Fathomer: Difference between revisions
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**Having max Dex/Lck is enough to hit the damage cap alone, moves won't even be a factor. | **Having max Dex/Lck is enough to hit the damage cap alone, moves won't even be a factor. | ||
*Cannot cast in Swamps or Underwater rooms. | *Cannot cast in Swamps or Underwater rooms. | ||
**If you run a client that supports MSDP the room terrain | **If you run a client that supports MSDP the room terrain is sent as a numeric value in the ROOM_TERRAIN var. | ||
***If you run MY [[MSDP Script]] for tintin++ that var is $msdp_info[ROOM_TERRAIN] | ***If you run MY [[MSDP Script]] for tintin++ that var is $msdp_info[ROOM_TERRAIN] | ||
***In either case - see [[Room Terrains]] for a mapping of the numeric values to terrain types. | |||
Revision as of 00:18, 20 August 2026
About
- Rodpedia: Fathomer
- Genre: Rogue
- Races: Human, Half-Elf, Sea-Elf, Gith, Tiefling
- Race Recommendation: Any. Check what gear you dream of wearing and make sure it doesn't have race restrictions.
- Alpha Attack: Vindur Gong
- Energy Spell Attack
- Based on Dex/Lck and Movement. Capped (Max stats hits cap).
- Cannot be cast in room with terrain type Swamp or Underwater.
- HP Gained per Level: 11 - 17 (avg 14)
- Prestige: 12 - 19
- Average Hitpionts: (non-prestige) You should land between a 13.5 and 14.5 average gain per level.
- Avg 13.5: 685
- Avg 14: 709
- Avg 14.5 733
In my experience between 685 - 700 is where most fathomers fall.
Stats
- Primary: Dexterity
- Secondary: Intelligence
- Deficient: Constitution
| CLASS | Str | Int | Wis | Dex | Con | Cha | Lck |
|---|---|---|---|---|---|---|---|
| Fathomer | 20 | 22 | 20 | 25 | 18 | 20 | 20 |
Suggested Stats: It's tough to have great fatty stats, you'll want high Dex/Con but also Luck.
Fighting
- Weapons: (95% Adept)
- Short-Blades - "Piercing, Stabbing"
- Long-Blades - "Slashing - Slicing"
- Fathomers get "Dual Wield" weapon skill
| Attack | Type | Damage Modifier | Damage Type | Resist | Suscept | Saving Throw | Restrictions |
|---|---|---|---|---|---|---|---|
| Vindur Gong | Spell | Dex+Lck & Moves | Energy | Ethereal Shield | Ethereal Funnel | None | Not Swamp/Underwater Room |
- Vindur Gong damage calculation seems to multiply your Dex x Lck as its first factor, and then moves are added in some sense.
- Pretty sure the equation is roughly: (Dex * Lck) + (Movement / 5)
- Having max Dex/Lck is enough to hit the damage cap alone, moves won't even be a factor.
- Cannot cast in Swamps or Underwater rooms.
- If you run a client that supports MSDP the room terrain is sent as a numeric value in the ROOM_TERRAIN var.
- If you run MY MSDP Script for tintin++ that var is $msdp_info[ROOM_TERRAIN]
- In either case - see Room Terrains for a mapping of the numeric values to terrain types.
- If you run a client that supports MSDP the room terrain is sent as a numeric value in the ROOM_TERRAIN var.
- Tactics:
- Prestige Skill - Retreat: Flee to the last room you were in (directional flee).
- I've never used this as a tactic to kill something, but could theoretically be handy to flee/heal/kill a mob in certain scenarios?
- 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.
- Prestige Skill - Retreat: Flee to the last room you were in (directional flee).
Combat Passives
| Level | Skill Name | Adept | MinPos |
|---|---|---|---|
| 12 | dodge | 95 | fighting (aggressive) |
| 18 | second attack | 95 | fighting (berserk) |
| 21 | enhanced damage | 75 | fighting (aggressive) |
| 23 | parry | 90 | fighting (aggressive) |
| 36 | third attack | 65 | fighting (berserk) |
| 43 | fourth attack | 20 | fighting (berserk) |
| Level | Skill Name | Adept |
|---|---|---|
| 1 | standard style | 95 |
| 3 | evasive style | 95 |
| 11 | aggressive style | 75 |
| 13 | defensive style | 90 |
| 30 | berserk style | 65 |
Combat Actives
| Level | Skill Name | Adept | MinPos |
|---|---|---|---|
| 2 | strike | 95 | fighting (aggressive) |
| 9 | jab | 80 | fighting (aggressive) |
| 10 | water spout | 95 | fighting (aggressive) |
| 20 | laesa tronada | 95 | fighting (defensive) |
| 22 | isscyll | 95 | fighting (defensive) |
| 26 | lunge | 80 | fighting (aggressive) |
| 31 | thrust | 95 | fighting (aggressive) |
| 35 | diminue geysir | 95 | fighting (defensive) |
| 44 | isfundere | 95 | sitting |
| 47 | vindur gong | 80 | sitting |
| 48 | feign | 85 | fighting |
| 50 | tronada macecle | 95 | fighting (aggressive) |
(Isfundere & Vindur Gong are room attacks)
| Level | Skill Name | Adept | MinPos |
|---|---|---|---|
| 19 | disarm | 75 | fighting (aggressive) |
| 24 | salinate | 95 | fighting |
| 29 | dual wield | 90 | fighting (aggressive) |
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.
Buffs & Debuffs
Buffs
| Level | Skill Name | Adept | MinPos | Effect |
|---|---|---|---|---|
| 15 | submerge | 95 | standing | aquabreath (only applicable when not underwater already) (440 rds) |
| 17 | seasight | 95 | fighting (aggressive) | scry (500 rds) |
| 37 | aquaeforme | 95 | fighting (berserk) | +10 Resist Slash/Pierce, +10 Susceptible Blunt (300 rds) |
| 38 | iceshield | 85 | fighting (evasive) | elemental shield (210 rds) |
| 45 | mutiny | 95 | standing | Group Buff: +3 HR, +1 Lck, +50 AC (+ AC is a bad thing!) (70 rds) |
| 49 | glass eye | 70 | fighting | truesight (14 rds) |
DeBuffs
| Level | Skill Name | Affects | Adept | MinPos | Effect |
|---|---|---|---|---|---|
| 33 | vindur gust | 95 | fighting (defensive) | blind, -max mana (level of caster*4), and +ac (per level of caster) (5 rds) | |
| 40 | seasting | 75 | standing | -50mv, -1dex (24 rds) |
Skills
| Level | Skill Name | Adept | MinPos | Effect |
|---|---|---|---|---|
| 2 | fish | 95 | fighting (evasive) | go fishing |
| 4 | pilfer | 95 | standing | steal |
| 5 | fog | 95 | standing | hide + sneak |
| 6 | broach | 70 | standing | pick lock |
| 7 | windwalk | 95 | fighting (defensive) | float |
| 8 | rummage | 95 | standing | search (faster, costs 5mana) |
| 10 | scan | 85 | standing | |
| 14 | create spring | 95 | fighting | |
| 16 | peek | 95 | can see mob's inventory | |
| 24 | salinate | 95 | fighting | empties stomach like magical spring |
| 34 | swap | 80 | resting | exchange primary/dual weapons |
| 39 | control weather | 95 | standing | change weather |
Usuals: cook, climb, dig, mount
Equipment & Align
Fathomer's have low base Con, so end up with low HP. Thus Fathomer'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 & Luck) so secondarily dress for Dex/Luck.
Align: 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).
Whichever you align you go you'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.
Equipment Info: Fathomer EQ
Gameplay
Quests:
- Rogue Genre Quest: Guise of the Falcon
- Seafarer's Research Quest: Rodpedia Page
- Rewards
- The feathered hat of the sea captain
- A mariner's astrolabe (Unlocks 'track' skill for fathomers)
- Rewards
Runs:
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've used them to clear the path to Seth (Onyx, Steps, Darkness), they're required for Inishie, and I'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.
Summary
Fathomer are... fine. Buccaneers are also fine. It's a rogue with some spells. They get those spells, but also much less damage output than Thieves.
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.
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'll be able to run shit with your friends just fine if you like the overall pirate flavor here.
Prestige
Buccaneers get all the usual prestige bonuses, and 3 specific skills.
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's into a Hunter gets a huuuuge increase in damage output. Bucc's less so.
I have no real complaints about buccaneers, but they're not very exciting. They're a bit more stout and less squishy, but not a ton.