.&lt;br /&gt;
**Race Recommendation: Any. I like Dwarf which gets higher base hp, and the &#039;patch&#039; skill to repair equipment in the field.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039; Gash&lt;br /&gt;
**Requires clawing weapon (talonous arms). Is neither physical nor magical. Based on Stats (Str + Wis).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level:&#039;&#039;&#039; 15 - 19 per level&lt;br /&gt;
**Prestige: 16 - 21&lt;br /&gt;
*&#039;&#039;&#039;MN Gained per Level:&#039;&#039;&#039; 2 - 7&lt;br /&gt;
**Prestige:  3-9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Average Hitpoints:&#039;&#039;&#039; (non-prestige) Average should be 17, and I seem to always land right about there, +/- .2. &lt;br /&gt;
**Avg 17 :   863&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Strength&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Wisdom  (Dexterity*)&lt;br /&gt;
**Ranger skill &#039;mercuria&#039; raises max dex to 22, effectively serving as an additional secondary stat when applied.&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Charisma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Ranger||25||20||22||22||20||18||20&lt;br /&gt;
|-&lt;br /&gt;
|Hunter||26||20||22||22||20||18||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Shown as if &#039;mercuria&#039; is applied&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Talonous Arms - &amp;quot;Clawing&amp;quot;&lt;br /&gt;
**Missile Weapons - (Bows)&lt;br /&gt;
**Rangers get &amp;quot;Two-Handed&amp;quot; and &amp;quot;Dual Wield&amp;quot; weapon skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Gash||Skill (Mana Based)||Str+Wis||Other*||None||None||None||Clawing weapon||Causes mob &#039;bleed&#039; after 50% health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Gash seems to be kinda between a skill and a spell - it seems like they coded a spell attack into a skill attack, and this makes gash a bit unique. &lt;br /&gt;
**It is not a magical attack (although it requires mana to use...), but its kinda also not a physical attack either as its damage is neither magic nor non-magic.&lt;br /&gt;
**As such, it will land against mobs who are immune/resistant magic/non-magic damage type. &lt;br /&gt;
*Overall - it tends to land on many mobs because of this. If a mob can&#039;t be hit will typical spells, gash will probably land, if the mob can&#039;t be hit with magic/non-magic weapons (or both) gash will probably land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Two-Handed Weapons&lt;br /&gt;
***Rangers can wear two-handed swords, such as the long sword &amp;quot;Nasr, Claymore of Sovereignty&amp;quot;.&lt;br /&gt;
**Missile Weapons&lt;br /&gt;
***Rangers can use a bow to fire arrows at a mob. This can outright kill a specific subset of mobs, without any active combat at all. Limited application however.&lt;br /&gt;
**Rescue&lt;br /&gt;
***In combat, rescue makes the rescuer the tank (primary target of the mob). Two characters rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|23||2nd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|23||Parry||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|24||Dodge||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|30||3rd Attack||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|30||Enhanced Damage||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|32||Grip||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|40||4th Attack||70||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||Standard||90&lt;br /&gt;
|-&lt;br /&gt;
|12||Evasive||70&lt;br /&gt;
|-&lt;br /&gt;
|20||Aggressive||90&lt;br /&gt;
|-&lt;br /&gt;
|25||Berserk||55&lt;br /&gt;
|-&lt;br /&gt;
|28||Defensive||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|3||kick||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|12||swipe||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|15||cuff||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||elbow||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|20||punt||75||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||shoulder||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||roundhouse||65||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|42||punch||60||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|47||wasp talon||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|50||gash||95||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Wasp Talon also poisons the mob&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|15||rescue||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|18||cure poison||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|23||disarm||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|37||impair defense||+?? AC ||fighting&lt;br /&gt;
|-&lt;br /&gt;
|49||optometrum||95||fighting&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Opto is &#039;cure blind&#039;&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; DeBuffs==&lt;br /&gt;
Rangers get a small set of self-buffs and debuffs: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|16||Camoflage||Hide &amp;amp; Sneak ||90||resting&lt;br /&gt;
|-&lt;br /&gt;
|18||Forest Prayer||-7 SaveVsRod, -7 SaveVsSpell, +7 HR||80||standing&lt;br /&gt;
|-&lt;br /&gt;
|29||Heighten Defense||-18 AC||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||Ursine Brawn||+1 Str, +1 DR||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|31||Mercuria||Increase Max Dex to 22||95||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|38||Feline Grace||+1 Dex||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|39||Granite Skin||-33 AC||80||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|43||Falcon Sight||Detect Hidden/Traps||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|49||Optometrum||Cure Blind||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||Lucidity||Pass Door||80||fighting&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
**Feline Grace will replace &#039;slink&#039; if applied. This is a downgrade as slink is +2 Dex, Feline only +1. Feline is only useful if you do NOT have slink and cannot get it.&lt;br /&gt;
**Ursine Brawn will replace &amp;quot;ogre might&amp;quot; if applied. This replaces ogre&#039;s +2 Str into Ursine&#039;s +1Str +1DR.&lt;br /&gt;
**Forest Prayer will replace &#039;bless&#039; if applied. This is an upgrade, and adds an additional -7 Save vs. Rod on top of the usual bless affects (-7 Sv Spell, +7 HR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|37||Impair Defense||+?? AC ||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|40||Blindness||duh||65||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|46||Woodland Harmony||Suscept Sleep||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|48||Sleep||zzZzz||95||standing&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Impair Defense is an AC debuff (+ AC) but I&#039;m not sure how much&lt;br /&gt;
**Wasp Talon could technically go onto this list, as it also induces poison on the mob.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|5||fashion torch||95||resting&lt;br /&gt;
|-&lt;br /&gt;
|6||track||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|8||collect tinder||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|8||gather wood||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|10||kindle fire||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|11||scan||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|14||aid||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||cure poison||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|18||herbal infusion||85||standing&lt;br /&gt;
|-&lt;br /&gt;
|20||fletch||95||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|20||snare||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|21||refresh||60||fighting&lt;br /&gt;
|-&lt;br /&gt;
|24||identify||75||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|32||create spring||90||fighting&lt;br /&gt;
|-&lt;br /&gt;
|35||continual light||90||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|35||pick lock||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|36||mend wounds||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|41||detrap||90||sitting&lt;br /&gt;
|-&lt;br /&gt;
|44||call familiar||75||standing&lt;br /&gt;
|-&lt;br /&gt;
|45||word of recall||90||resting&lt;br /&gt;
|-&lt;br /&gt;
|48||regeneration||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||locate object||90||fighting (evasive)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Gather Wood &amp;amp; Collect Tinder are the prerequisite for doing Kindle Fire&lt;br /&gt;
**Herbal Infusion &amp;amp; Mend Wounds:&lt;br /&gt;
***Herbal is a 28hp heal, Mend is a 23hp heal. I have no idea why, and you&#039;ll never use them so it doesn&#039;t matter.&lt;br /&gt;
**Regeneration is a 13 round 7-8hp heal (90-100hp total), with a cooldown period before re-use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional things that are either common to all classes, so not very interesting, or completely useless: cook, dig, climb, mount, swap, search, forage (find food), extract moisture (refill drinkcon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Archers: Fletching &amp;amp; Missile Weapons=&lt;br /&gt;
&lt;br /&gt;
Rangers are the only class to get Missile Weapons proficiency. Missile Weapons are bows.&lt;br /&gt;
&lt;br /&gt;
==Fletching==&lt;br /&gt;
To fire a bow, you need arrows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How to fletch arrows:&#039;&#039;&#039; You&#039;ll need wood and flint in order to craft an arrow.&lt;br /&gt;
#Use the &#039;gather wood&#039; skill in an outdoor room to obtain &amp;quot;a stack of wood&amp;quot;&lt;br /&gt;
#Purchase &#039;a piece of flint&#039; from Fhalie in Wyvern&#039;s Tower (in the woods north of the area entrance)&lt;br /&gt;
#With both required items in your inventory do &#039;fletch&#039; to create an arrow.&lt;br /&gt;
&lt;br /&gt;
One piece of wood will be used to craft several arrows. One flint equals one arrow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How many arrows do I need?&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A lot. Usually somewhere between 300-600 for the AV mobs you can drop with arrows.&lt;br /&gt;
&lt;br /&gt;
So, you&#039;ll need to spend a bit of time crafting a bulk of arrows. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How can I automate fletching?&#039;&#039;&#039;&lt;br /&gt;
Here&#039;s just about the dumbest method:&lt;br /&gt;
&lt;br /&gt;
Go to Fhalie in Wyvern&#039;s Tower. Buy like 400 flints. Go outside his shop and empty the shop bags onto the ground so you have 400 flints on the ground.&lt;br /&gt;
&lt;br /&gt;
Stand there and spam 20x &#039;gather wood&#039;. Once complete, drop all the wood you got on the ground. Repeat until you have like 50-80 wood on the ground. &lt;br /&gt;
&lt;br /&gt;
Create these triggers in your client:  &lt;br /&gt;
 #TRIGGER {You fashion an arrow from a crude piece of flint.} {put arrow CONTAINER; get flint; fletch};&lt;br /&gt;
&lt;br /&gt;
 #TRIGGER {You attempt to make an arrow, but fail miserably.} (get flint; fletch}&lt;br /&gt;
&lt;br /&gt;
 #TRIGGER {A stack of wood glows briefly, then disappears in a puff of smoke from your hands!}{get wood}&lt;br /&gt;
&lt;br /&gt;
Get wood. Get Flint. Fletch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it, that&#039;ll run till you run out of flints or wood or your container is full.&lt;br /&gt;
&lt;br /&gt;
==Firing==&lt;br /&gt;
If you are using a standard item container, then you will need to get arrows out from the container into your inventory in order to fire them. &lt;br /&gt;
&lt;br /&gt;
To fire, &#039;fire DIRECTION TARGET&#039; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 #19 get arrow CONTAINER&lt;br /&gt;
 #19 fire north yeti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have a quiver item, then you do not need to remove arrows from the quiver and hold them in your inventory to fire, you can just directly use the &#039;fire&#039; command and will automatically use an arrow from your quiver. &lt;br /&gt;
&lt;br /&gt;
There are several quivers around the game, but most are very small. The useful one is from Glimwinkle&#039;s Windmill, and is a pop from the Bishop on the Chessboard, and holds 400 arrows.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 #19 fire north yeti&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different bows have different distances they can fire, some can only fire 1 room away, some can fire 2.&lt;br /&gt;
&lt;br /&gt;
Bows eventually break.&lt;br /&gt;
&lt;br /&gt;
The bow from Midway is the best bow in the game. (Midway is a carnival area only opened by Immortals occasionally). When its open, go load up on bows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Firing an arrow does the damage of the arrow itself, plus your DamRoll.&lt;br /&gt;
&lt;br /&gt;
After hitting a mob with an arrow it will begin moving towards you. When it enters your room it will attack you. &lt;br /&gt;
&lt;br /&gt;
However, mobs cannot chase you beyond their programmed area boundaries, or through rooms flagged &#039;nomob&#039;, or into rooms with a tunnel limit which are filled to that tunnel limit.&lt;br /&gt;
&lt;br /&gt;
Note that mobs can detect you in such rooms, they just cannot ENTER those rooms.&lt;br /&gt;
&lt;br /&gt;
Therefore, the strategy with missile weapons is to fire at a mob and immediately move your character to some room the mob cannot enter. At that point, the mob is still locked onto you and basically clawing at your doorstep, will not wander off, but also cannot enter your room. So he is effectively locked up, and you can fire arrows straight into his face. &lt;br /&gt;
&lt;br /&gt;
Example: The Yeti wanders the Northern Plains. Ping him with an arrow and high tail it down to the southern border with Barren Peaks. Do a lot of scanning along the way to keep an eye on the Yeti chasing you a few rooms behind you! Once he&#039;s close to you, step 1 room out of Northern Plains into Barren Peaks. Scry/Scan to make sure the Yeti is there on the border still pursuing you. He cannot cross that boundary. Fire Away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that some mobs can be outright killed with arrows, others should be ALMOST killed with arrows but then KB&#039;d with another character, others can only be somewhat hurt with arrows before they heal. So, archer tactics do vary by mob and range from full kills to just doing an initial phase of injury to the mob.&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
Ranger&#039;s &#039;gash&#039; is based on Str+Wis, so dress to max those first and foremost. Then, typically dressed for high HP and high Mana. Usual suspects DR/AC/Luck after that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devout:&#039;&#039;&#039; Easy to equip, the defacto standard alignment for Rangers.&lt;br /&gt;
*&#039;&#039;&#039;Neut:&#039;&#039;&#039; No real &#039;need&#039; to be neut with a Ranger that I know of.&lt;br /&gt;
*&#039;&#039;&#039;Evil:&#039;&#039;&#039; More difficult to equip, but just as nice as devout if you can do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info &amp;amp; Examples:&#039;&#039;&#039; [[Ranger EQ]]&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Ranger Only Quest: [https://rodpedia.realmsofdespair.info/wiki/Danger_in_the_Woods| Danger in the Woods]&lt;br /&gt;
**Rewards:&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/Quiet_murmurs_of_the_wood Quiet murmurs of the wood]  (ranger only ear equipment)&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/Feral_rage Feral Rage] (skill)&lt;br /&gt;
*Fighter Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/The_Dragonlord%27s_Battle_Armor The Dragonlord&#039;s Battle Armor]&lt;br /&gt;
**Rewards on above link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rangers (especially Hunters) are able to run most typical mobs, since gash lands on almost anything. There&#039;s a wide variety of stuff you can run with a Ranger. &lt;br /&gt;
&lt;br /&gt;
Rangers (along with Druids) are the required class to kill the Timbermaw Magnoth in The Wilds, which yields some very nice gear.&lt;br /&gt;
&lt;br /&gt;
Archer tactics can be used on mobs like the Yeti, Jaeric, Rez, Longinus, and most notably are crucial for Yamata-No-Orochi in Edo, all of which drop useful items.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Within the [[Fighter]] genre, Rangers function very similar to Warriors, and offer a bit more in terms of magical spells, buffs, and spelldowns. Note that because of &#039;mercuria&#039; Rangers can have 22 dex, exactly like warriors, and get their intrinsic 22 wis as well. So.... in my mind rangers &amp;gt; warriors, but - counter-points: You don&#039;t get &#039;fifth attack&#039;, your &#039;fourth attack&#039; is less adept, and you don&#039;t get &#039;stun&#039;, so warriors are technically better at melee-damage and would be more fit for a mob where you rely on melee to do the damage. The gimmicks &#039;stun&#039; and &#039;missile weapons&#039; both work on about the same number of mobs, so those kinda outweigh each other. Ultimately you&#039;ll need both.&lt;br /&gt;
&lt;br /&gt;
Rangers can tank as well as hit, and do just fine in both roles. Having rescue, they can rescue-tank just like warriors, and the fact that gash lands on almost everything is super useful. The prestige upgrade to Hunter gives a massive increase in Gash damage, plus gets some useful new skills. Overall, Rangers probably the most well-rounded Fighter genre character and are great for tanking, hitting, exploring, and get the missile-weapon gimmick which can drop a few mobs with very useful gear. &lt;br /&gt;
&lt;br /&gt;
I consider Rangers somewhat of a &amp;quot;jack-of-all-trades master of none&amp;quot; situation. Rangers (non-prestige) are average tanks, average hitters, average explorers. In fact, they can kinda suck compared to other &amp;quot;high damage output&amp;quot; chars. Prestige into Hunter makes them a significantly better hitter, the prestige skills cascade &amp;amp; indomitable are fantastic, and overall Hunters are a much more usable char compared to a non-prestige Ranger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Ranger Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;&#039;&#039;:&lt;br /&gt;
**Max Str raised to 26.&lt;br /&gt;
***Max carry weight 1100.&lt;br /&gt;
***Stronger &#039;Gash&#039; (since it is Str+Wis based)&lt;br /&gt;
**Gash is also faster, and less mana cost.&lt;br /&gt;
**Can fletch arrows faster&lt;br /&gt;
**New Skills: &lt;br /&gt;
***&#039;&#039;&#039;Cascade:&#039;&#039;&#039; melee rounds hit EVERY mob in the fight. Nice for whacking lots of small stuff that gangs up on you.&lt;br /&gt;
***&#039;&#039;&#039;Indomitable:&#039;&#039;&#039; immune to stun/bash&lt;br /&gt;
***&#039;&#039;&#039;Pursue:&#039;&#039;&#039; Similar to hunt, auto-track-move-track-move... to mob.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Ranger&amp;diff=4818</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Ranger&amp;diff=4818"/>
		<updated>2026-08-19T13:22:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Ranger Ranger]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Elf, Dwarf, Halfling, Pixie, Half-Elf.&lt;br /&gt;
**Race Recommendation: Any. I like Dwarf which gets higher base hp, and the &#039;patch&#039; skill to repair equipment in the field.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039; Gash&lt;br /&gt;
**Requires clawing weapon (talonous arms). Is neither physical nor magical. Based on Stats (Str + Wis).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level:&#039;&#039;&#039; 15 - 19 per level&lt;br /&gt;
**Prestige: 16 - 21&lt;br /&gt;
*&#039;&#039;&#039;MN Gained per Level:&#039;&#039;&#039; 2 - 7&lt;br /&gt;
**Prestige:  3-9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Average Hitpoints:&#039;&#039;&#039; (non-prestige) Average should be 17, and I seem to always land right about there, +/- .2. &lt;br /&gt;
**Avg 17 :   863&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Strength&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Wisdom  (Dexterity*)&lt;br /&gt;
**Ranger skill &#039;mercuria&#039; raises max dex to 22, effectively serving as an additional secondary stat when applied.&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Charisma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Ranger||25||20||22||22||20||18||20&lt;br /&gt;
|-&lt;br /&gt;
|Hunter||26||20||22||22||20||18||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Shown as if &#039;mercuria&#039; is applied&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Talonous Arms - &amp;quot;Clawing&amp;quot;&lt;br /&gt;
**Missile Weapons - (Bows)&lt;br /&gt;
**Rangers get &amp;quot;Two-Handed&amp;quot; and &amp;quot;Dual Wield&amp;quot; weapon skills &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Alpha Attack&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Gash||Skill (Mana Based)||Str+Wis||Other*||None||None||None||Clawing weapon||Causes mob &#039;bleed&#039; after 50% health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Gash seems to be kinda between a skill and a spell - it seems like they coded a spell attack into a skill attack, and this makes gash a bit unique. &lt;br /&gt;
&lt;br /&gt;
It is not a magical attack (although it requires mana to use...), but its kinda also not a physical attack either as its damage is neither magic nor non-magic.&lt;br /&gt;
&lt;br /&gt;
As such, it will land against mobs who are immune/resistant magic/non-magic damage type. &lt;br /&gt;
&lt;br /&gt;
Overall - it tends to land on many mobs because of this. If a mob can&#039;t be hit will typical spells, gash will probably land, if the mob can&#039;t be hit with magic/non-magic weapons (or both) gash will probably land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Two-Handed Weapons&lt;br /&gt;
***Rangers can wear two-handed swords, such as the long sword &amp;quot;Nasr, Claymore of Sovereignty&amp;quot;.&lt;br /&gt;
**Missile Weapons&lt;br /&gt;
***Rangers can use a bow to fire arrows at a mob. This can outright kill a specific subset of mobs, without any active combat at all. Limited application however.&lt;br /&gt;
**Rescue&lt;br /&gt;
***In combat, rescue makes the rescuer the tank (primary target of the mob). Two characters rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|23||2nd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|23||Parry||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|24||Dodge||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|30||3rd Attack||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|30||Enhanced Damage||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|32||Grip||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|40||4th Attack||70||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||Standard||90&lt;br /&gt;
|-&lt;br /&gt;
|12||Evasive||70&lt;br /&gt;
|-&lt;br /&gt;
|20||Aggressive||90&lt;br /&gt;
|-&lt;br /&gt;
|25||Berserk||55&lt;br /&gt;
|-&lt;br /&gt;
|28||Defensive||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|3||kick||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|12||swipe||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|15||cuff||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||elbow||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|20||punt||75||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||shoulder||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||roundhouse||65||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|42||punch||60||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|47||wasp talon||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|50||gash||95||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Wasp Talon also poisons the mob&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|15||rescue||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|18||cure poison||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|23||disarm||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|37||impair defense||+?? AC ||fighting&lt;br /&gt;
|-&lt;br /&gt;
|49||optometrum||95||fighting&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Opto is &#039;cure blind&#039;&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; DeBuffs==&lt;br /&gt;
Rangers get a small set of self-buffs and debuffs: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|16||Camoflage||Hide &amp;amp; Sneak ||90||resting&lt;br /&gt;
|-&lt;br /&gt;
|18||Forest Prayer||-7 SaveVsRod, -7 SaveVsSpell, +7 HR||80||standing&lt;br /&gt;
|-&lt;br /&gt;
|29||Heighten Defense||-18 AC||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||Ursine Brawn||+1 Str, +1 DR||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|31||Mercuria||Increase Max Dex to 22||95||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|38||Feline Grace||+1 Dex||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|39||Granite Skin||-33 AC||80||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|43||Falcon Sight||Detect Hidden/Traps||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|49||Optometrum||Cure Blind||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||Lucidity||Pass Door||80||fighting&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
**Feline Grace will replace &#039;slink&#039; if applied. This is a downgrade as slink is +2 Dex, Feline only +1. Feline is only useful if you do NOT have slink and cannot get it.&lt;br /&gt;
**Ursine Brawn will replace &amp;quot;ogre might&amp;quot; if applied. This replaces ogre&#039;s +2 Str into Ursine&#039;s +1Str +1DR.&lt;br /&gt;
**Forest Prayer will replace &#039;bless&#039; if applied. This is an upgrade, and adds an additional -7 Save vs. Rod on top of the usual bless affects (-7 Sv Spell, +7 HR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|37||Impair Defense||+?? AC ||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|40||Blindness||duh||65||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|46||Woodland Harmony||Suscept Sleep||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|48||Sleep||zzZzz||95||standing&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Impair Defense is an AC debuff (+ AC) but I&#039;m not sure how much&lt;br /&gt;
**Wasp Talon could technically go onto this list, as it also induces poison on the mob.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|5||fashion torch||95||resting&lt;br /&gt;
|-&lt;br /&gt;
|6||track||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|8||collect tinder||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|8||gather wood||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|10||kindle fire||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|11||scan||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|14||aid||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||cure poison||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|18||herbal infusion||85||standing&lt;br /&gt;
|-&lt;br /&gt;
|20||fletch||95||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|20||snare||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|21||refresh||60||fighting&lt;br /&gt;
|-&lt;br /&gt;
|24||identify||75||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|32||create spring||90||fighting&lt;br /&gt;
|-&lt;br /&gt;
|35||continual light||90||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|35||pick lock||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|36||mend wounds||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|41||detrap||90||sitting&lt;br /&gt;
|-&lt;br /&gt;
|44||call familiar||75||standing&lt;br /&gt;
|-&lt;br /&gt;
|45||word of recall||90||resting&lt;br /&gt;
|-&lt;br /&gt;
|48||regeneration||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||locate object||90||fighting (evasive)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Gather Wood &amp;amp; Collect Tinder are the prerequisite for doing Kindle Fire&lt;br /&gt;
**Herbal Infusion &amp;amp; Mend Wounds:&lt;br /&gt;
***Herbal is a 28hp heal, Mend is a 23hp heal. I have no idea why, and you&#039;ll never use them so it doesn&#039;t matter.&lt;br /&gt;
**Regeneration is a 13 round 7-8hp heal (90-100hp total), with a cooldown period before re-use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional things that are either common to all classes, so not very interesting, or completely useless: cook, dig, climb, mount, swap, search, forage (find food), extract moisture (refill drinkcon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Archers: Fletching &amp;amp; Missile Weapons=&lt;br /&gt;
&lt;br /&gt;
Rangers are the only class to get Missile Weapons proficiency. Missile Weapons are bows.&lt;br /&gt;
&lt;br /&gt;
==Fletching==&lt;br /&gt;
To fire a bow, you need arrows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How to fletch arrows:&#039;&#039;&#039; You&#039;ll need wood and flint in order to craft an arrow.&lt;br /&gt;
#Use the &#039;gather wood&#039; skill in an outdoor room to obtain &amp;quot;a stack of wood&amp;quot;&lt;br /&gt;
#Purchase &#039;a piece of flint&#039; from Fhalie in Wyvern&#039;s Tower (in the woods north of the area entrance)&lt;br /&gt;
#With both required items in your inventory do &#039;fletch&#039; to create an arrow.&lt;br /&gt;
&lt;br /&gt;
One piece of wood will be used to craft several arrows. One flint equals one arrow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How many arrows do I need?&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A lot. Usually somewhere between 300-600 for the AV mobs you can drop with arrows.&lt;br /&gt;
&lt;br /&gt;
So, you&#039;ll need to spend a bit of time crafting a bulk of arrows. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How can I automate fletching?&#039;&#039;&#039;&lt;br /&gt;
Here&#039;s just about the dumbest method:&lt;br /&gt;
&lt;br /&gt;
Go to Fhalie in Wyvern&#039;s Tower. Buy like 400 flints. Go outside his shop and empty the shop bags onto the ground so you have 400 flints on the ground.&lt;br /&gt;
&lt;br /&gt;
Stand there and spam 20x &#039;gather wood&#039;. Once complete, drop all the wood you got on the ground. Repeat until you have like 50-80 wood on the ground. &lt;br /&gt;
&lt;br /&gt;
Create these triggers in your client:  &lt;br /&gt;
 #TRIGGER {You fashion an arrow from a crude piece of flint.} {put arrow CONTAINER; get flint; fletch};&lt;br /&gt;
&lt;br /&gt;
 #TRIGGER {You attempt to make an arrow, but fail miserably.} (get flint; fletch}&lt;br /&gt;
&lt;br /&gt;
 #TRIGGER {A stack of wood glows briefly, then disappears in a puff of smoke from your hands!}{get wood}&lt;br /&gt;
&lt;br /&gt;
Get wood. Get Flint. Fletch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it, that&#039;ll run till you run out of flints or wood or your container is full.&lt;br /&gt;
&lt;br /&gt;
==Firing==&lt;br /&gt;
If you are using a standard item container, then you will need to get arrows out from the container into your inventory in order to fire them. &lt;br /&gt;
&lt;br /&gt;
To fire, &#039;fire DIRECTION TARGET&#039; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 #19 get arrow CONTAINER&lt;br /&gt;
 #19 fire north yeti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have a quiver item, then you do not need to remove arrows from the quiver and hold them in your inventory to fire, you can just directly use the &#039;fire&#039; command and will automatically use an arrow from your quiver. &lt;br /&gt;
&lt;br /&gt;
There are several quivers around the game, but most are very small. The useful one is from Glimwinkle&#039;s Windmill, and is a pop from the Bishop on the Chessboard, and holds 400 arrows.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 #19 fire north yeti&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different bows have different distances they can fire, some can only fire 1 room away, some can fire 2.&lt;br /&gt;
&lt;br /&gt;
Bows eventually break.&lt;br /&gt;
&lt;br /&gt;
The bow from Midway is the best bow in the game. (Midway is a carnival area only opened by Immortals occasionally). When its open, go load up on bows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Firing an arrow does the damage of the arrow itself, plus your DamRoll.&lt;br /&gt;
&lt;br /&gt;
After hitting a mob with an arrow it will begin moving towards you. When it enters your room it will attack you. &lt;br /&gt;
&lt;br /&gt;
However, mobs cannot chase you beyond their programmed area boundaries, or through rooms flagged &#039;nomob&#039;, or into rooms with a tunnel limit which are filled to that tunnel limit.&lt;br /&gt;
&lt;br /&gt;
Note that mobs can detect you in such rooms, they just cannot ENTER those rooms.&lt;br /&gt;
&lt;br /&gt;
Therefore, the strategy with missile weapons is to fire at a mob and immediately move your character to some room the mob cannot enter. At that point, the mob is still locked onto you and basically clawing at your doorstep, will not wander off, but also cannot enter your room. So he is effectively locked up, and you can fire arrows straight into his face. &lt;br /&gt;
&lt;br /&gt;
Example: The Yeti wanders the Northern Plains. Ping him with an arrow and high tail it down to the southern border with Barren Peaks. Do a lot of scanning along the way to keep an eye on the Yeti chasing you a few rooms behind you! Once he&#039;s close to you, step 1 room out of Northern Plains into Barren Peaks. Scry/Scan to make sure the Yeti is there on the border still pursuing you. He cannot cross that boundary. Fire Away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that some mobs can be outright killed with arrows, others should be ALMOST killed with arrows but then KB&#039;d with another character, others can only be somewhat hurt with arrows before they heal. So, archer tactics do vary by mob and range from full kills to just doing an initial phase of injury to the mob.&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
Ranger&#039;s &#039;gash&#039; is based on Str+Wis, so dress to max those first and foremost. Then, typically dressed for high HP and high Mana. Usual suspects DR/AC/Luck after that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devout:&#039;&#039;&#039; Easy to equip, the defacto standard alignment for Rangers.&lt;br /&gt;
*&#039;&#039;&#039;Neut:&#039;&#039;&#039; No real &#039;need&#039; to be neut with a Ranger that I know of.&lt;br /&gt;
*&#039;&#039;&#039;Evil:&#039;&#039;&#039; More difficult to equip, but just as nice as devout if you can do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info &amp;amp; Examples:&#039;&#039;&#039; [[Ranger EQ]]&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Ranger Only Quest: [https://rodpedia.realmsofdespair.info/wiki/Danger_in_the_Woods| Danger in the Woods]&lt;br /&gt;
**Rewards:&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/Quiet_murmurs_of_the_wood Quiet murmurs of the wood]  (ranger only ear equipment)&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/Feral_rage Feral Rage] (skill)&lt;br /&gt;
*Fighter Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/The_Dragonlord%27s_Battle_Armor The Dragonlord&#039;s Battle Armor]&lt;br /&gt;
**Rewards on above link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rangers (especially Hunters) are able to run most typical mobs, since gash lands on almost anything. There&#039;s a wide variety of stuff you can run with a Ranger. &lt;br /&gt;
&lt;br /&gt;
Rangers (along with Druids) are the required class to kill the Timbermaw Magnoth in The Wilds, which yields some very nice gear.&lt;br /&gt;
&lt;br /&gt;
Archer tactics can be used on mobs like the Yeti, Jaeric, Rez, Longinus, and most notably are crucial for Yamata-No-Orochi in Edo, all of which drop useful items.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Within the [[Fighter]] genre, Rangers function very similar to Warriors, and offer a bit more in terms of magical spells, buffs, and spelldowns. Note that because of &#039;mercuria&#039; Rangers can have 22 dex, exactly like warriors, and get their intrinsic 22 wis as well. So.... in my mind rangers &amp;gt; warriors, but - counter-points: You don&#039;t get &#039;fifth attack&#039;, your &#039;fourth attack&#039; is less adept, and you don&#039;t get &#039;stun&#039;, so warriors are technically better at melee-damage and would be more fit for a mob where you rely on melee to do the damage. The gimmicks &#039;stun&#039; and &#039;missile weapons&#039; both work on about the same number of mobs, so those kinda outweigh each other. Ultimately you&#039;ll need both.&lt;br /&gt;
&lt;br /&gt;
Rangers can tank as well as hit, and do just fine in both roles. Having rescue, they can rescue-tank just like warriors, and the fact that gash lands on almost everything is super useful. The prestige upgrade to Hunter gives a massive increase in Gash damage, plus gets some useful new skills. Overall, Rangers probably the most well-rounded Fighter genre character and are great for tanking, hitting, exploring, and get the missile-weapon gimmick which can drop a few mobs with very useful gear. &lt;br /&gt;
&lt;br /&gt;
I consider Rangers somewhat of a &amp;quot;jack-of-all-trades master of none&amp;quot; situation. Rangers (non-prestige) are average tanks, average hitters, average explorers. In fact, they can kinda suck compared to other &amp;quot;high damage output&amp;quot; chars. Prestige into Hunter makes them a significantly better hitter, the prestige skills cascade &amp;amp; indomitable are fantastic, and overall Hunters are a much more usable char compared to a non-prestige Ranger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Ranger Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;&#039;&#039;:&lt;br /&gt;
**Max Str raised to 26.&lt;br /&gt;
***Max carry weight 1100.&lt;br /&gt;
***Stronger &#039;Gash&#039; (since it is Str+Wis based)&lt;br /&gt;
**Gash is also faster, and less mana cost.&lt;br /&gt;
**Can fletch arrows faster&lt;br /&gt;
**New Skills: &lt;br /&gt;
***&#039;&#039;&#039;Cascade:&#039;&#039;&#039; melee rounds hit EVERY mob in the fight. Nice for whacking lots of small stuff that gangs up on you.&lt;br /&gt;
***&#039;&#039;&#039;Indomitable:&#039;&#039;&#039; immune to stun/bash&lt;br /&gt;
***&#039;&#039;&#039;Pursue:&#039;&#039;&#039; Similar to hunt, auto-track-move-track-move... to mob.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Ranger&amp;diff=4817</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Ranger&amp;diff=4817"/>
		<updated>2026-08-19T13:21:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Fighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About=&lt;br /&gt;
*&#039;&#039;&#039;Rodpedia:&#039;&#039;&#039; [https://rodpedia.realmsofdespair.info/wiki/Ranger Ranger]&lt;br /&gt;
*&#039;&#039;&#039;Genre:&#039;&#039;&#039; [[Fighter]]&lt;br /&gt;
*&#039;&#039;&#039;Races:&#039;&#039;&#039; Human, Elf, Dwarf, Halfling, Pixie, Half-Elf.&lt;br /&gt;
**Race Recommendation: Any. I like Dwarf which gets higher base hp, and the &#039;patch&#039; skill to repair equipment in the field.&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039; Gash&lt;br /&gt;
**Requires clawing weapon (talonous arms). Is neither physical nor magical. Based on Stats (Str + Wis).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HP Gained per Level:&#039;&#039;&#039; 15 - 19 per level&lt;br /&gt;
**Prestige: 16 - 21&lt;br /&gt;
*&#039;&#039;&#039;MN Gained per Level:&#039;&#039;&#039; 2 - 7&lt;br /&gt;
**Prestige:  3-9&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Average Hitpoints:&#039;&#039;&#039; (non-prestige) Average should be 17, and I seem to always land right about there, +/- .2. &lt;br /&gt;
**Avg 17 :   863&lt;br /&gt;
&lt;br /&gt;
=Stats=&lt;br /&gt;
*&#039;&#039;&#039;Primary:&#039;&#039;&#039; Strength&lt;br /&gt;
*&#039;&#039;&#039;Secondary:&#039;&#039;&#039; Wisdom  (Dexterity*)&lt;br /&gt;
**Ranger skill &#039;mercuria&#039; raises max dex to 22, effectively serving as an additional secondary stat when applied.&lt;br /&gt;
*&#039;&#039;&#039;Deficient:&#039;&#039;&#039; Charisma&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Ranger||25||20||22||22||20||18||20&lt;br /&gt;
|-&lt;br /&gt;
|Hunter||26||20||22||22||20||18||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Shown as if &#039;mercuria&#039; is applied&lt;br /&gt;
&lt;br /&gt;
=Fighting=&lt;br /&gt;
*&#039;&#039;&#039;Weapons:&#039;&#039;&#039; (95% Adept)&lt;br /&gt;
**Talonous Arms - &amp;quot;Clawing&amp;quot;&lt;br /&gt;
**Missile Weapons - (Bows)&lt;br /&gt;
**Rangers get &amp;quot;Two-Handed&amp;quot; and &amp;quot;Dual Wield&amp;quot; weapon skills &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alpha Attack:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Damage Type&lt;br /&gt;
!RIS Type&lt;br /&gt;
!Resist&lt;br /&gt;
!Suscept&lt;br /&gt;
!Saving Throw&lt;br /&gt;
!Restrictions&lt;br /&gt;
!Other&lt;br /&gt;
|-&lt;br /&gt;
|Gash||Skill (Mana Based)||Str+Wis||Other*||None||None||None||Clawing weapon||Causes mob &#039;bleed&#039; after 50% health&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Gash seems to be kinda between a skill and a spell - it seems like they coded a spell attack into a skill attack, and this makes gash a bit unique. &lt;br /&gt;
&lt;br /&gt;
It is not a magical attack (although it requires mana to use...), but its kinda also not a physical attack either as its damage is neither magic nor non-magic.&lt;br /&gt;
&lt;br /&gt;
As such, it will land against mobs who are immune/resistant magic/non-magic damage type. &lt;br /&gt;
&lt;br /&gt;
Overall - it tends to land on many mobs because of this. If a mob can&#039;t be hit will typical spells, gash will probably land, if the mob can&#039;t be hit with magic/non-magic weapons (or both) gash will probably land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
**Two-Handed Weapons&lt;br /&gt;
***Rangers can wear two-handed swords, such as the long sword &amp;quot;Nasr, Claymore of Sovereignty&amp;quot;.&lt;br /&gt;
**Missile Weapons&lt;br /&gt;
***Rangers can use a bow to fire arrows at a mob. This can outright kill a specific subset of mobs, without any active combat at all. Limited application however.&lt;br /&gt;
**Rescue&lt;br /&gt;
***In combat, rescue makes the rescuer the tank (primary target of the mob). Two characters rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Passives==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|23||2nd Attack||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|23||Parry||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|24||Dodge||85||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|30||3rd Attack||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|30||Enhanced Damage||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|32||Grip||75||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|40||4th Attack||70||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Combat Styles&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
|-&lt;br /&gt;
|1||Standard||90&lt;br /&gt;
|-&lt;br /&gt;
|12||Evasive||70&lt;br /&gt;
|-&lt;br /&gt;
|20||Aggressive||90&lt;br /&gt;
|-&lt;br /&gt;
|25||Berserk||55&lt;br /&gt;
|-&lt;br /&gt;
|28||Defensive||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Actives==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|2||strike||95||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|3||kick||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|12||swipe||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|15||cuff||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||elbow||80||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|20||punt||75||fighting&lt;br /&gt;
|-&lt;br /&gt;
|20||shoulder||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||roundhouse||65||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|42||punch||60||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|47||wasp talon||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|50||gash||95||fighting (berserk)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Wasp Talon also poisons the mob&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Combat Skills&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|15||rescue||95||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|18||cure poison||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|23||disarm||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|37||impair defense||+?? AC ||fighting&lt;br /&gt;
|-&lt;br /&gt;
|49||optometrum||95||fighting&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; Opto is &#039;cure blind&#039;&lt;br /&gt;
&lt;br /&gt;
==Buffs &amp;amp; DeBuffs==&lt;br /&gt;
Rangers get a small set of self-buffs and debuffs: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|16||Camoflage||Hide &amp;amp; Sneak ||90||resting&lt;br /&gt;
|-&lt;br /&gt;
|18||Forest Prayer||-7 SaveVsRod, -7 SaveVsSpell, +7 HR||80||standing&lt;br /&gt;
|-&lt;br /&gt;
|29||Heighten Defense||-18 AC||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|30||Ursine Brawn||+1 Str, +1 DR||90||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|31||Mercuria||Increase Max Dex to 22||95||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|38||Feline Grace||+1 Dex||80||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|39||Granite Skin||-33 AC||80||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|43||Falcon Sight||Detect Hidden/Traps||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|49||Optometrum||Cure Blind||95||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||Lucidity||Pass Door||80||fighting&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
**Feline Grace will replace &#039;slink&#039; if applied. This is a downgrade as slink is +2 Dex, Feline only +1. Feline is only useful if you do NOT have slink and cannot get it.&lt;br /&gt;
**Ursine Brawn will replace &amp;quot;ogre might&amp;quot; if applied. This replaces ogre&#039;s +2 Str into Ursine&#039;s +1Str +1DR.&lt;br /&gt;
**Forest Prayer will replace &#039;bless&#039; if applied. This is an upgrade, and adds an additional -7 Save vs. Rod on top of the usual bless affects (-7 Sv Spell, +7 HR).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DeBuffs&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Affects&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|37||Impair Defense||+?? AC ||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|40||Blindness||duh||65||fighting (berserk)&lt;br /&gt;
|-&lt;br /&gt;
|46||Woodland Harmony||Suscept Sleep||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|48||Sleep||zzZzz||95||standing&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Impair Defense is an AC debuff (+ AC) but I&#039;m not sure how much&lt;br /&gt;
**Wasp Talon could technically go onto this list, as it also induces poison on the mob.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Adept&lt;br /&gt;
!MinPos&lt;br /&gt;
|-&lt;br /&gt;
|5||fashion torch||95||resting&lt;br /&gt;
|-&lt;br /&gt;
|6||track||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|8||collect tinder||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|8||gather wood||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|10||kindle fire||70||standing&lt;br /&gt;
|-&lt;br /&gt;
|11||scan||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|14||aid||90||fighting (aggressive)&lt;br /&gt;
|-&lt;br /&gt;
|18||cure poison||85||fighting (defensive)&lt;br /&gt;
|-&lt;br /&gt;
|18||herbal infusion||85||standing&lt;br /&gt;
|-&lt;br /&gt;
|20||fletch||95||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|20||snare||90||standing&lt;br /&gt;
|-&lt;br /&gt;
|21||refresh||60||fighting&lt;br /&gt;
|-&lt;br /&gt;
|24||identify||75||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|32||create spring||90||fighting&lt;br /&gt;
|-&lt;br /&gt;
|35||continual light||90||fighting (evasive)&lt;br /&gt;
|-&lt;br /&gt;
|35||pick lock||95||standing&lt;br /&gt;
|-&lt;br /&gt;
|36||mend wounds||85||fighting&lt;br /&gt;
|-&lt;br /&gt;
|41||detrap||90||sitting&lt;br /&gt;
|-&lt;br /&gt;
|44||call familiar||75||standing&lt;br /&gt;
|-&lt;br /&gt;
|45||word of recall||90||resting&lt;br /&gt;
|-&lt;br /&gt;
|48||regeneration||80||fighting&lt;br /&gt;
|-&lt;br /&gt;
|50||locate object||90||fighting (evasive)&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
**Gather Wood &amp;amp; Collect Tinder are the prerequisite for doing Kindle Fire&lt;br /&gt;
**Herbal Infusion &amp;amp; Mend Wounds:&lt;br /&gt;
***Herbal is a 28hp heal, Mend is a 23hp heal. I have no idea why, and you&#039;ll never use them so it doesn&#039;t matter.&lt;br /&gt;
**Regeneration is a 13 round 7-8hp heal (90-100hp total), with a cooldown period before re-use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional things that are either common to all classes, so not very interesting, or completely useless: cook, dig, climb, mount, swap, search, forage (find food), extract moisture (refill drinkcon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Archers: Fletching &amp;amp; Missile Weapons=&lt;br /&gt;
&lt;br /&gt;
Rangers are the only class to get Missile Weapons proficiency. Missile Weapons are bows.&lt;br /&gt;
&lt;br /&gt;
==Fletching==&lt;br /&gt;
To fire a bow, you need arrows.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How to fletch arrows:&#039;&#039;&#039; You&#039;ll need wood and flint in order to craft an arrow.&lt;br /&gt;
#Use the &#039;gather wood&#039; skill in an outdoor room to obtain &amp;quot;a stack of wood&amp;quot;&lt;br /&gt;
#Purchase &#039;a piece of flint&#039; from Fhalie in Wyvern&#039;s Tower (in the woods north of the area entrance)&lt;br /&gt;
#With both required items in your inventory do &#039;fletch&#039; to create an arrow.&lt;br /&gt;
&lt;br /&gt;
One piece of wood will be used to craft several arrows. One flint equals one arrow.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How many arrows do I need?&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A lot. Usually somewhere between 300-600 for the AV mobs you can drop with arrows.&lt;br /&gt;
&lt;br /&gt;
So, you&#039;ll need to spend a bit of time crafting a bulk of arrows. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;How can I automate fletching?&#039;&#039;&#039;&lt;br /&gt;
Here&#039;s just about the dumbest method:&lt;br /&gt;
&lt;br /&gt;
Go to Fhalie in Wyvern&#039;s Tower. Buy like 400 flints. Go outside his shop and empty the shop bags onto the ground so you have 400 flints on the ground.&lt;br /&gt;
&lt;br /&gt;
Stand there and spam 20x &#039;gather wood&#039;. Once complete, drop all the wood you got on the ground. Repeat until you have like 50-80 wood on the ground. &lt;br /&gt;
&lt;br /&gt;
Create these triggers in your client:  &lt;br /&gt;
 #TRIGGER {You fashion an arrow from a crude piece of flint.} {put arrow CONTAINER; get flint; fletch};&lt;br /&gt;
&lt;br /&gt;
 #TRIGGER {You attempt to make an arrow, but fail miserably.} (get flint; fletch}&lt;br /&gt;
&lt;br /&gt;
 #TRIGGER {A stack of wood glows briefly, then disappears in a puff of smoke from your hands!}{get wood}&lt;br /&gt;
&lt;br /&gt;
Get wood. Get Flint. Fletch.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it, that&#039;ll run till you run out of flints or wood or your container is full.&lt;br /&gt;
&lt;br /&gt;
==Firing==&lt;br /&gt;
If you are using a standard item container, then you will need to get arrows out from the container into your inventory in order to fire them. &lt;br /&gt;
&lt;br /&gt;
To fire, &#039;fire DIRECTION TARGET&#039; &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 #19 get arrow CONTAINER&lt;br /&gt;
 #19 fire north yeti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quivers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have a quiver item, then you do not need to remove arrows from the quiver and hold them in your inventory to fire, you can just directly use the &#039;fire&#039; command and will automatically use an arrow from your quiver. &lt;br /&gt;
&lt;br /&gt;
There are several quivers around the game, but most are very small. The useful one is from Glimwinkle&#039;s Windmill, and is a pop from the Bishop on the Chessboard, and holds 400 arrows.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 #19 fire north yeti&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different bows have different distances they can fire, some can only fire 1 room away, some can fire 2.&lt;br /&gt;
&lt;br /&gt;
Bows eventually break.&lt;br /&gt;
&lt;br /&gt;
The bow from Midway is the best bow in the game. (Midway is a carnival area only opened by Immortals occasionally). When its open, go load up on bows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Firing an arrow does the damage of the arrow itself, plus your DamRoll.&lt;br /&gt;
&lt;br /&gt;
After hitting a mob with an arrow it will begin moving towards you. When it enters your room it will attack you. &lt;br /&gt;
&lt;br /&gt;
However, mobs cannot chase you beyond their programmed area boundaries, or through rooms flagged &#039;nomob&#039;, or into rooms with a tunnel limit which are filled to that tunnel limit.&lt;br /&gt;
&lt;br /&gt;
Note that mobs can detect you in such rooms, they just cannot ENTER those rooms.&lt;br /&gt;
&lt;br /&gt;
Therefore, the strategy with missile weapons is to fire at a mob and immediately move your character to some room the mob cannot enter. At that point, the mob is still locked onto you and basically clawing at your doorstep, will not wander off, but also cannot enter your room. So he is effectively locked up, and you can fire arrows straight into his face. &lt;br /&gt;
&lt;br /&gt;
Example: The Yeti wanders the Northern Plains. Ping him with an arrow and high tail it down to the southern border with Barren Peaks. Do a lot of scanning along the way to keep an eye on the Yeti chasing you a few rooms behind you! Once he&#039;s close to you, step 1 room out of Northern Plains into Barren Peaks. Scry/Scan to make sure the Yeti is there on the border still pursuing you. He cannot cross that boundary. Fire Away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that some mobs can be outright killed with arrows, others should be ALMOST killed with arrows but then KB&#039;d with another character, others can only be somewhat hurt with arrows before they heal. So, archer tactics do vary by mob and range from full kills to just doing an initial phase of injury to the mob.&lt;br /&gt;
&lt;br /&gt;
=Equipment &amp;amp; Align=&lt;br /&gt;
Ranger&#039;s &#039;gash&#039; is based on Str+Wis, so dress to max those first and foremost. Then, typically dressed for high HP and high Mana. Usual suspects DR/AC/Luck after that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devout:&#039;&#039;&#039; Easy to equip, the defacto standard alignment for Rangers.&lt;br /&gt;
*&#039;&#039;&#039;Neut:&#039;&#039;&#039; No real &#039;need&#039; to be neut with a Ranger that I know of.&lt;br /&gt;
*&#039;&#039;&#039;Evil:&#039;&#039;&#039; More difficult to equip, but just as nice as devout if you can do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment Info &amp;amp; Examples:&#039;&#039;&#039; [[Ranger EQ]]&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&#039;&#039;&#039;Quests:&#039;&#039;&#039;&lt;br /&gt;
*Ranger Only Quest: [https://rodpedia.realmsofdespair.info/wiki/Danger_in_the_Woods| Danger in the Woods]&lt;br /&gt;
**Rewards:&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/Quiet_murmurs_of_the_wood Quiet murmurs of the wood]  (ranger only ear equipment)&lt;br /&gt;
***[https://rodpedia.realmsofdespair.info/wiki/Feral_rage Feral Rage] (skill)&lt;br /&gt;
*Fighter Genre Quest: [https://rodpedia.realmsofdespair.info/wiki/The_Dragonlord%27s_Battle_Armor The Dragonlord&#039;s Battle Armor]&lt;br /&gt;
**Rewards on above link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rangers (especially Hunters) are able to run most typical mobs, since gash lands on almost anything. There&#039;s a wide variety of stuff you can run with a Ranger. &lt;br /&gt;
&lt;br /&gt;
Rangers (along with Druids) are the required class to kill the Timbermaw Magnoth in The Wilds, which yields some very nice gear.&lt;br /&gt;
&lt;br /&gt;
Archer tactics can be used on mobs like the Yeti, Jaeric, Rez, Longinus, and most notably are crucial for Yamata-No-Orochi in Edo, all of which drop useful items.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
Within the [[Fighter]] genre, Rangers function very similar to Warriors, and offer a bit more in terms of magical spells, buffs, and spelldowns. Note that because of &#039;mercuria&#039; Rangers can have 22 dex, exactly like warriors, and get their intrinsic 22 wis as well. So.... in my mind rangers &amp;gt; warriors, but - counter-points: You don&#039;t get &#039;fifth attack&#039;, your &#039;fourth attack&#039; is less adept, and you don&#039;t get &#039;stun&#039;, so warriors are technically better at melee-damage and would be more fit for a mob where you rely on melee to do the damage. The gimmicks &#039;stun&#039; and &#039;missile weapons&#039; both work on about the same number of mobs, so those kinda outweigh each other. Ultimately you&#039;ll need both.&lt;br /&gt;
&lt;br /&gt;
Rangers can tank as well as hit, and do just fine in both roles. Having rescue, they can rescue-tank just like warriors, and the fact that gash lands on almost everything is super useful. The prestige upgrade to Hunter gives a massive increase in Gash damage, plus gets some useful new skills. Overall, Rangers probably the most well-rounded Fighter genre character and are great for tanking, hitting, exploring, and get the missile-weapon gimmick which can drop a few mobs with very useful gear. &lt;br /&gt;
&lt;br /&gt;
I consider Rangers somewhat of a &amp;quot;jack-of-all-trades master of none&amp;quot; situation. Rangers (non-prestige) are average tanks, average hitters, average explorers. In fact, they can kinda suck compared to other &amp;quot;high damage output&amp;quot; chars. Prestige into Hunter makes them a significantly better hitter, the prestige skills cascade &amp;amp; indomitable are fantastic, and overall Hunters are a much more usable char compared to a non-prestige Ranger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Skills List and other info: [https://rodpedia.realmsofdespair.info/wiki/Ranger Rodpedia Page]&lt;br /&gt;
&lt;br /&gt;
=Prestige=&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;&#039;&#039;:&lt;br /&gt;
**Max Str raised to 26.&lt;br /&gt;
***Max carry weight 1100.&lt;br /&gt;
***Stronger &#039;Gash&#039; (since it is Str+Wis based)&lt;br /&gt;
**Gash is also faster, and less mana cost.&lt;br /&gt;
**Can fletch arrows faster&lt;br /&gt;
**New Skills: &lt;br /&gt;
***&#039;&#039;&#039;Cascade:&#039;&#039;&#039; melee rounds hit EVERY mob in the fight. Nice for whacking lots of small stuff that gangs up on you.&lt;br /&gt;
***&#039;&#039;&#039;Indomitable:&#039;&#039;&#039; immune to stun/bash&lt;br /&gt;
***&#039;&#039;&#039;Pursue:&#039;&#039;&#039; Similar to hunt, auto-track-move-track-move... to mob.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Rogue&amp;diff=4816</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Rogue&amp;diff=4816"/>
		<updated>2026-08-19T13:01:35Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Combat Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Classes=&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
&lt;br /&gt;
=Stat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Max Rogue Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||20&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||20||22||20||25||18||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks:&lt;br /&gt;
!Class&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]] ||Circle||Physical||Magic/Non based on weapon||Scales with DR (uncapped)||Must have priority in fight - won&#039;t work on aggro mobs or after rescue.&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Vindur Gong||Magical||Energy||Dex+Luck &amp;amp; Mvs (capped)||Cannot cast in Swamp or Underwater rooms.&lt;br /&gt;
|}&lt;br /&gt;
*Note that Circle is NOT &#039;piercing&#039; damage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Shared Skills:&lt;br /&gt;
!CLASS&lt;br /&gt;
!Weapons (95% Adept)&lt;br /&gt;
!2nd Atk&lt;br /&gt;
!3rd Atk&lt;br /&gt;
!4th Atk&lt;br /&gt;
!Enhance Dmg&lt;br /&gt;
!Disarm&lt;br /&gt;
!Dodge&lt;br /&gt;
!Tumble&lt;br /&gt;
!Grip&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Short-Blades, Flexible Arms||90%||70%||30%||70%||90%||95%||95%||35%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Short-Blades, Long-Blades||95%||65%||20%||70%||75%||95%||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Style Comparisons&lt;br /&gt;
!CLASS&lt;br /&gt;
!Defensive&lt;br /&gt;
!Evasive&lt;br /&gt;
!Standard&lt;br /&gt;
!Aggressive&lt;br /&gt;
!Berserk&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||95%||95%||85%||80%||45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||90%||95%||95%||75%||65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Utility Comparison=&lt;br /&gt;
What is a &amp;quot;utility&amp;quot; spell/skill? &lt;br /&gt;
*For this genre I&#039;m going to list both skills &amp;amp; spells, to highlight the thief utility skills against the small Fathomer spell list that is mostly &#039;utility&#039; spell based.&lt;br /&gt;
&lt;br /&gt;
For common skills that both classes get, I have tried to make that visually obvious toward the top. (Fathomer equivalent skills with thematic names are in parenthesis)&lt;br /&gt;
&lt;br /&gt;
After those equivalences, the differences become more visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Utility Skills/Spells:&lt;br /&gt;
!Thief&lt;br /&gt;
!Fathomer&lt;br /&gt;
|-&lt;br /&gt;
|Disarm || Disarm&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield || Dual Wield&lt;br /&gt;
|-&lt;br /&gt;
|Scan || Scan&lt;br /&gt;
|-&lt;br /&gt;
|Pick Lock || (Broach)&lt;br /&gt;
|-&lt;br /&gt;
|Steal || (Pilfer)&lt;br /&gt;
|-&lt;br /&gt;
|Track || (Navigate)&lt;br /&gt;
|-&lt;br /&gt;
|Scry || (Seasight)&lt;br /&gt;
|-&lt;br /&gt;
|Search || (Rummage)&lt;br /&gt;
|-&lt;br /&gt;
|Hide || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Sight || Create Spring&lt;br /&gt;
|-&lt;br /&gt;
|Peek || Salinate&lt;br /&gt;
|-&lt;br /&gt;
|DeTrap || Swap&lt;br /&gt;
|-&lt;br /&gt;
|Aid || Control Weather&lt;br /&gt;
|-&lt;br /&gt;
|Poison Weapon || Submerge&lt;br /&gt;
|-&lt;br /&gt;
|Estimate || Glass Eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Which Class to Use?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard Differences:&#039;&#039;&#039;&lt;br /&gt;
**Thieves stats obviously don&#039;t suffer the painful 18 Con. &lt;br /&gt;
**Thieves are better suited for melee combat:&lt;br /&gt;
***Better 3rd &amp;amp; 4th attack proficiency. &lt;br /&gt;
***Better Disarm, and get Tumble &amp;amp; Grip.&lt;br /&gt;
**Thieves combat styles lead defensive/evasive, fathomers prefer evasive/standard. &lt;br /&gt;
&lt;br /&gt;
What does all of this mean? Not a whole fucking lot. I guess if it&#039;s a high melee based fight, lots of melee rounds landing and being landed, then a Thief would fair better in that situation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability Differences:&#039;&#039;&#039;&lt;br /&gt;
**Both get all the same &#039;rogue stuff&#039; to pick, steal, track, scry, search, hide/sneak, etc. &lt;br /&gt;
**Thieves go on to get things like peek/detrap/aid/poison-weapon, whereas fathomers get more useful spells like create spring, salinate, submerge, glass eye, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re considering a rogue for a fight, I guess the determining factors would be: &lt;br /&gt;
*Can you hit the mob with a sword, or spell damage, or both. A thieves circle will out-pace vindur gong, so if you can thief, then thief.&lt;br /&gt;
*Do you need to use any specific abilities, like detrap/falcon sight, or salinate/glass eye. This may determine which you pick. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;s Hot Take:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s, to me, seem like a class that was jammed in cuz it is thematically fun, and not much more. It&#039;s nice being able to do the &#039;rogue stuff&#039; on a Fathomer and also having create spring and true-sight spells, but the decreased damage of vindur gong (capped), and 18 max Con and lack of Tumble also make them generally flimsier than a thief in my experience. The fact they can wield long-blades, and fight better in standard, and have those useful spells makes up for it I guess - they&#039;re a bit more of a Swiss army knife, and the trade-off for that is giving up the shear damage output of the thief. So do you want straight damage, or some capabilities, that&#039;s how I see the difference between Thieves and Fathomers. &lt;br /&gt;
&lt;br /&gt;
Also note now that you can multi-class prestige a Thief into a Thi-Dru (or Mag/Cle) that&#039;s basically going to give your Thief most of the magic shit Fathomers get anyhow, so, makes the Fathomer even less unique as its own class.&lt;br /&gt;
&lt;br /&gt;
This all sounds like I&#039;m shitting on Fathomer&#039;s, and I guess I am, but maybe I&#039;m just shitting on Rogues in general. I would rather use a Vampire/Dread if I want to use a 25 dexterity character that&#039;s good at melee fighting with high damage output. I do use my Fathomer (Bucc) for questing, and take him to runs sometimes when my other (better) chars are tied up somewhere, and he fares just fine. I could also just bring my Thief, but they&#039;re even more boring that Fathomers and I&#039;m sick of them too, boring ass circle attack and nothing else to do! At least Fathomer&#039;s get SOME additional shit to play with. &lt;br /&gt;
&lt;br /&gt;
Both are fine classes. I&#039;m not sure you honestly &#039;neeeeed&#039; a good one though. I often just use them to pick locks and nothing else. Make a shitty one for that, dress it half-assed, and play with it, maybe you&#039;ll like it and if not you at least have a lock picker.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Rogue&amp;diff=4815</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Rogue&amp;diff=4815"/>
		<updated>2026-08-19T13:01:19Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Combat Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Classes=&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
&lt;br /&gt;
=Stat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Max Rogue Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||20&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||20||22||20||25||18||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks:&lt;br /&gt;
!Class&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Thief ||Circle||Physical||Magic/Non based on weapon||Scales with DR (uncapped)||Must have priority in fight - won&#039;t work on aggro mobs or after rescue.&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||Vindur Gong||Magical||Energy||Dex+Luck &amp;amp; Mvs (capped)||Cannot cast in Swamp or Underwater rooms.&lt;br /&gt;
|}&lt;br /&gt;
*Note that Circle is NOT &#039;piercing&#039; damage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Shared Skills:&lt;br /&gt;
!CLASS&lt;br /&gt;
!Weapons (95% Adept)&lt;br /&gt;
!2nd Atk&lt;br /&gt;
!3rd Atk&lt;br /&gt;
!4th Atk&lt;br /&gt;
!Enhance Dmg&lt;br /&gt;
!Disarm&lt;br /&gt;
!Dodge&lt;br /&gt;
!Tumble&lt;br /&gt;
!Grip&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Short-Blades, Flexible Arms||90%||70%||30%||70%||90%||95%||95%||35%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Short-Blades, Long-Blades||95%||65%||20%||70%||75%||95%||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Style Comparisons&lt;br /&gt;
!CLASS&lt;br /&gt;
!Defensive&lt;br /&gt;
!Evasive&lt;br /&gt;
!Standard&lt;br /&gt;
!Aggressive&lt;br /&gt;
!Berserk&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||95%||95%||85%||80%||45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||90%||95%||95%||75%||65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Utility Comparison=&lt;br /&gt;
What is a &amp;quot;utility&amp;quot; spell/skill? &lt;br /&gt;
*For this genre I&#039;m going to list both skills &amp;amp; spells, to highlight the thief utility skills against the small Fathomer spell list that is mostly &#039;utility&#039; spell based.&lt;br /&gt;
&lt;br /&gt;
For common skills that both classes get, I have tried to make that visually obvious toward the top. (Fathomer equivalent skills with thematic names are in parenthesis)&lt;br /&gt;
&lt;br /&gt;
After those equivalences, the differences become more visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Utility Skills/Spells:&lt;br /&gt;
!Thief&lt;br /&gt;
!Fathomer&lt;br /&gt;
|-&lt;br /&gt;
|Disarm || Disarm&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield || Dual Wield&lt;br /&gt;
|-&lt;br /&gt;
|Scan || Scan&lt;br /&gt;
|-&lt;br /&gt;
|Pick Lock || (Broach)&lt;br /&gt;
|-&lt;br /&gt;
|Steal || (Pilfer)&lt;br /&gt;
|-&lt;br /&gt;
|Track || (Navigate)&lt;br /&gt;
|-&lt;br /&gt;
|Scry || (Seasight)&lt;br /&gt;
|-&lt;br /&gt;
|Search || (Rummage)&lt;br /&gt;
|-&lt;br /&gt;
|Hide || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Sight || Create Spring&lt;br /&gt;
|-&lt;br /&gt;
|Peek || Salinate&lt;br /&gt;
|-&lt;br /&gt;
|DeTrap || Swap&lt;br /&gt;
|-&lt;br /&gt;
|Aid || Control Weather&lt;br /&gt;
|-&lt;br /&gt;
|Poison Weapon || Submerge&lt;br /&gt;
|-&lt;br /&gt;
|Estimate || Glass Eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Which Class to Use?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard Differences:&#039;&#039;&#039;&lt;br /&gt;
**Thieves stats obviously don&#039;t suffer the painful 18 Con. &lt;br /&gt;
**Thieves are better suited for melee combat:&lt;br /&gt;
***Better 3rd &amp;amp; 4th attack proficiency. &lt;br /&gt;
***Better Disarm, and get Tumble &amp;amp; Grip.&lt;br /&gt;
**Thieves combat styles lead defensive/evasive, fathomers prefer evasive/standard. &lt;br /&gt;
&lt;br /&gt;
What does all of this mean? Not a whole fucking lot. I guess if it&#039;s a high melee based fight, lots of melee rounds landing and being landed, then a Thief would fair better in that situation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability Differences:&#039;&#039;&#039;&lt;br /&gt;
**Both get all the same &#039;rogue stuff&#039; to pick, steal, track, scry, search, hide/sneak, etc. &lt;br /&gt;
**Thieves go on to get things like peek/detrap/aid/poison-weapon, whereas fathomers get more useful spells like create spring, salinate, submerge, glass eye, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re considering a rogue for a fight, I guess the determining factors would be: &lt;br /&gt;
*Can you hit the mob with a sword, or spell damage, or both. A thieves circle will out-pace vindur gong, so if you can thief, then thief.&lt;br /&gt;
*Do you need to use any specific abilities, like detrap/falcon sight, or salinate/glass eye. This may determine which you pick. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;s Hot Take:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s, to me, seem like a class that was jammed in cuz it is thematically fun, and not much more. It&#039;s nice being able to do the &#039;rogue stuff&#039; on a Fathomer and also having create spring and true-sight spells, but the decreased damage of vindur gong (capped), and 18 max Con and lack of Tumble also make them generally flimsier than a thief in my experience. The fact they can wield long-blades, and fight better in standard, and have those useful spells makes up for it I guess - they&#039;re a bit more of a Swiss army knife, and the trade-off for that is giving up the shear damage output of the thief. So do you want straight damage, or some capabilities, that&#039;s how I see the difference between Thieves and Fathomers. &lt;br /&gt;
&lt;br /&gt;
Also note now that you can multi-class prestige a Thief into a Thi-Dru (or Mag/Cle) that&#039;s basically going to give your Thief most of the magic shit Fathomers get anyhow, so, makes the Fathomer even less unique as its own class.&lt;br /&gt;
&lt;br /&gt;
This all sounds like I&#039;m shitting on Fathomer&#039;s, and I guess I am, but maybe I&#039;m just shitting on Rogues in general. I would rather use a Vampire/Dread if I want to use a 25 dexterity character that&#039;s good at melee fighting with high damage output. I do use my Fathomer (Bucc) for questing, and take him to runs sometimes when my other (better) chars are tied up somewhere, and he fares just fine. I could also just bring my Thief, but they&#039;re even more boring that Fathomers and I&#039;m sick of them too, boring ass circle attack and nothing else to do! At least Fathomer&#039;s get SOME additional shit to play with. &lt;br /&gt;
&lt;br /&gt;
Both are fine classes. I&#039;m not sure you honestly &#039;neeeeed&#039; a good one though. I often just use them to pick locks and nothing else. Make a shitty one for that, dress it half-assed, and play with it, maybe you&#039;ll like it and if not you at least have a lock picker.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Rogue&amp;diff=4814</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Rogue&amp;diff=4814"/>
		<updated>2026-08-19T13:00:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Combat Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Classes=&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
&lt;br /&gt;
=Stat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Max Rogue Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||20&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||20||22||20||25||18||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks:&lt;br /&gt;
!Class&lt;br /&gt;
!Attack&lt;br /&gt;
!Type&lt;br /&gt;
!Damage&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Thief ||Circle||Physical||Magic/Non based on weapon||Scales with DR (uncapped)||Must have priority in fight - won&#039;t work on aggro mobs or after rescue.&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||Vindur Gong||Magical||Energy||Dex+Luck &amp;amp; Mvs (capped)||Cannot cast in Swamp or Underwater rooms.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Note that Circle is NOT &#039;piercing&#039; damage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons and shared combat skills comparison: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Shared Skills:&lt;br /&gt;
!CLASS&lt;br /&gt;
!Weapons (95% Adept)&lt;br /&gt;
!2nd Atk&lt;br /&gt;
!3rd Atk&lt;br /&gt;
!4th Atk&lt;br /&gt;
!Enhance Dmg&lt;br /&gt;
!Disarm&lt;br /&gt;
!Dodge&lt;br /&gt;
!Tumble&lt;br /&gt;
!Grip&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Short-Blades, Flexible Arms||90%||70%||30%||70%||90%||95%||95%||35%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Short-Blades, Long-Blades||95%||65%||20%||70%||75%||95%||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Style Comparisons&lt;br /&gt;
!CLASS&lt;br /&gt;
!Defensive&lt;br /&gt;
!Evasive&lt;br /&gt;
!Standard&lt;br /&gt;
!Aggressive&lt;br /&gt;
!Berserk&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||95%||95%||85%||80%||45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||90%||95%||95%||75%||65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Utility Comparison=&lt;br /&gt;
What is a &amp;quot;utility&amp;quot; spell/skill? &lt;br /&gt;
*For this genre I&#039;m going to list both skills &amp;amp; spells, to highlight the thief utility skills against the small Fathomer spell list that is mostly &#039;utility&#039; spell based.&lt;br /&gt;
&lt;br /&gt;
For common skills that both classes get, I have tried to make that visually obvious toward the top. (Fathomer equivalent skills with thematic names are in parenthesis)&lt;br /&gt;
&lt;br /&gt;
After those equivalences, the differences become more visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Utility Skills/Spells:&lt;br /&gt;
!Thief&lt;br /&gt;
!Fathomer&lt;br /&gt;
|-&lt;br /&gt;
|Disarm || Disarm&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield || Dual Wield&lt;br /&gt;
|-&lt;br /&gt;
|Scan || Scan&lt;br /&gt;
|-&lt;br /&gt;
|Pick Lock || (Broach)&lt;br /&gt;
|-&lt;br /&gt;
|Steal || (Pilfer)&lt;br /&gt;
|-&lt;br /&gt;
|Track || (Navigate)&lt;br /&gt;
|-&lt;br /&gt;
|Scry || (Seasight)&lt;br /&gt;
|-&lt;br /&gt;
|Search || (Rummage)&lt;br /&gt;
|-&lt;br /&gt;
|Hide || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Sight || Create Spring&lt;br /&gt;
|-&lt;br /&gt;
|Peek || Salinate&lt;br /&gt;
|-&lt;br /&gt;
|DeTrap || Swap&lt;br /&gt;
|-&lt;br /&gt;
|Aid || Control Weather&lt;br /&gt;
|-&lt;br /&gt;
|Poison Weapon || Submerge&lt;br /&gt;
|-&lt;br /&gt;
|Estimate || Glass Eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Which Class to Use?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard Differences:&#039;&#039;&#039;&lt;br /&gt;
**Thieves stats obviously don&#039;t suffer the painful 18 Con. &lt;br /&gt;
**Thieves are better suited for melee combat:&lt;br /&gt;
***Better 3rd &amp;amp; 4th attack proficiency. &lt;br /&gt;
***Better Disarm, and get Tumble &amp;amp; Grip.&lt;br /&gt;
**Thieves combat styles lead defensive/evasive, fathomers prefer evasive/standard. &lt;br /&gt;
&lt;br /&gt;
What does all of this mean? Not a whole fucking lot. I guess if it&#039;s a high melee based fight, lots of melee rounds landing and being landed, then a Thief would fair better in that situation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability Differences:&#039;&#039;&#039;&lt;br /&gt;
**Both get all the same &#039;rogue stuff&#039; to pick, steal, track, scry, search, hide/sneak, etc. &lt;br /&gt;
**Thieves go on to get things like peek/detrap/aid/poison-weapon, whereas fathomers get more useful spells like create spring, salinate, submerge, glass eye, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re considering a rogue for a fight, I guess the determining factors would be: &lt;br /&gt;
*Can you hit the mob with a sword, or spell damage, or both. A thieves circle will out-pace vindur gong, so if you can thief, then thief.&lt;br /&gt;
*Do you need to use any specific abilities, like detrap/falcon sight, or salinate/glass eye. This may determine which you pick. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;s Hot Take:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s, to me, seem like a class that was jammed in cuz it is thematically fun, and not much more. It&#039;s nice being able to do the &#039;rogue stuff&#039; on a Fathomer and also having create spring and true-sight spells, but the decreased damage of vindur gong (capped), and 18 max Con and lack of Tumble also make them generally flimsier than a thief in my experience. The fact they can wield long-blades, and fight better in standard, and have those useful spells makes up for it I guess - they&#039;re a bit more of a Swiss army knife, and the trade-off for that is giving up the shear damage output of the thief. So do you want straight damage, or some capabilities, that&#039;s how I see the difference between Thieves and Fathomers. &lt;br /&gt;
&lt;br /&gt;
Also note now that you can multi-class prestige a Thief into a Thi-Dru (or Mag/Cle) that&#039;s basically going to give your Thief most of the magic shit Fathomers get anyhow, so, makes the Fathomer even less unique as its own class.&lt;br /&gt;
&lt;br /&gt;
This all sounds like I&#039;m shitting on Fathomer&#039;s, and I guess I am, but maybe I&#039;m just shitting on Rogues in general. I would rather use a Vampire/Dread if I want to use a 25 dexterity character that&#039;s good at melee fighting with high damage output. I do use my Fathomer (Bucc) for questing, and take him to runs sometimes when my other (better) chars are tied up somewhere, and he fares just fine. I could also just bring my Thief, but they&#039;re even more boring that Fathomers and I&#039;m sick of them too, boring ass circle attack and nothing else to do! At least Fathomer&#039;s get SOME additional shit to play with. &lt;br /&gt;
&lt;br /&gt;
Both are fine classes. I&#039;m not sure you honestly &#039;neeeeed&#039; a good one though. I often just use them to pick locks and nothing else. Make a shitty one for that, dress it half-assed, and play with it, maybe you&#039;ll like it and if not you at least have a lock picker.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Rogue&amp;diff=4813</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Rogue&amp;diff=4813"/>
		<updated>2026-08-19T12:58:19Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Classes=&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
&lt;br /&gt;
=Stat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Max Rogue Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||20&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||20||22||20||25||18||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Alpha Attacks:&lt;br /&gt;
!Class&lt;br /&gt;
!Attack&lt;br /&gt;
!Mechanics&lt;br /&gt;
!Restrictions&lt;br /&gt;
|-&lt;br /&gt;
|Thief ||Circle||Scales with DR (uncapped)||Must have priority in fight - won&#039;t work on aggro mobs or after rescue.&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||Vindur Gong||Dex+Luck &amp;amp; Mvs (capped)||Cannot cast in Swamp or Underwater rooms.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons and shared combat skills comparison: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Shared Skills:&lt;br /&gt;
!CLASS&lt;br /&gt;
!Weapons (95% Adept)&lt;br /&gt;
!2nd Atk&lt;br /&gt;
!3rd Atk&lt;br /&gt;
!4th Atk&lt;br /&gt;
!Enhance Dmg&lt;br /&gt;
!Disarm&lt;br /&gt;
!Dodge&lt;br /&gt;
!Tumble&lt;br /&gt;
!Grip&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Short-Blades, Flexible Arms||90%||70%||30%||70%||90%||95%||95%||35%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Short-Blades, Long-Blades||95%||65%||20%||70%||75%||95%||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Style Comparisons&lt;br /&gt;
!CLASS&lt;br /&gt;
!Defensive&lt;br /&gt;
!Evasive&lt;br /&gt;
!Standard&lt;br /&gt;
!Aggressive&lt;br /&gt;
!Berserk&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||95%||95%||85%||80%||45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||90%||95%||95%||75%||65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Utility Comparison=&lt;br /&gt;
What is a &amp;quot;utility&amp;quot; spell/skill? &lt;br /&gt;
*For this genre I&#039;m going to list both skills &amp;amp; spells, to highlight the thief utility skills against the small Fathomer spell list that is mostly &#039;utility&#039; spell based.&lt;br /&gt;
&lt;br /&gt;
For common skills that both classes get, I have tried to make that visually obvious toward the top. (Fathomer equivalent skills with thematic names are in parenthesis)&lt;br /&gt;
&lt;br /&gt;
After those equivalences, the differences become more visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Utility Skills/Spells:&lt;br /&gt;
!Thief&lt;br /&gt;
!Fathomer&lt;br /&gt;
|-&lt;br /&gt;
|Disarm || Disarm&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield || Dual Wield&lt;br /&gt;
|-&lt;br /&gt;
|Scan || Scan&lt;br /&gt;
|-&lt;br /&gt;
|Pick Lock || (Broach)&lt;br /&gt;
|-&lt;br /&gt;
|Steal || (Pilfer)&lt;br /&gt;
|-&lt;br /&gt;
|Track || (Navigate)&lt;br /&gt;
|-&lt;br /&gt;
|Scry || (Seasight)&lt;br /&gt;
|-&lt;br /&gt;
|Search || (Rummage)&lt;br /&gt;
|-&lt;br /&gt;
|Hide || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Sight || Create Spring&lt;br /&gt;
|-&lt;br /&gt;
|Peek || Salinate&lt;br /&gt;
|-&lt;br /&gt;
|DeTrap || Swap&lt;br /&gt;
|-&lt;br /&gt;
|Aid || Control Weather&lt;br /&gt;
|-&lt;br /&gt;
|Poison Weapon || Submerge&lt;br /&gt;
|-&lt;br /&gt;
|Estimate || Glass Eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Which Class to Use?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard Differences:&#039;&#039;&#039;&lt;br /&gt;
**Thieves stats obviously don&#039;t suffer the painful 18 Con. &lt;br /&gt;
**Thieves are better suited for melee combat:&lt;br /&gt;
***Better 3rd &amp;amp; 4th attack proficiency. &lt;br /&gt;
***Better Disarm, and get Tumble &amp;amp; Grip.&lt;br /&gt;
**Thieves combat styles lead defensive/evasive, fathomers prefer evasive/standard. &lt;br /&gt;
&lt;br /&gt;
What does all of this mean? Not a whole fucking lot. I guess if it&#039;s a high melee based fight, lots of melee rounds landing and being landed, then a Thief would fair better in that situation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability Differences:&#039;&#039;&#039;&lt;br /&gt;
**Both get all the same &#039;rogue stuff&#039; to pick, steal, track, scry, search, hide/sneak, etc. &lt;br /&gt;
**Thieves go on to get things like peek/detrap/aid/poison-weapon, whereas fathomers get more useful spells like create spring, salinate, submerge, glass eye, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re considering a rogue for a fight, I guess the determining factors would be: &lt;br /&gt;
*Can you hit the mob with a sword, or spell damage, or both. A thieves circle will out-pace vindur gong, so if you can thief, then thief.&lt;br /&gt;
*Do you need to use any specific abilities, like detrap/falcon sight, or salinate/glass eye. This may determine which you pick. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;s Hot Take:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s, to me, seem like a class that was jammed in cuz it is thematically fun, and not much more. It&#039;s nice being able to do the &#039;rogue stuff&#039; on a Fathomer and also having create spring and true-sight spells, but the decreased damage of vindur gong (capped), and 18 max Con and lack of Tumble also make them generally flimsier than a thief in my experience. The fact they can wield long-blades, and fight better in standard, and have those useful spells makes up for it I guess - they&#039;re a bit more of a Swiss army knife, and the trade-off for that is giving up the shear damage output of the thief. So do you want straight damage, or some capabilities, that&#039;s how I see the difference between Thieves and Fathomers. &lt;br /&gt;
&lt;br /&gt;
Also note now that you can multi-class prestige a Thief into a Thi-Dru (or Mag/Cle) that&#039;s basically going to give your Thief most of the magic shit Fathomers get anyhow, so, makes the Fathomer even less unique as its own class.&lt;br /&gt;
&lt;br /&gt;
This all sounds like I&#039;m shitting on Fathomer&#039;s, and I guess I am, but maybe I&#039;m just shitting on Rogues in general. I would rather use a Vampire/Dread if I want to use a 25 dexterity character that&#039;s good at melee fighting with high damage output. I do use my Fathomer (Bucc) for questing, and take him to runs sometimes when my other (better) chars are tied up somewhere, and he fares just fine. I could also just bring my Thief, but they&#039;re even more boring that Fathomers and I&#039;m sick of them too, boring ass circle attack and nothing else to do! At least Fathomer&#039;s get SOME additional shit to play with. &lt;br /&gt;
&lt;br /&gt;
Both are fine classes. I&#039;m not sure you honestly &#039;neeeeed&#039; a good one though. I often just use them to pick locks and nothing else. Make a shitty one for that, dress it half-assed, and play with it, maybe you&#039;ll like it and if not you at least have a lock picker.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Rogue&amp;diff=4812</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Rogue&amp;diff=4812"/>
		<updated>2026-08-19T12:51:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Utility Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Classes=&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
&lt;br /&gt;
=Stat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Max Rogue Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||20&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||20||22||20||25||18||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Comparison=&lt;br /&gt;
Weapons and shared combat skills comparison: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Shared Skills:&lt;br /&gt;
!CLASS&lt;br /&gt;
!Weapons (95% Adept)&lt;br /&gt;
!2nd Atk&lt;br /&gt;
!3rd Atk&lt;br /&gt;
!4th Atk&lt;br /&gt;
!Enhance Dmg&lt;br /&gt;
!Disarm&lt;br /&gt;
!Dodge&lt;br /&gt;
!Tumble&lt;br /&gt;
!Grip&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Short-Blades, Flexible Arms||90%||70%||30%||70%||90%||95%||95%||35%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Short-Blades, Long-Blades||95%||65%||20%||70%||75%||95%||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Style Comparisons&lt;br /&gt;
!CLASS&lt;br /&gt;
!Defensive&lt;br /&gt;
!Evasive&lt;br /&gt;
!Standard&lt;br /&gt;
!Aggressive&lt;br /&gt;
!Berserk&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||95%||95%||85%||80%||45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||90%||95%||95%||75%||65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Utility Comparison=&lt;br /&gt;
What is a &amp;quot;utility&amp;quot; spell/skill? &lt;br /&gt;
*For this genre I&#039;m going to list both skills &amp;amp; spells, to highlight the thief utility skills against the small Fathomer spell list that is mostly &#039;utility&#039; spell based.&lt;br /&gt;
&lt;br /&gt;
For common skills that both classes get, I have tried to make that visually obvious toward the top. (Fathomer equivalent skills with thematic names are in parenthesis)&lt;br /&gt;
&lt;br /&gt;
After those equivalences, the differences become more visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Utility Skills/Spells:&lt;br /&gt;
!Thief&lt;br /&gt;
!Fathomer&lt;br /&gt;
|-&lt;br /&gt;
|Disarm || Disarm&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield || Dual Wield&lt;br /&gt;
|-&lt;br /&gt;
|Scan || Scan&lt;br /&gt;
|-&lt;br /&gt;
|Pick Lock || (Broach)&lt;br /&gt;
|-&lt;br /&gt;
|Steal || (Pilfer)&lt;br /&gt;
|-&lt;br /&gt;
|Track || (Navigate)&lt;br /&gt;
|-&lt;br /&gt;
|Scry || (Seasight)&lt;br /&gt;
|-&lt;br /&gt;
|Search || (Rummage)&lt;br /&gt;
|-&lt;br /&gt;
|Hide || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Sight || Create Spring&lt;br /&gt;
|-&lt;br /&gt;
|Peek || Salinate&lt;br /&gt;
|-&lt;br /&gt;
|DeTrap || Swap&lt;br /&gt;
|-&lt;br /&gt;
|Aid || Control Weather&lt;br /&gt;
|-&lt;br /&gt;
|Poison Weapon || Submerge&lt;br /&gt;
|-&lt;br /&gt;
|Estimate || Glass Eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Which Class to Use?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard Differences:&#039;&#039;&#039;&lt;br /&gt;
**Thieves stats obviously don&#039;t suffer the painful 18 Con. &lt;br /&gt;
**Thieves are better suited for melee combat:&lt;br /&gt;
***Better 3rd &amp;amp; 4th attack proficiency. &lt;br /&gt;
***Better Disarm, and get Tumble &amp;amp; Grip.&lt;br /&gt;
**Thieves combat styles lead defensive/evasive, fathomers prefer evasive/standard. &lt;br /&gt;
&lt;br /&gt;
What does all of this mean? Not a whole fucking lot. I guess if it&#039;s a high melee based fight, lots of melee rounds landing and being landed, then a Thief would fair better in that situation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability Differences:&#039;&#039;&#039;&lt;br /&gt;
**Both get all the same &#039;rogue stuff&#039; to pick, steal, track, scry, search, hide/sneak, etc. &lt;br /&gt;
**Thieves go on to get things like peek/detrap/aid/poison-weapon, whereas fathomers get more useful spells like create spring, salinate, submerge, glass eye, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re considering a rogue for a fight, I guess the determining factors would be: &lt;br /&gt;
*Can you hit the mob with a sword, or spell damage, or both. A thieves circle will out-pace vindur gong, so if you can thief, then thief.&lt;br /&gt;
*Do you need to use any specific abilities, like detrap/falcon sight, or salinate/glass eye. This may determine which you pick. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;s Hot Take:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s, to me, seem like a class that was jammed in cuz it is thematically fun, and not much more. It&#039;s nice being able to do the &#039;rogue stuff&#039; on a Fathomer and also having create spring and true-sight spells, but the decreased damage of vindur gong (capped), and 18 max Con and lack of Tumble also make them generally flimsier than a thief in my experience. The fact they can wield long-blades, and fight better in standard, and have those useful spells makes up for it I guess - they&#039;re a bit more of a Swiss army knife, and the trade-off for that is giving up the shear damage output of the thief. So do you want straight damage, or some capabilities, that&#039;s how I see the difference between Thieves and Fathomers. &lt;br /&gt;
&lt;br /&gt;
Also note now that you can multi-class prestige a Thief into a Thi-Dru (or Mag/Cle) that&#039;s basically going to give your Thief most of the magic shit Fathomers get anyhow, so, makes the Fathomer even less unique as its own class.&lt;br /&gt;
&lt;br /&gt;
This all sounds like I&#039;m shitting on Fathomer&#039;s, and I guess I am, but maybe I&#039;m just shitting on Rogues in general. I would rather use a Vampire/Dread if I want to use a 25 dexterity character that&#039;s good at melee fighting with high damage output. I do use my Fathomer (Bucc) for questing, and take him to runs sometimes when my other (better) chars are tied up somewhere, and he fares just fine. I could also just bring my Thief, but they&#039;re even more boring that Fathomers and I&#039;m sick of them too, boring ass circle attack and nothing else to do! At least Fathomer&#039;s get SOME additional shit to play with. &lt;br /&gt;
&lt;br /&gt;
Both are fine classes. I&#039;m not sure you honestly &#039;neeeeed&#039; a good one though. I often just use them to pick locks and nothing else. Make a shitty one for that, dress it half-assed, and play with it, maybe you&#039;ll like it and if not you at least have a lock picker.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Rogue&amp;diff=4811</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Rogue&amp;diff=4811"/>
		<updated>2026-08-19T12:50:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Stat Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Classes=&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
&lt;br /&gt;
=Stat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Max Rogue Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||20&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||20||22||20||25||18||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Comparison=&lt;br /&gt;
Weapons and shared combat skills comparison: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Shared Skills:&lt;br /&gt;
!CLASS&lt;br /&gt;
!Weapons (95% Adept)&lt;br /&gt;
!2nd Atk&lt;br /&gt;
!3rd Atk&lt;br /&gt;
!4th Atk&lt;br /&gt;
!Enhance Dmg&lt;br /&gt;
!Disarm&lt;br /&gt;
!Dodge&lt;br /&gt;
!Tumble&lt;br /&gt;
!Grip&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Short-Blades, Flexible Arms||90%||70%||30%||70%||90%||95%||95%||35%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Short-Blades, Long-Blades||95%||65%||20%||70%||75%||95%||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Style Comparisons&lt;br /&gt;
!CLASS&lt;br /&gt;
!Defensive&lt;br /&gt;
!Evasive&lt;br /&gt;
!Standard&lt;br /&gt;
!Aggressive&lt;br /&gt;
!Berserk&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||95%||95%||85%||80%||45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||90%||95%||95%||75%||65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Utility Comparison=&lt;br /&gt;
What is a &amp;quot;utility&amp;quot; spell/skill? &lt;br /&gt;
*For this genre I&#039;m going to list both skills &amp;amp; spells, to highlight the thief utility skills against the small Fathomer spell list that is mostly &#039;utility&#039; spell based.&lt;br /&gt;
&lt;br /&gt;
For common skills 2 or more of the classes get, I have tried to make that visually obvious toward the top. (Fathomer equivalent skills with thematic names are in parenthesis)&lt;br /&gt;
&lt;br /&gt;
After those equivalences, the differences become more visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Utility Skills/Spells:&lt;br /&gt;
!Thief&lt;br /&gt;
!Fathomer&lt;br /&gt;
|-&lt;br /&gt;
|Disarm || Disarm&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield || Dual Wield&lt;br /&gt;
|-&lt;br /&gt;
|Scan || Scan&lt;br /&gt;
|-&lt;br /&gt;
|Pick Lock || (Broach)&lt;br /&gt;
|-&lt;br /&gt;
|Steal || (Pilfer)&lt;br /&gt;
|-&lt;br /&gt;
|Track || (Navigate)&lt;br /&gt;
|-&lt;br /&gt;
|Scry || (Seasight)&lt;br /&gt;
|-&lt;br /&gt;
|Search || (Rummage)&lt;br /&gt;
|-&lt;br /&gt;
|Hide || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Sight || Create Spring&lt;br /&gt;
|-&lt;br /&gt;
|Peek || Salinate&lt;br /&gt;
|-&lt;br /&gt;
|DeTrap || Swap&lt;br /&gt;
|-&lt;br /&gt;
|Aid || Control Weather&lt;br /&gt;
|-&lt;br /&gt;
|Poison Weapon || Submerge&lt;br /&gt;
|-&lt;br /&gt;
|Estimate || Glass Eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Which Class to Use?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard Differences:&#039;&#039;&#039;&lt;br /&gt;
**Thieves stats obviously don&#039;t suffer the painful 18 Con. &lt;br /&gt;
**Thieves are better suited for melee combat:&lt;br /&gt;
***Better 3rd &amp;amp; 4th attack proficiency. &lt;br /&gt;
***Better Disarm, and get Tumble &amp;amp; Grip.&lt;br /&gt;
**Thieves combat styles lead defensive/evasive, fathomers prefer evasive/standard. &lt;br /&gt;
&lt;br /&gt;
What does all of this mean? Not a whole fucking lot. I guess if it&#039;s a high melee based fight, lots of melee rounds landing and being landed, then a Thief would fair better in that situation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability Differences:&#039;&#039;&#039;&lt;br /&gt;
**Both get all the same &#039;rogue stuff&#039; to pick, steal, track, scry, search, hide/sneak, etc. &lt;br /&gt;
**Thieves go on to get things like peek/detrap/aid/poison-weapon, whereas fathomers get more useful spells like create spring, salinate, submerge, glass eye, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re considering a rogue for a fight, I guess the determining factors would be: &lt;br /&gt;
*Can you hit the mob with a sword, or spell damage, or both. A thieves circle will out-pace vindur gong, so if you can thief, then thief.&lt;br /&gt;
*Do you need to use any specific abilities, like detrap/falcon sight, or salinate/glass eye. This may determine which you pick. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;s Hot Take:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s, to me, seem like a class that was jammed in cuz it is thematically fun, and not much more. It&#039;s nice being able to do the &#039;rogue stuff&#039; on a Fathomer and also having create spring and true-sight spells, but the decreased damage of vindur gong (capped), and 18 max Con and lack of Tumble also make them generally flimsier than a thief in my experience. The fact they can wield long-blades, and fight better in standard, and have those useful spells makes up for it I guess - they&#039;re a bit more of a Swiss army knife, and the trade-off for that is giving up the shear damage output of the thief. So do you want straight damage, or some capabilities, that&#039;s how I see the difference between Thieves and Fathomers. &lt;br /&gt;
&lt;br /&gt;
Also note now that you can multi-class prestige a Thief into a Thi-Dru (or Mag/Cle) that&#039;s basically going to give your Thief most of the magic shit Fathomers get anyhow, so, makes the Fathomer even less unique as its own class.&lt;br /&gt;
&lt;br /&gt;
This all sounds like I&#039;m shitting on Fathomer&#039;s, and I guess I am, but maybe I&#039;m just shitting on Rogues in general. I would rather use a Vampire/Dread if I want to use a 25 dexterity character that&#039;s good at melee fighting with high damage output. I do use my Fathomer (Bucc) for questing, and take him to runs sometimes when my other (better) chars are tied up somewhere, and he fares just fine. I could also just bring my Thief, but they&#039;re even more boring that Fathomers and I&#039;m sick of them too, boring ass circle attack and nothing else to do! At least Fathomer&#039;s get SOME additional shit to play with. &lt;br /&gt;
&lt;br /&gt;
Both are fine classes. I&#039;m not sure you honestly &#039;neeeeed&#039; a good one though. I often just use them to pick locks and nothing else. Make a shitty one for that, dress it half-assed, and play with it, maybe you&#039;ll like it and if not you at least have a lock picker.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Rogue&amp;diff=4810</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Rogue&amp;diff=4810"/>
		<updated>2026-08-19T12:49:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rogue Classes=&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
&lt;br /&gt;
=Stat Comparison=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Max Rogue Stats&lt;br /&gt;
!CLASS&lt;br /&gt;
!Str&lt;br /&gt;
!Int&lt;br /&gt;
!Wis&lt;br /&gt;
!Dex&lt;br /&gt;
!Con&lt;br /&gt;
!Cha&lt;br /&gt;
!Lck&lt;br /&gt;
|-&lt;br /&gt;
|Thief||20||20||18||25||20||22||18&lt;br /&gt;
|-&lt;br /&gt;
|Fathomer||20||22||20||25||18||20||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Combat Comparison=&lt;br /&gt;
Weapons and shared combat skills comparison: &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Shared Skills:&lt;br /&gt;
!CLASS&lt;br /&gt;
!Weapons (95% Adept)&lt;br /&gt;
!2nd Atk&lt;br /&gt;
!3rd Atk&lt;br /&gt;
!4th Atk&lt;br /&gt;
!Enhance Dmg&lt;br /&gt;
!Disarm&lt;br /&gt;
!Dodge&lt;br /&gt;
!Tumble&lt;br /&gt;
!Grip&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||Short-Blades, Flexible Arms||90%||70%||30%||70%||90%||95%||95%||35%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||Short-Blades, Long-Blades||95%||65%||20%||70%||75%||95%||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Style Comparisons&lt;br /&gt;
!CLASS&lt;br /&gt;
!Defensive&lt;br /&gt;
!Evasive&lt;br /&gt;
!Standard&lt;br /&gt;
!Aggressive&lt;br /&gt;
!Berserk&lt;br /&gt;
|-&lt;br /&gt;
|[[Thief]]||95%||95%||85%||80%||45%&lt;br /&gt;
|-&lt;br /&gt;
|[[Fathomer]]||90%||95%||95%||75%||65%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Utility Comparison=&lt;br /&gt;
What is a &amp;quot;utility&amp;quot; spell/skill? &lt;br /&gt;
*For this genre I&#039;m going to list both skills &amp;amp; spells, to highlight the thief utility skills against the small Fathomer spell list that is mostly &#039;utility&#039; spell based.&lt;br /&gt;
&lt;br /&gt;
For common skills 2 or more of the classes get, I have tried to make that visually obvious toward the top. (Fathomer equivalent skills with thematic names are in parenthesis)&lt;br /&gt;
&lt;br /&gt;
After those equivalences, the differences become more visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Utility Skills/Spells:&lt;br /&gt;
!Thief&lt;br /&gt;
!Fathomer&lt;br /&gt;
|-&lt;br /&gt;
|Disarm || Disarm&lt;br /&gt;
|-&lt;br /&gt;
|Dual Wield || Dual Wield&lt;br /&gt;
|-&lt;br /&gt;
|Scan || Scan&lt;br /&gt;
|-&lt;br /&gt;
|Pick Lock || (Broach)&lt;br /&gt;
|-&lt;br /&gt;
|Steal || (Pilfer)&lt;br /&gt;
|-&lt;br /&gt;
|Track || (Navigate)&lt;br /&gt;
|-&lt;br /&gt;
|Scry || (Seasight)&lt;br /&gt;
|-&lt;br /&gt;
|Search || (Rummage)&lt;br /&gt;
|-&lt;br /&gt;
|Hide || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Sneak || (Fog)&lt;br /&gt;
|-&lt;br /&gt;
|Falcon Sight || Create Spring&lt;br /&gt;
|-&lt;br /&gt;
|Peek || Salinate&lt;br /&gt;
|-&lt;br /&gt;
|DeTrap || Swap&lt;br /&gt;
|-&lt;br /&gt;
|Aid || Control Weather&lt;br /&gt;
|-&lt;br /&gt;
|Poison Weapon || Submerge&lt;br /&gt;
|-&lt;br /&gt;
|Estimate || Glass Eye&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Which Class to Use?=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard Differences:&#039;&#039;&#039;&lt;br /&gt;
**Thieves stats obviously don&#039;t suffer the painful 18 Con. &lt;br /&gt;
**Thieves are better suited for melee combat:&lt;br /&gt;
***Better 3rd &amp;amp; 4th attack proficiency. &lt;br /&gt;
***Better Disarm, and get Tumble &amp;amp; Grip.&lt;br /&gt;
**Thieves combat styles lead defensive/evasive, fathomers prefer evasive/standard. &lt;br /&gt;
&lt;br /&gt;
What does all of this mean? Not a whole fucking lot. I guess if it&#039;s a high melee based fight, lots of melee rounds landing and being landed, then a Thief would fair better in that situation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability Differences:&#039;&#039;&#039;&lt;br /&gt;
**Both get all the same &#039;rogue stuff&#039; to pick, steal, track, scry, search, hide/sneak, etc. &lt;br /&gt;
**Thieves go on to get things like peek/detrap/aid/poison-weapon, whereas fathomers get more useful spells like create spring, salinate, submerge, glass eye, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re considering a rogue for a fight, I guess the determining factors would be: &lt;br /&gt;
*Can you hit the mob with a sword, or spell damage, or both. A thieves circle will out-pace vindur gong, so if you can thief, then thief.&lt;br /&gt;
*Do you need to use any specific abilities, like detrap/falcon sight, or salinate/glass eye. This may determine which you pick. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dyr&#039;s Hot Take:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fathomer&#039;s, to me, seem like a class that was jammed in cuz it is thematically fun, and not much more. It&#039;s nice being able to do the &#039;rogue stuff&#039; on a Fathomer and also having create spring and true-sight spells, but the decreased damage of vindur gong (capped), and 18 max Con and lack of Tumble also make them generally flimsier than a thief in my experience. The fact they can wield long-blades, and fight better in standard, and have those useful spells makes up for it I guess - they&#039;re a bit more of a Swiss army knife, and the trade-off for that is giving up the shear damage output of the thief. So do you want straight damage, or some capabilities, that&#039;s how I see the difference between Thieves and Fathomers. &lt;br /&gt;
&lt;br /&gt;
Also note now that you can multi-class prestige a Thief into a Thi-Dru (or Mag/Cle) that&#039;s basically going to give your Thief most of the magic shit Fathomers get anyhow, so, makes the Fathomer even less unique as its own class.&lt;br /&gt;
&lt;br /&gt;
This all sounds like I&#039;m shitting on Fathomer&#039;s, and I guess I am, but maybe I&#039;m just shitting on Rogues in general. I would rather use a Vampire/Dread if I want to use a 25 dexterity character that&#039;s good at melee fighting with high damage output. I do use my Fathomer (Bucc) for questing, and take him to runs sometimes when my other (better) chars are tied up somewhere, and he fares just fine. I could also just bring my Thief, but they&#039;re even more boring that Fathomers and I&#039;m sick of them too, boring ass circle attack and nothing else to do! At least Fathomer&#039;s get SOME additional shit to play with. &lt;br /&gt;
&lt;br /&gt;
Both are fine classes. I&#039;m not sure you honestly &#039;neeeeed&#039; a good one though. I often just use them to pick locks and nothing else. Make a shitty one for that, dress it half-assed, and play with it, maybe you&#039;ll like it and if not you at least have a lock picker.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4809</id>
		<title>Game Code Examples</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4809"/>
		<updated>2026-08-04T20:38:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Skill Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Code Examples For Nerds&lt;br /&gt;
&lt;br /&gt;
Here&#039;s some clearcut examples from the old public SMAUG 1.8 release that show how things work on the back end. &lt;br /&gt;
&lt;br /&gt;
Spoiler Alert: &#039;&#039;&#039;It&#039;s exactly like D&amp;amp;D&#039;&#039;&#039;&lt;br /&gt;
*Skills &amp;amp; Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
=Basic Skill=&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - &#039;&#039;&#039;it&#039;s a straight skill-adept-percent vs roll check.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
=Passive Skill=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Attack=&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*You need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
***Player: success when percent &amp;lt; LEARNED(ch, gsn_circle) — your adjusted roll must land under your learned circle %.&lt;br /&gt;
***NPC: success when percent &amp;lt; 85 — flat 85 threshold, learned value irrelevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment (when applicable).&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
=Spell Attack=&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4808</id>
		<title>Game Code Examples</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4808"/>
		<updated>2026-08-04T20:36:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Skill Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Code Examples For Nerds&lt;br /&gt;
&lt;br /&gt;
Here&#039;s some clearcut examples from the old public SMAUG 1.8 release that show how things work on the back end. &lt;br /&gt;
&lt;br /&gt;
Spoiler Alert: &#039;&#039;&#039;It&#039;s exactly like D&amp;amp;D&#039;&#039;&#039;&lt;br /&gt;
*Skills &amp;amp; Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
=Basic Skill=&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - &#039;&#039;&#039;it&#039;s a straight skill-adept-percent vs roll check.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
=Passive Skill=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Attack=&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*You need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
***Player: success when percent &amp;lt; LEARNED(ch, gsn_circle) — your adjusted roll must land under your learned circle %.&lt;br /&gt;
***NPC: success when percent &amp;lt; 85 — flat 85 threshold, learned value irrelevant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
=Spell Attack=&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4807</id>
		<title>Game Code Examples</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4807"/>
		<updated>2026-08-04T19:48:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Skill Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Code Examples For Nerds&lt;br /&gt;
&lt;br /&gt;
Here&#039;s some clearcut examples from the old public SMAUG 1.8 release that show how things work on the back end. &lt;br /&gt;
&lt;br /&gt;
Spoiler Alert: &#039;&#039;&#039;It&#039;s exactly like D&amp;amp;D&#039;&#039;&#039;&lt;br /&gt;
*Skills &amp;amp; Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
=Basic Skill=&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - &#039;&#039;&#039;it&#039;s a straight skill-adept-percent vs roll check.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
=Passive Skill=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Attack=&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*You need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
=Spell Attack=&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4806</id>
		<title>Game Code Examples</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4806"/>
		<updated>2026-08-04T19:47:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Basic Skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Code Examples For Nerds&lt;br /&gt;
&lt;br /&gt;
Here&#039;s some clearcut examples from the old public SMAUG 1.8 release that show how things work on the back end. &lt;br /&gt;
&lt;br /&gt;
Spoiler Alert: &#039;&#039;&#039;It&#039;s exactly like D&amp;amp;D&#039;&#039;&#039;&lt;br /&gt;
*Skills &amp;amp; Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
=Basic Skill=&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - &#039;&#039;&#039;it&#039;s a straight skill-adept-percent vs roll check.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
=Passive Skill=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Attack=&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*you need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spell Attack=&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4805</id>
		<title>Game Code Examples</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4805"/>
		<updated>2026-08-04T19:46:39Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Code Examples For Nerds&lt;br /&gt;
&lt;br /&gt;
Here&#039;s some clearcut examples from the old public SMAUG 1.8 release that show how things work on the back end. &lt;br /&gt;
&lt;br /&gt;
Spoiler Alert: &#039;&#039;&#039;It&#039;s exactly like D&amp;amp;D&#039;&#039;&#039;&lt;br /&gt;
*Skills &amp;amp; Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
=Basic Skill=&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - it&#039;s a straight skill-vs-roll check.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skill=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Attack=&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*you need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spell Attack=&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4804</id>
		<title>Game Code Examples</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Game_Code_Examples&amp;diff=4804"/>
		<updated>2026-08-04T19:46:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Code Examples For Nerds  Here&amp;#039;s some clearcut examples from the old public SMAUG 1.8 release that show how things work on the back end.   Spoiler Alert: &amp;#039;&amp;#039;&amp;#039;It&amp;#039;s exactly like D&amp;amp;D&amp;#039;&amp;#039;&amp;#039; *Skills &amp;amp; Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage.  *Magical attacks &amp;#039;just happen&amp;#039; but the defender get&amp;#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.  =Basic Skill=  For the &amp;#039;hide&amp;#039; skil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Code Examples For Nerds&lt;br /&gt;
&lt;br /&gt;
Here&#039;s some clearcut examples from the old public SMAUG 1.8 release that show how things work on the back end. &lt;br /&gt;
&lt;br /&gt;
Spoiler Alert: &#039;&#039;&#039;It&#039;s exactly like D&amp;amp;D&#039;&#039;&#039;&lt;br /&gt;
*Skills &amp;amp; Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
=Basic Skill=&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - it&#039;s a straight skill-vs-roll check.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skill=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skill Attack=&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*you need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spell Attack=&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4803</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4803"/>
		<updated>2026-08-04T19:44:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
Each attack, physical or magic, is individually coded. So, they all work slightly differently. &lt;br /&gt;
&lt;br /&gt;
Some use a strict hardcoded table for damage that scales with your level. So, if you cast &#039;fart&#039; at level 10 it&#039;ll do 100 damage, and at level 20 it&#039;ll do 200 damage. &lt;br /&gt;
&lt;br /&gt;
Some use a relative value, derived by some logic, that usually had to do with your level, the mobs level, maybe some stats, etc. &lt;br /&gt;
&lt;br /&gt;
You can see some real examples of how shit works in game code in [[Game Code Examples]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Dyrdex%27s_Disgruntled_Realms_Notes&amp;diff=4802</id>
		<title>Dyrdex&#039;s Disgruntled Realms Notes</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Dyrdex%27s_Disgruntled_Realms_Notes&amp;diff=4802"/>
		<updated>2026-08-04T19:43:51Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Game Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RoD ascii.png|left|450px]]&lt;br /&gt;
[[File:Wizard.png|right|thumb|450px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This website is about an old beat game that you shouldn&#039;t play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What info do you want to see here? Let me know&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Common Eq Tables=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The best resource for finding gear is the [https://ascendere.site/wiki/index.php/Database_-_Public_Release Ascendere EQ Database]! Get it!&lt;br /&gt;
&lt;br /&gt;
These pages below are really just intended for &#039;quick reference&#039; when you&#039;re at a bar talking to your buddy and want to remember how much DR a Lifebane has or whatever.&lt;br /&gt;
&lt;br /&gt;
 [[Lowbie Eq]]&lt;br /&gt;
 [[Common Av EQ]]&lt;br /&gt;
&lt;br /&gt;
=Class &amp;amp; Equipment Info=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Guides &amp;amp; Equipment Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 [[Basic AV Gear]]&lt;br /&gt;
&lt;br /&gt;
(this section is a work in progress and incomplete)&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Fighter&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Fighter|Fighter Genre Comparison]]&lt;br /&gt;
*[[Warrior]]&lt;br /&gt;
**[[Warrior EQ]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
**[[Ranger EQ]]&lt;br /&gt;
**[[Ranger#Buffs_&amp;amp;_DeBuffs | Ranger Buffs]]&lt;br /&gt;
*[[Barbarian]]&lt;br /&gt;
**[[Barb EQ|Barbarian EQ]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
**[[Paladin Spells]]&lt;br /&gt;
**[[Paladin EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Rogue&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Rogue|Rogue Genre Comparison]]&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
**[[Thief EQ]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
**[[Fathomer EQ]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Mage]]&lt;br /&gt;
**[[Mage EQ]]&lt;br /&gt;
**[[Mage Spells]]&lt;br /&gt;
**[[Mage Path Info]]&lt;br /&gt;
*[[Augurer]]&lt;br /&gt;
**[[Augurer EQ]]&lt;br /&gt;
**[[Aug Spells]]&lt;br /&gt;
*[[Nephandi]]&lt;br /&gt;
**[[Nephandi EQ]]&lt;br /&gt;
**[[Neph Spells]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Other&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
**[[Druid EQ]]&lt;br /&gt;
**[[Druid Spells]]&lt;br /&gt;
* [[Cleric]]&lt;br /&gt;
**[[Cleric EQ]]&lt;br /&gt;
**[[Cleric Spells]]&lt;br /&gt;
**[[Cleric Path Info]]&lt;br /&gt;
* [[Vampire]]&lt;br /&gt;
**[[Vampire EQ]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
&lt;br /&gt;
 [[Class Info]]&lt;br /&gt;
 [[Race Info]]&lt;br /&gt;
 [[Prestige Info]]&lt;br /&gt;
 [[Prestige Info Tables]]&lt;br /&gt;
 [[Stats]]&lt;br /&gt;
 [[Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
 [[Armor Class]]&lt;br /&gt;
 [[Saving Throws]]&lt;br /&gt;
 [[Resistances]]&lt;br /&gt;
 [[Leveling Attacks/Spells]]&lt;br /&gt;
 [[Alpha Attacks]]&lt;br /&gt;
 [[Damage Descriptors]]&lt;br /&gt;
 [[Game Code Examples]]&lt;br /&gt;
&lt;br /&gt;
 [[Standard Buffs &amp;amp; Tankset Info]]&lt;br /&gt;
&lt;br /&gt;
 [[Useful Items]]&lt;br /&gt;
 [[Useful Knowledge]]&lt;br /&gt;
&lt;br /&gt;
 [[Death]]&lt;br /&gt;
 [[Deities]]&lt;br /&gt;
 [[:Category:Deities |Deity Pages]]&lt;br /&gt;
 [[Deity Directions]]&lt;br /&gt;
 [[Deity MegaTable]]&lt;br /&gt;
 [[Priests]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
 [[Directions]]&lt;br /&gt;
 [[Speedwalks]]&lt;br /&gt;
&lt;br /&gt;
==New Player Guides==&lt;br /&gt;
Here&#039;s 2 walkthroughs to get you into the game, geared up, and ready to roll.&lt;br /&gt;
&lt;br /&gt;
The first is for those who just wanna dive right in and learn what&#039;s happening later, the second for those who like to know what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
 [[Dyrdex&#039;s No Shit&#039;s Given Power Quick Start Guide 9000]]&lt;br /&gt;
 [[Slow Start Guide]]&lt;br /&gt;
&lt;br /&gt;
Here are some very general pages for entirely new players who want more info on what type of game this is:&lt;br /&gt;
 [[General Game Facts for Newbs]]&lt;br /&gt;
 [[Newb Frequent Asked Questions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for people who already &#039;get it&#039; that might point you to new things and ideas:&lt;br /&gt;
&lt;br /&gt;
 [[Not So Newb Guide]]&lt;br /&gt;
 [[Newb Stuff To Do]]&lt;br /&gt;
 [[Mud Client Ideas]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Crap==&lt;br /&gt;
 [[Hedge Maze]]&lt;br /&gt;
 [[Dragon Gloves/Helm]]&lt;br /&gt;
 [[List of Areas]]&lt;br /&gt;
&lt;br /&gt;
=Equipment Sales &amp;amp; Pricing=&lt;br /&gt;
&lt;br /&gt;
I run Aen the sales bot and sell gear for myself and anyone who knows me. &lt;br /&gt;
&lt;br /&gt;
 AEN: The most trusted name in bot sales &amp;amp; service! Over $84 TRILLION in satisfied sales!&lt;br /&gt;
&lt;br /&gt;
A few notes on Aen:&lt;br /&gt;
*Sellers set their own prices. Some price high, some price low, its up to them. &lt;br /&gt;
*I collect a 2% tax on every sale, with a cap of 10m. All proceeds go to my order to fund potion stocking.&lt;br /&gt;
**I make no personal gold from selling other people&#039;s gear. When I sell my own gear, I still pay the tax to the order on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log as much data as possible in an effort to document actual prices for gear, which players can refer to:&lt;br /&gt;
&lt;br /&gt;
 [[2021 Shop Log]]&lt;br /&gt;
 [[2022 Shop Log]]&lt;br /&gt;
 [[2023 Shop Log]]&lt;br /&gt;
 [[2024 Shop Log]]&lt;br /&gt;
 [[2025 Shop Log]]&lt;br /&gt;
&lt;br /&gt;
==Auction Logs==&lt;br /&gt;
*Aen also captures completed sales on the Auction channel: &lt;br /&gt;
**&#039;&#039;&#039;This year:&#039;&#039;&#039; [[https://dyrdex.com/auction.txt 2026 Auction Log]]&lt;br /&gt;
**&#039;&#039;&#039;All Time (2020-2025):&#039;&#039;&#039; [[https://dyrdex.com/auction_alltime.html All Time Running Log]]&lt;br /&gt;
**&#039;&#039;&#039;Historical Years:&#039;&#039;&#039;&lt;br /&gt;
***[[https://dyrdex.com/auction2022.html 2020-2022 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2023.html 2023 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2024.html 2024 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2025.html 2025 Auction Log]]&lt;br /&gt;
&lt;br /&gt;
=Random Stuff=&lt;br /&gt;
&lt;br /&gt;
 [[Quest Info]]&lt;br /&gt;
&lt;br /&gt;
 [[Glory Rates]]&lt;br /&gt;
&lt;br /&gt;
 [[Tales of Despair]]&lt;br /&gt;
&lt;br /&gt;
 [[Unsolved Mysteries]]&lt;br /&gt;
&lt;br /&gt;
 [[Pre-Shattering Realms]]&lt;br /&gt;
&lt;br /&gt;
=TinTin++ Stuff=&lt;br /&gt;
&lt;br /&gt;
*I&#039;m currently working on a basic shareable framework, it&#039;s not fully complete yet, but info here: &lt;br /&gt;
**[[TT5 documentation]]&lt;br /&gt;
&lt;br /&gt;
*[http://dyrdex.com/screenshots Screenshots] of my current tintin++ GUI.&lt;br /&gt;
**Please Note: My GUI module is NOT included in the above tt5 framework. You&#039;ll need to develop your own.&lt;br /&gt;
**[[GUI Tutorial]]&lt;br /&gt;
&lt;br /&gt;
*Code:&lt;br /&gt;
**[[MSDP Script]]&lt;br /&gt;
**[[Affects Sidebar]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4801</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4801"/>
		<updated>2026-08-04T19:34:18Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
Each attack, physical or magic, is individually coded. So, they all work slightly differently. &lt;br /&gt;
&lt;br /&gt;
Some use a strict hardcoded table for damage that scales with your level. So, if you cast &#039;fart&#039; at level 10 it&#039;ll do 100 damage, and at level 20 it&#039;ll do 200 damage. &lt;br /&gt;
&lt;br /&gt;
Some use a relative value, derived by some logic, that usually had to do with your level, the mobs level, maybe some stats, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example For Nerds==&lt;br /&gt;
&lt;br /&gt;
It&#039;s exactly like D&amp;amp;D.  &lt;br /&gt;
*Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Skill===&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - it&#039;s a straight skill-vs-roll check.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Passive Skill===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Attack===&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*you need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spell Attack===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4800</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4800"/>
		<updated>2026-08-04T19:34:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
Each attack, physical or magic, is individually coded. So, they all work slightly differently. &lt;br /&gt;
&lt;br /&gt;
Some use a strict hardcoded table for damage that scales with your level. So, if you cast &#039;fart&#039; at level 10 it&#039;ll do 100 damage, and at level 20 it&#039;ll do 200 damage. &lt;br /&gt;
&lt;br /&gt;
Some use a relative value, derived by some logic, that usually had to do with your level, the mobs level, maybe some stats, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example For Nerds==&lt;br /&gt;
&lt;br /&gt;
It&#039;s exactly like D&amp;amp;D.  &lt;br /&gt;
*Physical attacks do some dice roll to see if they hit. If they do hit, then you roll damage. &lt;br /&gt;
*Magical attacks &#039;just happen&#039; but the defender get&#039;s a chance to save their ass by rolling a saving throw. Successful save reduces damage by some factor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Basic Skill==&lt;br /&gt;
&lt;br /&gt;
For the &#039;hide&#039; skill: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void do_hide( CHAR_DATA *ch, char *argument )&lt;br /&gt;
{&lt;br /&gt;
    if ( IS_NPC(ch) &amp;amp;&amp;amp; IS_AFFECTED( ch, AFF_CHARM ) )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t concentrate enough for that.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    if ( ch-&amp;gt;mount )&lt;br /&gt;
    {&lt;br /&gt;
        send_to_char( &amp;quot;You can&#039;t do that while mounted.\n\r&amp;quot;, ch );&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
    send_to_char( &amp;quot;You attempt to hide.\n\r&amp;quot;, ch );&lt;br /&gt;
    if ( IS_AFFECTED(ch, AFF_HIDE) )&lt;br /&gt;
        xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
    if ( can_use_skill(ch, number_percent(), gsn_hide ) )&lt;br /&gt;
    {&lt;br /&gt;
        xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
        learn_from_success( ch, gsn_hide );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
        learn_from_failure( ch, gsn_hide );&lt;br /&gt;
    return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entry gates&#039;&#039;&#039;&lt;br /&gt;
**Charmed NPC — same guard as the other skills; a charmed mob can&#039;t concentrate enough to hide.&lt;br /&gt;
**Mounted — can&#039;t hide while on a mount.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The attempt&#039;&#039;&#039;&lt;br /&gt;
**send_to_char(&amp;quot;You attempt to hide.&amp;quot;) — you always get this message just for trying, regardless of outcome.&lt;br /&gt;
**if ( IS_AFFECTED(ch, AFF_HIDE) ) xREMOVE_BIT(ch-&amp;gt;affected_by, AFF_HIDE);&lt;br /&gt;
***Clear existing hide first. If you&#039;re already hidden, the AFF_HIDE bit is stripped before the roll. This means re-hiding is a fresh attempt — you drop your current hide and have to succeed again to get it back. A failed re-hide leaves you un-hidden. So spamming hide when already hidden can actually expose you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The roll&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill(ch, number_percent(), gsn_hide)&lt;br /&gt;
***rolls 1–100 and checks it against your learned hide percentage - it&#039;s a straight skill-vs-roll check.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The outcome&#039;&#039;&#039;&lt;br /&gt;
**On success: xSET_BIT(ch-&amp;gt;affected_by, AFF_HIDE) sets the hide affect, and learn_from_success gives a chance to improve the skill.&lt;br /&gt;
**On failure: just learn_from_failure — no hide, but learn anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Passive Skill===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skill Attack===&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*you need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spell Attack===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4799</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4799"/>
		<updated>2026-08-04T19:21:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Example For Nerds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
Each attack, physical or magic, is individually coded. So, they all work slightly differently. &lt;br /&gt;
&lt;br /&gt;
Some use a strict hardcoded table for damage that scales with your level. So, if you cast &#039;fart&#039; at level 10 it&#039;ll do 100 damage, and at level 20 it&#039;ll do 200 damage. &lt;br /&gt;
&lt;br /&gt;
Some use a relative value, derived by some logic, that usually had to do with your level, the mobs level, maybe some stats, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example For Nerds==&lt;br /&gt;
===Skill Attack==&lt;br /&gt;
Here&#039;s the super old code for thieve&#039;s &#039;circle&#039; from the public release of SMAUG 1.8.&lt;br /&gt;
&lt;br /&gt;
Actually, the first section is just a bunch of qualifiers I&#039;m going to omit cuz its boring, you can imagine what they do from their messages:&lt;br /&gt;
*You can&#039;t circle while mounted.&lt;br /&gt;
*Circle around whom?&lt;br /&gt;
*They aren&#039;t here&lt;br /&gt;
*How can you sneak up on yourself?&lt;br /&gt;
*you need to wield a piercing or stabbing weapon.&lt;br /&gt;
*You can&#039;t circle when you aren&#039;t fighting.&lt;br /&gt;
*You can&#039;t circle around a person who is not fighting.&lt;br /&gt;
*You can&#039;t circle around them without a distraction.&lt;br /&gt;
&lt;br /&gt;
Ok, then actual &#039;hit&#039; code: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percent = number_percent( ) - (get_curr_lck(ch) - 16) &lt;br /&gt;
              + (get_curr_lck(victim) - 13);&lt;br /&gt;
&lt;br /&gt;
    check_attacker( ch, victim );&lt;br /&gt;
    WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats );&lt;br /&gt;
    if ( can_use_skill( ch, percent, gsn_circle ) )&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_success( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = multi_hit( ch, victim, gsn_circle );&lt;br /&gt;
        adjust_favor( ch, 10, 1 );      &lt;br /&gt;
        check_illegal_pk( ch, victim );&lt;br /&gt;
    }&lt;br /&gt;
    else&lt;br /&gt;
    {&lt;br /&gt;
        learn_from_failure( ch, gsn_circle );&lt;br /&gt;
        WAIT_STATE( ch,     2 * PULSE_VIOLENCE );&lt;br /&gt;
        global_retcode = damage( ch, victim, 0, gsn_circle );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The skill roll&#039;&#039;&#039;&lt;br /&gt;
* percent = number_percent() - (get_curr_lck(ch) - 16) + (get_curr_lck(victim) - 13);&lt;br /&gt;
**number_percent() rolls 1–100. Then luck adjusts the roll:&lt;br /&gt;
***Your luck above 16 lowers the number (subtracted), which helps you — lower rolls are better against your skill threshold.&lt;br /&gt;
***Victim&#039;s luck above 13 raises the number, hurting you.&lt;br /&gt;
***So high-luck attacker + low-luck victim = easier success. The 16 and 13 are just the neutral baselines for each side.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Committing to the attempt&#039;&#039;&#039;&lt;br /&gt;
**check_attacker — flags you as the aggressor (PK bookkeeping).&lt;br /&gt;
**WAIT_STATE( ch, skill_table[gsn_circle]-&amp;gt;beats ) — applies the skill&#039;s base lag immediately, whether or not you succeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Success vs. failure&#039;&#039;&#039;&lt;br /&gt;
**can_use_skill( ch, percent, gsn_circle ) compares your adjusted roll against your percentage adept in the skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On success:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_success — chance to improve the skill.&lt;br /&gt;
**Another WAIT_STATE of 2 * PULSE_VIOLENCE (extra lag).&lt;br /&gt;
**multi_hit( ch, victim, gsn_circle ) — delivers the actual attack, tagged as circle. &lt;br /&gt;
***Likely further modifiers baked into other game functions (apply Damage Roll, etc)&lt;br /&gt;
**adjust_favor( ch, 10, 1 ) — deity favor adjustment.&lt;br /&gt;
**check_illegal_pk — validates the kill was legal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;On failure:&#039;&#039;&#039;&lt;br /&gt;
**learn_from_failure — you still might learn from botching it.&lt;br /&gt;
**Same 2 * PULSE_VIOLENCE lag.&lt;br /&gt;
**damage( ch, victim, 0, gsn_circle ) — deals 0 damage but still &amp;quot;connects&amp;quot; as an action, which triggers the miss message and puts you into combat with them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spell Attack===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for mage&#039;s &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4798</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4798"/>
		<updated>2026-08-04T19:01:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Spell Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
Each attack, physical or magic, is individually coded. So, they all work slightly differently. &lt;br /&gt;
&lt;br /&gt;
Some use a strict hardcoded table for damage that scales with your level. So, if you cast &#039;fart&#039; at level 10 it&#039;ll do 100 damage, and at level 20 it&#039;ll do 200 damage. &lt;br /&gt;
&lt;br /&gt;
Some use a relative value, derived by some logic, that usually had to do with your level, the mobs level, maybe some stats, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example For Nerds==&lt;br /&gt;
===Spell Attack===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for the &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clamping the level&#039;&#039;&#039;&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the damage level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, damage level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rolling damage&#039;&#039;&#039;&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saving throw&#039;&#039;&#039;&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Applying it&#039;&#039;&#039;&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4797</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4797"/>
		<updated>2026-08-04T19:00:18Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Spell Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
Each attack, physical or magic, is individually coded. So, they all work slightly differently. &lt;br /&gt;
&lt;br /&gt;
Some use a strict hardcoded table for damage that scales with your level. So, if you cast &#039;fart&#039; at level 10 it&#039;ll do 100 damage, and at level 20 it&#039;ll do 200 damage. &lt;br /&gt;
&lt;br /&gt;
Some use a relative value, derived by some logic, that usually had to do with your level, the mobs level, maybe some stats, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example For Nerds==&lt;br /&gt;
===Spell Attack===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for the &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*Setup&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*Clamping the level&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Rolling damage&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Saving throw&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw (save vs. spells/staves), damage is halved. &lt;br /&gt;
&lt;br /&gt;
*Applying it&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4796</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4796"/>
		<updated>2026-08-04T18:57:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
&lt;br /&gt;
Each attack, physical or magic, is individually coded. So, they all work slightly differently. &lt;br /&gt;
&lt;br /&gt;
Some use a strict hardcoded table for damage that scales with your level. So, if you cast &#039;fart&#039; at level 10 it&#039;ll do 100 damage, and at level 20 it&#039;ll do 200 damage. &lt;br /&gt;
&lt;br /&gt;
Some use a relative value, derived by some logic, that usually had to do with your level, the mobs level, maybe some stats, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example For Nerds==&lt;br /&gt;
===Spell Attack===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a really old example from the public relase of SMAUG 1.8 for the &#039;burning hands&#039; spell. This uses a pre-determined table of damage values, does some rolls on them, applies saving throws, to determine damage. Bear in mind that [[Resistances]] are then applied AFTER, and are a different chunk of code/logic.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )&lt;br /&gt;
{&lt;br /&gt;
    CHAR_DATA *victim = (CHAR_DATA *) vo;&lt;br /&gt;
    static const sh_int dam_each[] =&lt;br /&gt;
    {&lt;br /&gt;
         0,&lt;br /&gt;
         0,  0,  0,  0, 14,     17, 20, 23, 26, 29,&lt;br /&gt;
        29, 29, 30, 30, 31,     31, 32, 32, 33, 33,&lt;br /&gt;
        34, 34, 35, 35, 36,     36, 37, 37, 38, 38,&lt;br /&gt;
        39, 39, 40, 40, 41,     41, 42, 42, 43, 43,&lt;br /&gt;
    44, 44, 45, 45, 46, 46, 47, 47, 48, 48,&lt;br /&gt;
    49, 49, 50, 50, 51, 51, 52, 52, 53, 53,&lt;br /&gt;
    54, 54, 55, 55, 56, 56, 57, 57, 58, 58&lt;br /&gt;
    };&lt;br /&gt;
    int dam;&lt;br /&gt;
&lt;br /&gt;
    level       = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);&lt;br /&gt;
    level       = UMAX(0, level);&lt;br /&gt;
    dam         = number_range( dam_each[level] / 2, dam_each[level] * 2 );&lt;br /&gt;
    if ( saves_spell_staff( level, victim ) )&lt;br /&gt;
        dam /= 2;&lt;br /&gt;
    return damage( ch, victim, dam, sn );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Claude explains that: &lt;br /&gt;
&lt;br /&gt;
*Setup&lt;br /&gt;
**victim is the target, cast from the generic void *vo pointer.&lt;br /&gt;
**dam_each[] is a lookup table mapping the caster&#039;s level to a base damage value. &lt;br /&gt;
***Low levels (0–4) do 0, then it jumps to 14 at level 5 and scales up to 58 at the top.&lt;br /&gt;
&lt;br /&gt;
*Clamping the level&lt;br /&gt;
**level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1) caps the level at the last valid table index &lt;br /&gt;
***(70 here, since the array has 71 entries indexed 0–70). This prevents reading past the end of the array.&lt;br /&gt;
**level = UMAX(0, level) ensures level isn&#039;t negative. After these two lines, level is guaranteed to be a safe index.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Rolling damage&lt;br /&gt;
**dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) picks a random integer between half and double the base value for that level. &lt;br /&gt;
***So at level 5 (base 14), it rolls between 7 and 28. This gives a wide random spread averaging roughly the base value (slightly above it, since the midpoint of half-to-double is 1.25× base).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Saving throw&lt;br /&gt;
**if ( saves_spell_staff( level, victim ) ) dam /= 2; — if the victim successfully makes a saving throw, damage is halved. &lt;br /&gt;
**The _staff variant means it uses the caster&#039;s level as the save difficulty rather than some other value.&lt;br /&gt;
&lt;br /&gt;
*Applying it&lt;br /&gt;
**return damage( ch, victim, dam, sn ) deals the final damage from caster ch to victim, tagged with the spell number sn (used for messages, damage type, resistances, etc.).&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how that maps out to actual damage values per level: &lt;br /&gt;
*The &#039;Base&#039; column is the base damage pulled from the index table of values in the spell code before randomization&lt;br /&gt;
*The code then operates upon that by doing &amp;quot;number_range(base/2, base*2)&amp;quot; to set the random spread. So base is the center-ish of the roll — the min is half of it, the max is double it.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Lvl  Base  NoSave(min-max)  Saved(min-max)&lt;br /&gt;
---  ----  ---------------  --------------&lt;br /&gt;
  0     0              0-0             0-0&lt;br /&gt;
  1     0              0-0             0-0&lt;br /&gt;
  2     0              0-0             0-0&lt;br /&gt;
  3     0              0-0             0-0&lt;br /&gt;
  4     0              0-0             0-0&lt;br /&gt;
  5    14             7-28            3-14&lt;br /&gt;
  6    17             8-34            4-17&lt;br /&gt;
  7    20            10-40            5-20&lt;br /&gt;
  8    23            11-46            5-23&lt;br /&gt;
  9    26            13-52            6-26&lt;br /&gt;
 10    29            14-58            7-29&lt;br /&gt;
 11    29            14-58            7-29&lt;br /&gt;
 12    29            14-58            7-29&lt;br /&gt;
 13    30            15-60            7-30&lt;br /&gt;
 14    30            15-60            7-30&lt;br /&gt;
 15    31            15-62            7-31&lt;br /&gt;
 16    31            15-62            7-31&lt;br /&gt;
 17    32            16-64            8-32&lt;br /&gt;
 18    32            16-64            8-32&lt;br /&gt;
 19    33            16-66            8-33&lt;br /&gt;
 20    33            16-66            8-33&lt;br /&gt;
 21    34            17-68            8-34&lt;br /&gt;
 22    34            17-68            8-34&lt;br /&gt;
 23    35            17-70            8-35&lt;br /&gt;
 24    35            17-70            8-35&lt;br /&gt;
 25    36            18-72            9-36&lt;br /&gt;
 26    36            18-72            9-36&lt;br /&gt;
 27    37            18-74            9-37&lt;br /&gt;
 28    37            18-74            9-37&lt;br /&gt;
 29    38            19-76            9-38&lt;br /&gt;
 30    38            19-76            9-38&lt;br /&gt;
 31    39            19-78            9-39&lt;br /&gt;
 32    39            19-78            9-39&lt;br /&gt;
 33    40            20-80           10-40&lt;br /&gt;
 34    40            20-80           10-40&lt;br /&gt;
 35    41            20-82           10-41&lt;br /&gt;
 36    41            20-82           10-41&lt;br /&gt;
 37    42            21-84           10-42&lt;br /&gt;
 38    42            21-84           10-42&lt;br /&gt;
 39    43            21-86           10-43&lt;br /&gt;
 40    43            21-86           10-43&lt;br /&gt;
 41    44            22-88           11-44&lt;br /&gt;
 42    44            22-88           11-44&lt;br /&gt;
 43    45            22-90           11-45&lt;br /&gt;
 44    45            22-90           11-45&lt;br /&gt;
 45    46            23-92           11-46&lt;br /&gt;
 46    46            23-92           11-46&lt;br /&gt;
 47    47            23-94           11-47&lt;br /&gt;
 48    47            23-94           11-47&lt;br /&gt;
 49    48            24-96           12-48&lt;br /&gt;
 50    48            24-96           12-48&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4795</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4795"/>
		<updated>2026-08-04T18:41:46Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Spelldowns/Buffs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns/Buffs=&lt;br /&gt;
&lt;br /&gt;
For spelldowns, you&#039;ll quickly notice that they won&#039;t work on every mob. Many are immune entirely, many are resistant. &lt;br /&gt;
&lt;br /&gt;
It can be tricky when you first learn a new spelldown to determine if the problem is you are just not adept enough at it yet, or if the mob you are trying it upon is immune/resistant. Best suggestion there is to try it on different mobs, find one where it works, and use that mob to become more adept at it. Once you&#039;ve adepted it to a high percentage, then if you try it like twice on a mob and it doesn&#039;t land you can be pretty sure the mob is immune/resistant. &lt;br /&gt;
&lt;br /&gt;
There are also spelldowns that make the mob more susceptible to other spelldowns.... For example, the Nephandi class is entirely based upon this and if you cast all the &#039;neph downs&#039; on a mob you can then land a bunch of shit that wouldn&#039;t normally land. Basic example, Neph&#039;s get &#039;petrification&#039; which makes mobs susceptible to paralysis, and then you can land things like a Mages &#039;immobilize&#039; when you normally could not.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4794</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4794"/>
		<updated>2026-08-04T18:32:33Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Combat &amp;amp; Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several years ago the immortal Edmond changed how experience points work, he provided the info on this rodpedia page which I really don&#039;t understand whatsoever: [https://rodpedia.realmsofdespair.info/wiki/Experience_Ratings Experience Ratings]&lt;br /&gt;
&lt;br /&gt;
For a better discussion on leveling quickly, I&#039;ll make another page, because its pretty dumb and you shouldn&#039;t put much thought into it.&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns/Buffs=&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4793</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4793"/>
		<updated>2026-08-04T18:30:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Physical Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*Gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*Bash will cause 4 bar lag to the mob&lt;br /&gt;
*Wasp Talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns/Buffs=&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4792</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4792"/>
		<updated>2026-08-04T18:30:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Magical Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*bash will cause 4 bar lag to the mob&lt;br /&gt;
*wasp talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
*For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
*For mages, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp.&lt;br /&gt;
&lt;br /&gt;
Otherwise, each type of magic attack will output a different type of magical damage - for example energy, cold, holy, etc. Mobs may be resistant or susceptible to those. See [[Resistances]] for a full list and more info. Only SOMETIMES will this actually matter, in the vast majority of cases it doesn&#039;t matter and you should just hit with your highest level attack spell.&lt;br /&gt;
&lt;br /&gt;
=Spelldowns/Buffs=&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4791</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4791"/>
		<updated>2026-08-04T18:25:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Combat &amp;amp; Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used, see [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*bash will cause 4 bar lag to the mob&lt;br /&gt;
*wasp talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
&lt;br /&gt;
For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
&lt;br /&gt;
For clerics, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spelldowns/Buffs=&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Damage_Descriptors&amp;diff=4790</id>
		<title>Damage Descriptors</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Damage_Descriptors&amp;diff=4790"/>
		<updated>2026-08-04T18:25:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;The weapon type you are using determines the wording of your damage:    &amp;lt;pre&amp;gt; .-------------------.---------------------------------------. |Short/Long Blades: |Bludgeons:         |Pugilism/Generic:  | |-------------------+-------------------+-------------------| |misses             |misses             |misses             | |barely scratches   |barely scuffs      |brushes            | |scratches          |scuffs             |scratches          | |nicks              |pelt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The weapon type you are using determines the wording of your damage: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.-------------------.---------------------------------------.&lt;br /&gt;
|Short/Long Blades: |Bludgeons:         |Pugilism/Generic:  |&lt;br /&gt;
|-------------------+-------------------+-------------------|&lt;br /&gt;
|misses             |misses             |misses             |&lt;br /&gt;
|barely scratches   |barely scuffs      |brushes            |&lt;br /&gt;
|scratches          |scuffs             |scratches          |&lt;br /&gt;
|nicks              |pelts              |grazes             |&lt;br /&gt;
|cuts               |bruises            |nicks              |&lt;br /&gt;
|hits               |strikes            |jolts              |&lt;br /&gt;
|tears              |thrashes           |wounds             |&lt;br /&gt;
|rips               |batters            |injures            |&lt;br /&gt;
|gashes             |flogs              |hits               |&lt;br /&gt;
|lacerates          |pummels            |jars               |&lt;br /&gt;
|hacks              |smashes            |thrashes           |&lt;br /&gt;
|mauls              |mauls              |mauls              |&lt;br /&gt;
|rends              |bludgeons          |decimates          |&lt;br /&gt;
|decimates          |decimates          |_traumatizes_      |&lt;br /&gt;
|_mangles_          |_shatters_         |_devastates_       |&lt;br /&gt;
|_devastates_       |_devastates_       |_maims_            |&lt;br /&gt;
|_cleaves_          |_maims_            |_demolishes_       |&lt;br /&gt;
|_butchers_         |_cripples_         |MUTILATES          |&lt;br /&gt;
|DISEMBOWELS        |MUTILATES          |MASSACRES          |&lt;br /&gt;
-------------------------------------------------------------&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Dyrdex%27s_Disgruntled_Realms_Notes&amp;diff=4789</id>
		<title>Dyrdex&#039;s Disgruntled Realms Notes</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Dyrdex%27s_Disgruntled_Realms_Notes&amp;diff=4789"/>
		<updated>2026-08-04T18:25:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Game Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RoD ascii.png|left|450px]]&lt;br /&gt;
[[File:Wizard.png|right|thumb|450px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This website is about an old beat game that you shouldn&#039;t play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What info do you want to see here? Let me know&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=Common Eq Tables=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The best resource for finding gear is the [https://ascendere.site/wiki/index.php/Database_-_Public_Release Ascendere EQ Database]! Get it!&lt;br /&gt;
&lt;br /&gt;
These pages below are really just intended for &#039;quick reference&#039; when you&#039;re at a bar talking to your buddy and want to remember how much DR a Lifebane has or whatever.&lt;br /&gt;
&lt;br /&gt;
 [[Lowbie Eq]]&lt;br /&gt;
 [[Common Av EQ]]&lt;br /&gt;
&lt;br /&gt;
=Class &amp;amp; Equipment Info=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Guides &amp;amp; Equipment Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 [[Basic AV Gear]]&lt;br /&gt;
&lt;br /&gt;
(this section is a work in progress and incomplete)&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Fighter&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Fighter|Fighter Genre Comparison]]&lt;br /&gt;
*[[Warrior]]&lt;br /&gt;
**[[Warrior EQ]]&lt;br /&gt;
*[[Ranger]]&lt;br /&gt;
**[[Ranger EQ]]&lt;br /&gt;
**[[Ranger#Buffs_&amp;amp;_DeBuffs | Ranger Buffs]]&lt;br /&gt;
*[[Barbarian]]&lt;br /&gt;
**[[Barb EQ|Barbarian EQ]]&lt;br /&gt;
*[[Paladin]]&lt;br /&gt;
**[[Paladin Spells]]&lt;br /&gt;
**[[Paladin EQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Rogue&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Rogue|Rogue Genre Comparison]]&lt;br /&gt;
*[[Thief]]&lt;br /&gt;
**[[Thief EQ]]&lt;br /&gt;
*[[Fathomer]]&lt;br /&gt;
**[[Fathomer EQ]]&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Mage]]&lt;br /&gt;
**[[Mage EQ]]&lt;br /&gt;
**[[Mage Spells]]&lt;br /&gt;
**[[Mage Path Info]]&lt;br /&gt;
*[[Augurer]]&lt;br /&gt;
**[[Augurer EQ]]&lt;br /&gt;
**[[Aug Spells]]&lt;br /&gt;
*[[Nephandi]]&lt;br /&gt;
**[[Nephandi EQ]]&lt;br /&gt;
**[[Neph Spells]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;  style=&amp;quot;width:25%;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%;&amp;quot;&amp;gt;&#039;&#039;&#039;Other&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
**[[Druid EQ]]&lt;br /&gt;
**[[Druid Spells]]&lt;br /&gt;
* [[Cleric]]&lt;br /&gt;
**[[Cleric EQ]]&lt;br /&gt;
**[[Cleric Spells]]&lt;br /&gt;
**[[Cleric Path Info]]&lt;br /&gt;
* [[Vampire]]&lt;br /&gt;
**[[Vampire EQ]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Game Information=&lt;br /&gt;
&lt;br /&gt;
 [[Class Info]]&lt;br /&gt;
 [[Race Info]]&lt;br /&gt;
 [[Prestige Info]]&lt;br /&gt;
 [[Prestige Info Tables]]&lt;br /&gt;
 [[Stats]]&lt;br /&gt;
 [[Weapon Types]]&lt;br /&gt;
&lt;br /&gt;
 [[Armor Class]]&lt;br /&gt;
 [[Saving Throws]]&lt;br /&gt;
 [[Resistances]]&lt;br /&gt;
 [[Leveling Attacks/Spells]]&lt;br /&gt;
 [[Alpha Attacks]]&lt;br /&gt;
 [[Damage Descriptors]]&lt;br /&gt;
&lt;br /&gt;
 [[Standard Buffs &amp;amp; Tankset Info]]&lt;br /&gt;
&lt;br /&gt;
 [[Useful Items]]&lt;br /&gt;
 [[Useful Knowledge]]&lt;br /&gt;
&lt;br /&gt;
 [[Death]]&lt;br /&gt;
 [[Deities]]&lt;br /&gt;
 [[:Category:Deities |Deity Pages]]&lt;br /&gt;
 [[Deity Directions]]&lt;br /&gt;
 [[Deity MegaTable]]&lt;br /&gt;
 [[Priests]]&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
&lt;br /&gt;
 [[Directions]]&lt;br /&gt;
 [[Speedwalks]]&lt;br /&gt;
&lt;br /&gt;
==New Player Guides==&lt;br /&gt;
Here&#039;s 2 walkthroughs to get you into the game, geared up, and ready to roll.&lt;br /&gt;
&lt;br /&gt;
The first is for those who just wanna dive right in and learn what&#039;s happening later, the second for those who like to know what they&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
 [[Dyrdex&#039;s No Shit&#039;s Given Power Quick Start Guide 9000]]&lt;br /&gt;
 [[Slow Start Guide]]&lt;br /&gt;
&lt;br /&gt;
Here are some very general pages for entirely new players who want more info on what type of game this is:&lt;br /&gt;
 [[General Game Facts for Newbs]]&lt;br /&gt;
 [[Newb Frequent Asked Questions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some ideas for people who already &#039;get it&#039; that might point you to new things and ideas:&lt;br /&gt;
&lt;br /&gt;
 [[Not So Newb Guide]]&lt;br /&gt;
 [[Newb Stuff To Do]]&lt;br /&gt;
 [[Mud Client Ideas]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Crap==&lt;br /&gt;
 [[Hedge Maze]]&lt;br /&gt;
 [[Dragon Gloves/Helm]]&lt;br /&gt;
 [[List of Areas]]&lt;br /&gt;
&lt;br /&gt;
=Equipment Sales &amp;amp; Pricing=&lt;br /&gt;
&lt;br /&gt;
I run Aen the sales bot and sell gear for myself and anyone who knows me. &lt;br /&gt;
&lt;br /&gt;
 AEN: The most trusted name in bot sales &amp;amp; service! Over $84 TRILLION in satisfied sales!&lt;br /&gt;
&lt;br /&gt;
A few notes on Aen:&lt;br /&gt;
*Sellers set their own prices. Some price high, some price low, its up to them. &lt;br /&gt;
*I collect a 2% tax on every sale, with a cap of 10m. All proceeds go to my order to fund potion stocking.&lt;br /&gt;
**I make no personal gold from selling other people&#039;s gear. When I sell my own gear, I still pay the tax to the order on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I log as much data as possible in an effort to document actual prices for gear, which players can refer to:&lt;br /&gt;
&lt;br /&gt;
 [[2021 Shop Log]]&lt;br /&gt;
 [[2022 Shop Log]]&lt;br /&gt;
 [[2023 Shop Log]]&lt;br /&gt;
 [[2024 Shop Log]]&lt;br /&gt;
 [[2025 Shop Log]]&lt;br /&gt;
&lt;br /&gt;
==Auction Logs==&lt;br /&gt;
*Aen also captures completed sales on the Auction channel: &lt;br /&gt;
**&#039;&#039;&#039;This year:&#039;&#039;&#039; [[https://dyrdex.com/auction.txt 2026 Auction Log]]&lt;br /&gt;
**&#039;&#039;&#039;All Time (2020-2025):&#039;&#039;&#039; [[https://dyrdex.com/auction_alltime.html All Time Running Log]]&lt;br /&gt;
**&#039;&#039;&#039;Historical Years:&#039;&#039;&#039;&lt;br /&gt;
***[[https://dyrdex.com/auction2022.html 2020-2022 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2023.html 2023 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2024.html 2024 Auction Log]]&lt;br /&gt;
***[[https://dyrdex.com/auction2025.html 2025 Auction Log]]&lt;br /&gt;
&lt;br /&gt;
=Random Stuff=&lt;br /&gt;
&lt;br /&gt;
 [[Quest Info]]&lt;br /&gt;
&lt;br /&gt;
 [[Glory Rates]]&lt;br /&gt;
&lt;br /&gt;
 [[Tales of Despair]]&lt;br /&gt;
&lt;br /&gt;
 [[Unsolved Mysteries]]&lt;br /&gt;
&lt;br /&gt;
 [[Pre-Shattering Realms]]&lt;br /&gt;
&lt;br /&gt;
=TinTin++ Stuff=&lt;br /&gt;
&lt;br /&gt;
*I&#039;m currently working on a basic shareable framework, it&#039;s not fully complete yet, but info here: &lt;br /&gt;
**[[TT5 documentation]]&lt;br /&gt;
&lt;br /&gt;
*[http://dyrdex.com/screenshots Screenshots] of my current tintin++ GUI.&lt;br /&gt;
**Please Note: My GUI module is NOT included in the above tt5 framework. You&#039;ll need to develop your own.&lt;br /&gt;
**[[GUI Tutorial]]&lt;br /&gt;
&lt;br /&gt;
*Code:&lt;br /&gt;
**[[MSDP Script]]&lt;br /&gt;
**[[Affects Sidebar]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4788</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4788"/>
		<updated>2026-08-04T18:24:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best anyways, which is kinda of a bummer. &lt;br /&gt;
&lt;br /&gt;
Overall there is very minimal &#039;strategy&#039; built into the skill/spell attacks, they don&#039;t really &#039;do&#039; anything different they just hit and you should just use whichever thing hits the hardest. You can determine the strength of the damage you are doing by the descriptor used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*bash will cause 4 bar lag to the mob&lt;br /&gt;
*wasp talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
&lt;br /&gt;
For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
&lt;br /&gt;
For clerics, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spelldowns/Buffs=&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4787</id>
		<title>Leveling Attacks/Spells</title>
		<link rel="alternate" type="text/html" href="http://dyrdex.com/index.php?title=Leveling_Attacks/Spells&amp;diff=4787"/>
		<updated>2026-08-04T18:22:43Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc.    =Learning/Adepting=  To view your full skills list type &amp;#039;slist&amp;#039;  To view your current skills/spells, and the percentage at which you have adepted them, type &amp;#039;prac&amp;#039; (practice)  You&amp;#039;ll notice that when you first learn a new thing you are only like 15% adept at it.   As such, it will fail most of the time when you attempt it. Just ke...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As you level up you will frequently gain new attacks and spells and frequently questions come up about how to use those, which to use, etc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Learning/Adepting=&lt;br /&gt;
&lt;br /&gt;
To view your full skills list type &#039;slist&#039;&lt;br /&gt;
&lt;br /&gt;
To view your current skills/spells, and the percentage at which you have adepted them, type &#039;prac&#039; (practice)&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that when you first learn a new thing you are only like 15% adept at it. &lt;br /&gt;
&lt;br /&gt;
As such, it will fail most of the time when you attempt it. Just keep doing it, and eventually that number will rise and it&#039;ll work more often. (Yes, even failed attempts do count towards raising your adeptness). Adepting skills/spells is rather a bitch and it can take a lot of time to get them all to maximum adeptness. Really you just need the ones you use fully adepted, and those will be your combat skills and basic functionality stuff like search/track/scan etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll notice that some spells or skills seem to fail a LOT even once you are more adept at them, that&#039;s likely because the mob you&#039;re trying it upon is resistant or fully immune to that skill. For example, not all mobs can be subject to the &#039;weaken&#039; spell, you cannot &#039;steal&#039; from all mobs, etc. Figuring out what works on which mobs is part of learning your way in the realms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Passive Skills=&lt;br /&gt;
&lt;br /&gt;
Some spells don&#039;t require any manual usage, they &#039;just happen&#039;. Things like &#039;2nd attack&#039; for example, just happen, and you&#039;ll notice those becoming more adept and yourself landing more melee attacks over time, it typically doesn&#039;t take very long at all. &lt;br /&gt;
&lt;br /&gt;
=Combat &amp;amp; Experience=&lt;br /&gt;
&lt;br /&gt;
Experience points (xp) is awarded based on several factors, but the prime one is how much damage you actually deal to the mob. &lt;br /&gt;
&lt;br /&gt;
So, in most cases your highest level attack will deal the most damage, so just use that. But for some cases, mostly pertaining to magical spell attacks, certain spells just hit harder regardless of their level. It can also be based on the mobs resistances/susceptabilities - if you hit an ice mob with a fire attack it might smack the shit out of it for super good xp, but you have to test because you really don&#039;t know - and 99% of the time your highest level attack will still be best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Physical Attacks=&lt;br /&gt;
&lt;br /&gt;
You should just use your highest level attack you have. The flavor of the attack really doesn&#039;t matter, so its not strategic. There is no difference between strike, swat, uppercut, etc. They just do progressively more damage, there are no other differences in how they hit the mob. &lt;br /&gt;
&lt;br /&gt;
In SOME cases an attack can do more than just damage. &lt;br /&gt;
&lt;br /&gt;
*gouge has a chance to also blind the mob for a few rounds&lt;br /&gt;
*bash will cause 4 bar lag to the mob&lt;br /&gt;
*wasp talon has a chance to poison the mob&lt;br /&gt;
&lt;br /&gt;
There are not a ton of these, and their help files make it pretty clear, but ask on chat channel if you have questions.&lt;br /&gt;
&lt;br /&gt;
=Magical Attacks=&lt;br /&gt;
&lt;br /&gt;
Usually you just use your highest level magic attack - but with magic there are someeee slight variances compared to physical attacks. &lt;br /&gt;
&lt;br /&gt;
For clerics, if you turn evil align, the spell &#039;necromantic touch&#039; is fucking game breaking to level with, you must turn evil and use that or you are a fool who is wasting so much time. &lt;br /&gt;
&lt;br /&gt;
For clerics, the spell &#039;caustic touch&#039; gets the most xp so once you get that stick with it as you level up, the higher level spells won&#039;t garner as much xp. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spelldowns/Buffs=&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>