Rogue Gambits

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A somewhat more lighthearted aspect of the rigors of guild training, gambits is a series of acrobatic skills and sleight-of-hand tricks designed more for entertainment purposes than for combat. There are eight different subsets to the skill, each with its own individual facets.

  • Tumble - The simplest of all gymnastic maneuvers, the tuck'n'roll somersault is a starting point for anyone studying acrobatics. Those who become adept are often able to perform several tumbles in a row.
  • Cartwheel - Requiring just enough strength to stay upright, the cartwheel is a marriage of balance and grace, and is a skill of moderate difficulty for those of average dexterity.
  • Flip - The truly agile need not be confined to the ground. Although difficult to perform, a series of backflips makes for an impressive entrance.
  • Dagger - A staple of the roguish image, a small blade has more uses than a kobold has lice. Stealthy assassins, humble locksmiths, swashbuckling freebooters, and ignoble highwayman all have reason to carry one, so it's only fitting that a rogue skill would center around this underrated weapon.
  • Display - The first of several sleight-of-hand tricks to be learned, this focuses on ways to draw your audience's attention where you want, which is not necessarily where the action is.
  • Get - Potentially as flashy as Display, but slightly more useful, the second sleight-of-hand trick teaches the enterprising rogue new and clever ways to produce items from their own person, including concealing their actions entirely if necessary.
  • Vanish - Something every good pickpocket should be skilled at, the art of "getting rid of the evidence". Initial studies in this skill lean towards making a skilled thief seem merely playful, while adepts will find their actions draw no more attention than breathing.
  • Stealth - Very little defines rogues so universally as their love for the shadows. The last subset of five skills are all designed to take advantage of the ability most rogues have to become one with their surroundings.

Information from Midgar's Rogue Guild Erudition

http://home.comcast.net/~cabri/gambit.htm

Rogue Gambits is a skill that gives you the ability to perform different tricks, such as tumbles, flips, and cartwheels, and also gives you certain useful utility skills, such as sleight of hand, and the ability to make certain movements while hidden, without being detected. This skill is definately the easiest to train in, and many people train in it early on simply to become guildmasters more quickly.

Armor has an effect on Rogue Gambits, just like most of the other guild skills. The heavier the armor you are wearing, the harder it is to succeed. Also, being encumbered has an effect on your RT, so you will want to be sure that you are not overweight.

Rogue Gambits Training

Speed
This task gives you 4-7 training points.

With this task, you must successfully perform the current skill you are working on 4-11 times in one minute (You start off at 4-5, but the margin raises as you gain more ranks.). After your first success, it will tell you how many you must perform in the next minute. If you perform them all in less than a minute, you get a rep. This task is pretty simple for the first 49 ranks, but gets very difficult after that. At that point, if you have a training partner present, it's prolly wise to just trade it. Though the punk trainer gave it to me three times in a row a few times... ::grumbles::.

Learning from a fellow member
This task gives 8-12 training points.

In order to get reps with this task, you just need to find someone who knows the skill you are working on, and have them teach it to you. When they teach you, it will give you some RT, and once the RT is over, you must perform the skill to get the rep.

Teaching a fellow member
This task gives 6-10 training points.

This task is pretty simple. All you have to do is teach someone any Rogue Gambit skill and then they must perform it once the RT wears off; the skill you teach does not matter, so even tumble will work. The command for teaching a skill is "rgambit teach (person) (skill #)". To get a list of the skill numbers, type "rgambit teach list". The nice thing about this task, is if there is someone that needs to be taught, as long as you know the skill they are working on, you can teach them that skill, and both of you will get reps from it. If you are teaching a person who is working on speed reps for that skill, they will have to get a rep after you teach them, before you will get your rep.

Practicing in front of an audience
This task gives 4-7 training points.

For this task, you gotta perform the skill you are working on in front of an audience. For the first 49 ranks, you need to do it in front of at least 2 people - guild members or not. For the last ranks, you must perform it in front of at least 5 people, or two guildmasters (Or 1 guildmaster and 3 people). You can only get 1 rep every 30 seconds with this task, so you prolly wanna grab a stop watch for it or use yer mana timer. This task is not so bad at first, but it becomes a pain in the arse later on, cause you get up to 18 reps of it.

Skilled masters
This task gives 8-12 training points.

This task is a breeze. You hafta perform the skill you are working on in front of a skilled master, and get a rep for each success. You get this task at the beggining of each rank when you learn a new skill, but it is also a random task recieved sometimes (Also, it will sometimes be given at the beginning of a rank, even if you aren't learning a new skill).