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Luciella
13 Post subject: Luciella's Way of the Rogue: Primer 1st Edition  PostPosted: Mar 21, 2012 - 07:59 PM
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Joined: Oct 04, 2011
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Foreword.

Please feel free to comment or criticise this, the more input- the better.

I would like to state publicly that this work has been written purely from my own Way of the Rogue and its principles may not be accepted by all.

If you find this overdetailed, I would like to apologise as I have written this guide for also new players.

I have made this Rogue Primer not to preach or demand, but even at the least means- educate not just rogues, but the citizens of Oberin about our art.


Year 437 of the Lucky Moon
Luciella's Way of the Rogue: First Edition Primer

Introduction
.)About Rogues
.)Roles in Oberin
.)How Society Sees A Rogue.
.)An insight to a life of a rogue

Preparatories
Starting as a rogue
.)Statistic points and Stat. Building (Combat or Gambit?)
.)Primary Skills
.)Gambit Skills
.)Other Beneficial Skills
.)Advantages and Disadvantages

-)Entering Oberin
-)Find Help and Equipment Choices
-)Optimising for your Class
-)ChaRoLe rule

Getting to grips of a Rogue Class
.)F-keys
.)Using your Primary Skills
.)Learn to organise your inventory (it may just save your life)
.)Combat notes

Fighting and Hunts
.)Some words of Advice

Fighting in Parties
.)Your role in a Party
.)About Looting
.)What a rogue 'should' be doing
.)Cleric Issues
.)Protection Priorities
.)Other tips

Fighting alone (Solo-ing)
.)Some words of Advice (to new players)
.)Vanishing out of sight
.)Combination attacks
.)Offense Styles - advantages and disadvantages

Hunting in Different Environments
.)Open Areas
.)Closed Spaces
.)Using your environment to your advantage

Adversaries
.)Dealing with Certain Monsters

Gambits and Crafting Skills
.)The harder part of a Rogue Class
.)Diversify in skill expertise
.)Essential Skills/Areas to Grow and Maintain On

Lockpicking
.)Different Options of Training
.)Advantage and Disadvantage

Removing Traps
.)Different Options of Training
.)Advantage and Disadvantage

Crafting Skills
.)Blacksmithing/ Mining/ Lumberjacking/ Woodcrafting
.)Poisoning and Tinkering

Author's Notes


Last edited by Luciella on Mar 22, 2012 - 10:56 AM; edited 2 times in total
 
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Luciella
Post subject: Luciella's Way of the Rogue: Primer 1st Edition  PostPosted: Mar 21, 2012 - 11:19 PM
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About Rogues
Rogues are quite solitary individuals, believing in their own survival through questionable methods. As a rogue in Oberin, you are able to make use of skills such as stealth and along with the knowledge of biological anatomy you can reduce a foe to a limp corpse by striking their vital points in the back.

Some people tend to misjudge rogues as a 'risk' specially when it comes to hunting with a group. It is also not common that players may express anger to certain rogue individuals when it comes to death. I will also tackle these issues that most often is come across.

Most rogues prefer combat over crafting and spend alot of time outside cities finding treasures in deep parts of Oberin. Firstly though, I will start by talking about preparations.

Preparations
If you are reading this guide now as a new player, then I will provide you a basic insight of the skills you will need to put points on. Primary skills are the skills you need to excel on to gain a higher 'Class Level'. Depending on the three primary skills' level, your Class level will correspond to it.

Stealth: A skill which allows you to walk whilst without being seen by other creatures and other individuals. The skill's level reflects how much steps you can take.

Anatomy: A skill that determines how powerful a foe or creature is. It also determines how often you hit 'critical hits' against an enemy. The chance of a critical hit increases as the level increases.

Special/Rogue: A skill that allows you to perform special attacks against an enemy. From a speedy Instant strike to a powerful Decimate, this skill demonstrates how deadly a rogue can be.

Gambit Skills:
There are also other skills you will need points on which are Lockpicking and Removing Traps. Having these skills in a good performing level will allow you access to locked corpses or chests and disarm deadly traps in dungeon chests.

Ensure that at least one point would also go to Melee, as it is challenging to level.

Oberin also has other skills such as crafting skills which would help in maintaining your character. It would be worth the point in investing at one Gathering skill, such as mining or lumberjacking. (Advisably mining as it would be useful for making daggers, shield or useful metal armour).

You can have some fun experimenting with what combination of points you would invest in your characters' skills. But make sure you put a decent amout of points on Lockpicking, Removing traps or Melee and Special/Rogue as they will be the skills which would be quite a problem from a very low level.

Advantage and Disadvantage
From your build in statistics, you can either be defined as what I call a Combat Rogue specialising in fighting or a Gambit Rogue, starting with mostly crafting skills.

Advantages of a combat rogue is that theyre are faster to progress in terms of Class levels and can get through new bounds by defeating enemies easier. The Disadvantage is that being low on Gambit Skills means they cannot be as good as a Gambit Rogue in terms of Dungeon hunts as they would find it harder to level Lockpick and Removing Traps and thus cannot open alot of high level Dungeon Chests.

Advantages of a Gambit Rogue is that they excel in almost anything but Combat from the start. They will find it hard to level primary skills but acquire decent levels in their lockpicking and removing traps. As a low level they would be included in dungeon hunts more and possibly gain more gold and loot because of it. The disadvantage is that Being low on Combat skills would cause you to die pretty often in hunts. If you are the type to be easily discouraged, this is not the Character Build for you.

Entering Oberin
If you have just started, It is advisable that when you are in the 'Newbie Hall' where there are 4 ladders leading to different cities, choose Lerilin as there are numerous people that are willing to help residing there. There is also a guild by the mane of 'Circle of Friends' that are experts in providing assistance and equipment for new players. I am not stating that the rest of the other cities are not willing to, but it has been tradition to go through the Fishing Village for new players.

Equipment
With the equipment, a rogue would want a set of armour and weapon that optimises their performance when it comes to Stealth. For armour, the chain-robe-leather (ChaRoLe) combination does just the trick.

.) Charole Equipment consists of Chain Mail Arms and Gloves + Robe of Protection or Leather armour.

This armour set provides a decent amount of protection assuming they are all in good or perfect condition. This set of armour also reduces the 'Stealth Penalty' to a bare minimum without having to wear any sort of Plate Armour and is also easier to reach a repairable stage as it requires just level 6 Blacksmithing to fix up the Chain Mail Arms/ Gloves.


Getting to Grips with the Rogue Class
.) F-Keys: You will first need to learn how to set your F-keys to your desired skills. The F-keys will serve as a shortcut key to open the skill window you have set it on. Note that passive skills are not needed for this.

.)Using Your Primary Skills:
The more often you use your primary skills, the closer you are to levelling your Class. Using Stealth when walking often and Anatomizing enemies you face up against is an effective way to increase their level. For Special/Rogue, often the moves require you to be behind an enemy and click on the special attack's name. The special attack's name should be 'blue' and after, target an enemy by holding the Alt button and clicking on the creature.

.) Organise Your Equipment
You can organise your equipment in your inventory by holding the Shift Button and dragging items up and down from your inventory slots.

(I would advise you keep your potions right next to your weapon and shield slot as you would not need to move your mouse much to drink a potion).

.)Combat Notes
If you are a new player I would suggest that if you want to hunt, join a party to prevent any death or take advise from another rogue if there are any from the vicinity. Also Please DO NOT CHARGE OFF TOWARDS THE FOREST ALONE JUST AFTER ARRIVING TO LERILIN THINKING YOU CAN KILL SOMETHING AT YOUR STATE...You will likely come back as a ghost.

(@(demos)--->Oberin is not as easy as you think)

Fighting and Hunts
.)Words of advice- As I have said before it is not advisable to go on hunts ill prepared with just your (demo) provisions with you. However if you are feeling used to rogue enough to hunt then please do so.

Fighting in Parties
.)Your Role in a Party:
Rogues are good damage dealers especially when you are able to perform the move 'Backstab'. Having a rogue in a party is a beneficial addition IF the rogue himself/herself knows the right thing to do in certain situations. A rogue's purpose in a party is often to pick enemies out and take them down one by one.

.)Looting:
It is quite funny how most people would assume that the rogue would be looting. I do not mind this personally as I understand that out of all the other plates I have a responsibility to because most likely I have more room in my pack than anyone else around me.

Rogues would not need to carry much around often in hunts and have a decent amount of space thus its our tradition to nowadays. Though I suggest that the party asks the rogue first to loot to prevent confusion.

.)What a rogue 'should' be doing:
This section is from my own self-opinion and experience. I do not expect all rogues would be doing this as every single person has their own taste. However I believe that a rogue's role is to 'Protect" the party's vunerable members and I shall explain this on the next section.

Rogues could be tasked with chasing enemies also since they can finish off the remaining fleeing enemies by stabbing them from behind. If targeted by a hostile creature, learn to stealth and keep pursuing the enemy if the party is at a reasonable distance away. Abandon chasing the enemy if you have strayed too far from the group or multiple foes are targeting you.

.)Cleric Issues
Yes, I meant to put the cleric-rogue issue in the hotspot (though I generalize mages) because this always happens again and again and can cause dissension between people. By saying the 'vunerable' , I do not imply that clerics or mages for the matter are "weak". They are far from weak and can defend themselves very well.
But when stealthing becomes the cause of your party's death because clerics are targeted and died... that is never a good idea.

I can write a whole article for this but I believe that when a rogue puts the party at risk is not justifiable. And I do believe that the rogue is at fault and I have experienced the same. As a young rogue I noticed players (this was years ago) excluding me from party hunts because of what I had done to the clerics. I noticed this myself and made some changes on how I should hunt with a party.

Rogues should be acting as a Rear Guard for mages. Mages having only robes and leather arms to protect themselves (sometimes additional rings) are the ones with highest risk of dying among the party. A rogue- with their paralysing and powerful stabs can protect by engaging enemies targeting them and I believe this is a Top Priority for us rogues.

Since we can also disengage from fighting enemies with stealth- this is even more of a reason to be helpful to the robes. (What can I say, I am Robe-Loving Wink )

.)Other Tips:
Another tip is to listen to what the whole party has to say to you. The party will make orders depending in the battle situations so make sure to tend to their needs and instruction.


Fighting Alone (Solo-ing)
.)Advice for new players:
If you are soloing, it is almost compulsory that you can repair your equipment because you will be degrading them down. Also make sure that you have restocked on potions.

.)Vanishing Out of Sight
Vanishing out of sight is a rogue's useful skill, surprise attacks are our specialty and it is good for getting behind enemies to perform a stab. For soloing I would suggest at least level 4 Stealth for fighting foes in your level range. Get a good distance between your enemy before trying to stealth and get behind enemies.

.)Combination Attacks:
Experiment with what kinds of combinations of special attacks you can perform until your stamina completely depletes. Its a useful way of fighting as not only do you land good hits against your enemies, but also gain good experience by varying your attacks.
If you have Sting and Instant Strike, experiment with firstly hitting a Sting at the back of the enemy then a barrage of instant strikes. When you can perform Backstab, it will allow you more combination variations as it can also paralyse a foe.

.)Offense Styles
I use mainly two ways of fighting enemies when soloing. These are 'Stalking' and 'Dash Strikes'.

-)Stalking:
This method is pretty easy as it requires to just creep behind the enemy step by step and land a stab at their back. This is useful when you have Backstab because it will create an opportunity to stealth back. This is also the most common offense styles rogues use.

-)Dash Strikes:
This method is a hit-and-run type of offense as what the rogue does is go past the enemy's back quickly to land a stab and run across to stealth again. This method requires speed as you pass past the enemy's back quickly whist still running- landing a strike at the back (still running) and stealth back).

The advantages of stalking is that it is a very efficient method which not just saves steps but also creates chances for the rogue to land more combination hits. Disadvantages are that the enemy may stray far from your range because of the time it takes to stalk and in wide open areas where the enemy can wonder freely.

The advantage of Dash Strikes are that you can perform it so fast that you wont have to worry much about being chased or getting hit. It is also a useful method when wanting to slay creatures with speed as with the stamina left you can make another quick stab without the enemy even realising it. Disadvangate is that it is not worth risking against enemies that can kill you in one clobber, it cannot be used on close spaces.


Hunting in Different Environments
.)Open Spaces
There are alot of open spaces in Oberin, notably the forests and the seas of Oberin. Open spaces are the most common areas of hunting and this has advantages such as having enough distance from you and your foe giving you a good chance to step back and stealth. Open spaces are also ideal if you are to retreat for circumstance.
Hunting in open spaces however can make you prone to numerous monsters at once and can be fatal to a rogue. Advice is to take on enemies one-by-one through luring them to you. This way you would have less risk of death. If hunting in places where trees are numerous, this is a good feature against magical creatures. As magical creatures require a line of sight, stealthing behind a tree is a good solution to interrupt their casting.

.)Closed Spaces
In closed spaces, you may find yourself without much distance between your enemies, not enough room to flee nor stealth. These aspects of the environment is not a desirable condition to be in as you can easily get stuck if cornered by monsters or enemies.
I would advise using corners of the walls and stealth from there to create enough distance from your foes but there is a risk, if not done quickly enough then you would find yourself cornered and possibly eaten. Speed and good stealth level would be required for this, a good level of hiding would be most beneficial in this situation as it is easier to hide against enemies targeting you than to stealth.

.)Mass hunts
At some point as a rogue, you will be included in mass hunts which would be at least a five or six-man campaign and most often go to dangerous dungeons and areas of Oberin that are not 'adventurer-friendly'. For this, please refer to the Fighting in a Party section of the guide.
There are some differences in mass hunts however, this means that you have more of a role to attend to (especially looting), more players to assist and protect and evidently more monsters to defeat. For these kinds of hunts a good level of lockpicking and removing traps is a must (you will find that mass hunts normally occur in high-level dungeons) and also good combat skill levels.
When in the heat of the battle, there would be alot of chaos and confusion can cause deaths. Alot of rogues charge off to the front lines with the fighters and rangers which is quite 'dready' as they tend to stray off from the main party. Straying away from the party will be reckless at this situation thus I would advise that in this condition, the rogue stays with the group.


Adversaries
Learning to deal with different monsters in different ways could save a rogue's life. I will mention some creatures that a rogues may find edgy about when they encounter them in the field and produce a solution against them.

.)Magical Creatures:
(Note- Use a Robe of Resistance)
I do understand that magical creatures are quite terrifying when found in the wild. Because of their magic, they can turn a rogue to a corpse in seconds (especially relatively new rogues). My solution is to either finish them off with powerful stabs and keep chasing them before they can throw their first spell at you. Most magical creatures have relatively lower HP compared to others within their level ranges. This is effective for Bone Mages and Gapers.
Also learn to use their line of sight to your disadvantage by going behind trees or obstables in the environment.

.)Fast Creatures:
Fighting creatures that are fast (such an FE) is quite difficult when you try to target them from behind and even more so when the creature appears to not have a front face. This is when explosive dusts can come in handy- and its not just for opening a getaway chance- but to also momentarily halt the fast runners in their tracks.

.)Strong Hitting Creatures:
(Advisably new players should use Protection Rings)
Creatures that can deal a massive blow to your body are difficult to fight against, they may just need one chance to bring the rogue down by clobbering them with all their might. This goes for fighting Giants, Hill Giants, Golems or other creatures. Most hard hitting monsters have a slow reaction time and cannot catch up with a rogue when it comes to speed. I would advise using 'Backstab' as this would most of the time leave you unscathed without the enemy landing a blow on you.

(This could also be applied for poisonous creatures)

.)Rust Beasts:
(Un-equip all metal equipment- advisably bring a wooden shield)
It might not seem a problem to other players but rogues do have a problem dealing with rust beasts. Because our only offensive weapon is metal, there is no other way to deal with a rust beast other than equip a wooden weapon (Club of Power or any other) and smash the red beast down.


Gambits and Crafting Skills
.) The Harder Part of a Rogue Class
Being able to maintain the rogue's equipment, learning to lockpick and remove traps, plus other skills such as tinkering and poisoning that can aid a rogue's development- it makes us one of the most (if not- THE MOST) busiest class in Oberin. Be prepared to work on many different skills if you have chosen the Rogue Class. This also means that you will spend a lengthy amount of time gathering resources for raising the skills (especially if you have chosen the Combat build).

.)Diversivy in Skill Expertise/ Essential Skills To Grow and Maintain On
You would need to consider training for gathering and crafting skills if you want to become efficient. Skills such as Mining, Blacksmithing or Woodcrafting would be skills that you should train on, as it directly opens you up to other areas that you can benefit on esp. Tinkering. You should also have at least a basic capability in Poisoning, though higher levels (when combined with Blacksmithing) can make a rogue quite abit of money by selling Poisoned Weapons.
(I don't see much of anyone doing that nowadays- my old habits die hard).

.)Lockpicking
Training Lockpicking could be from unlocking corpses of defeated foes such as skeletons, dracos, etc. or through chests and mainly sewers.

-)The advantage from locked corpses is that you can get alot of experience if fighting with a horde of skeletons or dracos and can lead you to title experience also due to quests it relates to. The disadvantage is the risks in dying as it would be risky for new players without experience to take on dracos alone and an army of undead. You may need to arrange a party to take on the horde. The other disadvantage is that the corpses are not always locked (about 1/3 are locked).

-)Advantages of chests are that it could potentially harvest you more money and precious artefacts that you can sell or auction (Blue Moon Festival is the best time for this) and almost all the time the chests are locked. Disadvantages are that higher level chests with good loot are in deliberately hard-to-get-to places, mainly dangerous dungeons in Oberin which means risk of death is quite high. You would need to have the right level of Lockpicking AND Removing Traps. There is not much use to you blowing yourself to bits because you have opened the chest but cannot disarm the trap.

.)Removing Traps
The two ways to level Removing Traps are through chests and Tinkering.

-)Advantage of using chests is that the loot is good and also almost all the time the chests are trapped. I have mentioned in the Lockpicking section the similar disadvantages and you ALSO need the right Lockpicking level to open the loot inside the chest.

Note: Do not leave a trap lying on a ground, if a player picks it up and blows up you will be jailed
-)The advantage of using tinkering is that you can create large amounts of traps and not need to worry much about Removing Traps at all. The disadvantage though is that it can be a costly skill in gold pieces because of the resources you need to gather for it. You would need to gather volcanic ashes either through quests or from picking up in the wilderness. If you started with level one Tinkering and Harvesting skills then you will find it considerably harder.

Crafting Skills
.)Blacksmithing and Mining:
Very beneficial for a rogue since you can repair your own metal armour and create weapons for you to poison and sell for gold. Gathering using mining is useful for earning gold at an early stage as ferrite is a much needed resource across the land.

.)Woodcrafting and Lumberjacking
Lumberjacking and woodcrafting is a useful preparatory skill for tinkering as it relates to it. You will also be able to create Wooden shields, which are repairable without needing to go to the Forge.

.)Poisoning and Tinkering
Allows you to poison your weapons and tinkering is the ability to make traps which are very helpful assets to a rogue when mastered.


Author's Notes
After writing all this my hand is very tired now. I hope it will serve as a good guide to new rogues in Oberin or other players for that concern.
Will write a 2nd Edition or edit this one.


Thank you very much,
Luciella, Marali Vanguardian

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Post subject:   PostPosted: Mar 22, 2012 - 11:08 AM
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So this is very well-written (and even nicely short with Many Basic tips on how to Play Oberin Very Happy ). So thanks very much, Luciella!

Basically, I agree with it all (I don't quibble the labels), and so beginning with the following, it's mainly just exceptions or additional info. that just happens to not be included, ok?

on Anatomy: in theory we Plate classes (non-mages) get "more powerful" hits from higher anatomy skill, not just more-frequent hits (though I'll grant this could amount to one causing the other, with enough quantity "creating more quality," or at least the quality of additional quantity of damage).

oh, I definitely agree (having been 1's in all Prime skills, not knowing what to do since I started as a rogue with no Guides available for any classes, until Shogun's Way of the Cleric 1 year in or-so), that harvesting /crafting skills are Painful to level, and yet one is Very Likely to die frequently without much h p from a lower class level (due to lower skills in Primes); it's a balancing act of Which skills to put points in.

Since for me melee leveled with (even ahead of, slightly since I didn't know how to Use special /rogue by clicking the menu, and then clicking its own sub-menu) special /rogue, and one can spam stealth, I'll say that I relied on fishing and cooking to get started, as I was frequently alone and worried I would (we don't) Starve to death.

as for the LP /R T combo., not much point in having them, until one can Raise them (it's first-and -most-often we'll raise LP'ing since Locks >> Traps due mainly to the Undead; secondarily, we can "body-blow" the Traps if Lucky to survive, them [die on another object and it can screw up the items in the Inventory lower on the list that conflict-with them, "poofing" them instantly, forever @.@], or more-often later get some volunteer to attempt it if in a group hunt); and we can't raise them until we can find Dungeons (the Sewesr are the easiest place[s] for a rogue, other than Lerilin's surface Ants) and /or Undead with Locks upon their re-dead corpses.

I have a full description of all stealthable {and all details upon, in a chart which includes rafts} Armor in my rogue Post (in siggie line, also handy are the other two links, there), so for example one can use a Metal shield and Plate gauntlets with no stealth penally. I recommend Not using a RoP as it's so expensive, when Leather is so [censored] cheap - consider finding and /or becoming a tailor, it's worth it in bandages for Healing skill, alone - and of course Chain Mail has a larger stealth penalty, for the other items, that can be used (it's Any of a given batch of Cloth /Leather /Chain /Black Plate /Plate, that causes the reduction in average stealthed steps as-determined by one's stealth level). One fact I left out was that wizards can't wear any Armor, and since they also use Ash, rogues and wizards need to work-together and be more mutualistic than competitive, perhaps alternating equipment use, even. RoP's are always more in-demand by wizards (occasionally even clerics) than R's o' Resistance.

Ah, so now I add a new tip: it took me forever to get my BS skill above-5, to 8 even it is. But part of the reason I got it up, along with mining required-already, to even Begin BS'ing (if not BackStabbing), was that I just made ingots; it's standard for Many Plates - mainly Plates - to level BS by making maces, often "instant-poofing" them from full packs or more-fancily dropping them into cooking fires (careful: practice fire safety Shocked Exclamation ), but I held onto my ingots for future use in R T leveling via tinkering (and also tons of spare armor and weapons for anyone).

Alternately, one can Attempt what I call "mace races," using the 4-minute poof time - combined with re-freshing bags by dropping items /gold (make "mixed bags" around Guards, who loot the gold of g p) and /or an(other) helper(s) - to make a few 100K, but this is Very slow due to Shop random-rotation cycles of Buying /Selling. However; if one can time it so that Almost all the maces /whatever are done being Forged, then the bags can be re-freshed - the only key step - and the Shop visited Many times until all is sold (which will take Very long, similar to the time to create them all). The advantage of this is that one thing can be done at a time, and /or one can have more time-spread, in which it is more likely one can find another to help transport them (I tend to split 50 /50 to make it worth their while, what they carry). Oh, and do mention the value of looting the Undead for their Locks (if I didn't here already), if you'd like
*winks out*
Edit: *blinks into focus* Ah, I see there's further stuff I missed on first pass, from the environment on, some of which addresses some of this, ah well it may be longer and I may now be more wrong to bring this up but well, the writing looks better. Oh, though now I see it being said LJ /WC'ing relate(s) to tinkering.. I only see tinkering as making WW'ing tools, as well as nails {which can be bought} for either further tinkering (Traps) or else use in making tools, shields, even equipment such as rafts.

I'd also add with poisoning one can poison any edged weapons (or the hand axe tool) one holds (with a chance of failure and total destruction of the bottles of P and weapons), which can then be given to others, to use. {They can be sold at the Marali weapons shop only}.

Thanks again for such a readable cornucopia.

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