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skills [2026/07/02 05:57] – created - external edit 127.0.0.1skills [2026/07/05 08:37] (current) – external edit 127.0.0.1
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 == How training works == How training works
- +* **train** -- also **practice**, **prac**, or **pr** -- on its own shows your skill points, the skills you already know (with your current %), and, if a trainer is here with you, what that trainer can teach. 
-* **train** -- also **practice**, **prac**, or **pr** -- on its own shows your skill points, +* **train //skill//** learns a skill you don't yet have, or improves one you do, for one skill point. Each session nudges your proficiency upward (most skills by a random slice) toward 100% mastery.
-  the skills you already know (with your current %), and, if a trainer is here with you, what +
-  that trainer can teach. +
-* **train //skill//** learns a skill you don't yet have, or improves one you do, for one skill +
-  point. Each session nudges your proficiency upward (most skills by a random slice) toward +
-  100% mastery.+
 * **train //str|int|wis|agi|con|cha//** instead spends a point to raise an ability score by 1. * **train //str|int|wis|agi|con|cha//** instead spends a point to raise an ability score by 1.
-* You earn skill points as you level (a couple at the big milestones), so spend them with a +* You start with **5** skill points (Adventurers **7**and earn **1 more every level**, so spend them with a little care.
-  little care.+
  
 Each profession has its own guildmaster, who teaches that class's skills. The **Adventurer** Each profession has its own guildmaster, who teaches that class's skills. The **Adventurer**
 is the generalist: an adventurer -- and the Adventurer guildmaster -- can learn //any// class's is the generalist: an adventurer -- and the Adventurer guildmaster -- can learn //any// class's
-skill, so long as it is **level 5 skill or below**. A level-6-and-up skill is class-only -- +skill that is **level 5 or below**, //except// a skill class keeps for its own (a class's 
-the deep craft the jack-of-all-trades never quite reaches.+deep craft, and the whole wizard spellbook, are locked away). In practice the shared basics an 
 +adventurer can pick up are **hit**, **dodge**, **dual wield**, **sneak**, **bandage**, 
 +**track**, **identify**, and the wizard's **recall**.
  
 == The guildmasters == The guildmasters
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 * **[[ec:Elara Swift|Ellie]]** -- the Woodsman trainer, in her shop on **Main St. East**. * **[[ec:Elara Swift|Ellie]]** -- the Woodsman trainer, in her shop on **Main St. East**.
 * **[[ec:Gorin Ironbar|Gorin]]** -- the Warrior trainer, in his shop on **Main St. East**. * **[[ec:Gorin Ironbar|Gorin]]** -- the Warrior trainer, in his shop on **Main St. East**.
-* **[[ec:Wizzy the Wizard|Wizzy the Wizard]]**, Master of Magic -- in his emporium ("Wizard +* **[[ec:Wizzy the Wizard|Wizzy the Wizard]]**, Master of Magic -- in his emporium ("Wizard Stuff") on **Moss St.**, just south of market square.
-  Stuff") on **Moss St.**, just south of market square.+
  
 == The skills == The skills
 +A //class// is the profession whose guildmaster teaches the skill natively. "Level" is the
 +character level you must reach before a trainer will teach it; "Cost" is in skill points. A
 +skill marked //Adventurers can learn it too// is one of the shared basics the generalist may
 +borrow; everything else is that class's own craft.
  
 +=== Fighter
 ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^
-| **hit** | Fighter | 1 | 1 | Open combat with a +1 hitroll bonus. |+| **hit** | Fighter | 1 | 1 | Open combat with a +1 hitroll bonus. //Adventurers can learn it too.// | 
 +| **dodge** | Fighter, Woodsman, Adventurer | 3 | 1 | Sidestep a blow -- a chance in combat to make an attacker miss outright. //(Trains +1% per point, capped at 5% for every class that can learn it -- Wizards can't.)// |
 | **dual wield** | Fighter | 5 | 1 | Wield a weapon in each hand (see **offhand**) for a chance each round at a bonus off-hand strike, at full off-hand damage. Off-hand weapons are the light blades -- daggers, knives, shortswords. //Adventurers can learn it too.// | | **dual wield** | Fighter | 5 | 1 | Wield a weapon in each hand (see **offhand**) for a chance each round at a bonus off-hand strike, at full off-hand damage. Off-hand weapons are the light blades -- daggers, knives, shortswords. //Adventurers can learn it too.// |
 | **fury** //(second attack)// | Fighter | 7 | 1 | A chance each round at a second main-hand attack. Train it as **fury** or **second attack** -- the very same skill. | | **fury** //(second attack)// | Fighter | 7 | 1 | A chance each round at a second main-hand attack. Train it as **fury** or **second attack** -- the very same skill. |
 +| **whirlwind** //(whirl)// | Fighter | 9 | 1 | A toggled stance: while on, every swing flies at a **random** foe in the room and wakes it -- you carve through a pack but rouse everything present. Hit two or more in a round for a bonus strike at half damage. Toggle it out of combat only. |
 | **weapon spec** | Fighter | 12 | 1 | A chance on any attack for **+2 hitroll**. | | **weapon spec** | Fighter | 12 | 1 | A chance on any attack for **+2 hitroll**. |
 | **strength spec** | Fighter | 12 | 1 | A chance on any hit for **+1 damage**. | | **strength spec** | Fighter | 12 | 1 | A chance on any hit for **+1 damage**. |
 | **armor spec** | Fighter | 12 | 1 | A chance, when struck, for **+10 armor** (harder to hit) -- the exact mirror of weapon spec, and it cancels one. | | **armor spec** | Fighter | 12 | 1 | A chance, when struck, for **+10 armor** (harder to hit) -- the exact mirror of weapon spec, and it cancels one. |
-| **identify** | Woodsman | 1 | 1 | Read an item's nature -- what it is, what it does, what it's worth. | 
-| **sneak** | Woodsman | 5 | 1 | Slip into stealth (type **sneak**); your first strike from stealth deals **+sneak%** damage (up to double at 100%). Any action but moving breaks stealth. //Adventurers can learn it too.// | 
-| **stealth attack** | Woodsman | 7 | 1 | From a stealth opener, a chance at a **second** backstab -- same weapon, same sneak boost. | 
-| **ambush** | Woodsman | 9 | 1 | After a stealth attack lands, a chance at a **third** backstab. Years of hunting to survive teach the woodsman to lie in wait for the perfect moment. | 
-| **dodge** | Fighter, Woodsman, Adventurer | 1 | 1 | Sidestep a blow -- a chance in combat to make an attacker miss outright. //(Trains +1% per point, capped at 5% for every class that can learn it -- Wizards can't.)// | 
-| **healing** | Wizard | 1 | 1 | A healing spell that restores 1d6 hit points for 1d6 mana. Use **cast heal**. | 
-| **mana** | Wizard | 1 | 1 | Attune to magic: your usable mana becomes this skill's % of your full pool (which grows 10 per level). | 
  
-//"Class" is the profession whose guildmaster teaches the skill natively. An **adventurer** -- +==== A note on the fighter's specializations
-and the Adventurer guildmaster -- can also learn any class's skill that is **level 5 or below** +
-(hit, dodge, identify, sneak, dual wield, healing, mana), but not the deeper level-6-and-up +
-craft. "Level" is the character level you must reach before a trainer will teach it; "Cost" is +
-in skill points.// +
- +
-The higher skills are each class's own deep craft: a woodsman's stealth chain (**stealth +
-attack**, then **ambush**), a fighter's flurry (**fury**) and level-12 specializations +
-(**weapon**, **strength**, **armor**). **Level 5** is the line past which the adventurer'+
-borrowed breadth gives way to the specialist's edge. +
- +
-== A note on the fighter's specializations+
  
 **Weapon spec** and **armor spec** are a matched pair on the same to-hit maths: +2 hitroll is **Weapon spec** and **armor spec** are a matched pair on the same to-hit maths: +2 hitroll is
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 cancels a weapon-spec attacker. **Strength spec** adds flat damage instead -- kept to +1 on cancels a weapon-spec attacker. **Strength spec** adds flat damage instead -- kept to +1 on
 purpose, since flat damage on every hit is worth far more than a like-sized swing to a roll. purpose, since flat damage on every hit is worth far more than a like-sized swing to a roll.
 +
 +=== Woodsman
 +^ Skill ^ Class ^ Level ^ Cost ^ What it does ^
 +| **sneak** | Woodsman | 1 | 1 | Slip into stealth (type **sneak**); your first strike from stealth deals **+sneak%** damage (up to double at 100%). Any action but moving breaks stealth. //Adventurers can learn it too.// |
 +| **bandage** | Woodsman | 1 | 1 | Field medicine. Type **bandage** to bind **2 wool** into a **gauze** pad (a skill roll can spoil a wool), then **apply gauze** to heal **1d2**. Each takes a moment. //Adventurers can learn it too.// |
 +| **dodge** | Fighter, Woodsman, Adventurer | 3 | 1 | Sidestep a blow -- a chance in combat to make an attacker miss outright. //(Woodsmen, nimbler, also cap at 5%.)// |
 +| **track** | Woodsman | 1 | 1 | Read the land: **track //creature//** senses the direction to the nearest creature you name -- a ring-by-ring search out from you, only where you could walk (no secret or puzzle shortcuts). //Adventurers can learn it too.// |
 +| **identify** | Woodsman | 5 | 1 | Read an item's nature -- what it is, what it does, what it's worth. //Adventurers can learn it too.// |
 +| **stealth attack** | Woodsman | 7 | 1 | From a stealth opener, a chance at a **second** backstab -- same weapon, same sneak boost. |
 +| **ambush** | Woodsman | 9 | 1 | After a stealth attack lands, a chance at a **third** backstab. Years of hunting to survive teach the woodsman to lie in wait for the perfect moment. |
 +
 +=== Wizard
 +A wizard learns //differently// from the martial classes: **every wizard spell is available
 +from level 1**. A wizard's power isn't in unlocking new spells over the levels -- it's in how
 +deeply each spell is **trained** (its %). A fresh wizard can reach for the whole spellbook at
 +once, but each spell is feeble until the points go in. Casting a spell costs **mana** (see
 +**[[Classes]]**) and takes a brief beat afterwards where you can't act. Of the whole kit, only
 +**recall** can be borrowed by an Adventurer -- and //not// **mana**, so a non-wizard who learns
 +recall must fuel it from a **mana-granting item** (Wizzy sells a wand and a hat that grant mana).
 +
 +^ Skill ^ Class ^ Level ^ Cost ^ What it does ^
 +| **mana** | Wizard | 1 | 1 | Attune to magic: your usable mana becomes this skill's % of your full pool (which grows 10 per level). The pool every other spell spends. |
 +| **mana spec** //(mana specialization)// | Wizard | 1 | 1 | Deepen the mana **pool** itself: a flat **+1 max mana per %**, up to **+100** at mastery, stacking on top of what **mana** makes usable. |
 +| **healing** //(heal)// | Wizard | 1 | 1 | A healing spell that restores **1d6** hit points for **1d6** mana. Use **cast heal**. |
 +| **energy shield** //(shield)// | Wizard | 1 | 1 | Cloak yourself in **+20 armor** until you fall or log out (recast to refresh) -- a wizard's stand-in for the armour they can't wear. **cast energy shield**. |
 +| **magic bubble** //(bubble)// | Wizard | 1 | 1 | Raise a ward that **completely absorbs the next blow**, then bursts. Only **once per fight** in combat -- but a bubble cast //before// a fight doesn't count, so you can walk in warded and still raise one more once the first pops. **cast magic bubble**. |
 +| **affliction** //(afflict)// | Wizard | 1 | 1 | Curse a foe to wither in combat, taking damage every round with no armour to stop it. Damage scales with your **Intelligence** (up to 9/round). You may **stack** it -- once per combat round -- to deepen the rot, and each cast's mana cost equals the damage it adds. **cast affliction //target//**. |
 +| **blink** | Wizard | 1 | 1 | Dart in a straight line up to **10 rooms** one way, stopping at the first blockage (and skipping any monsters in between). **cast blink //dir// [distance]** -- e.g. **cast blink e 5**. |
 +| **teleport** | Wizard | 1 | 1 | Fold space to the **nearest creature you name**, landing in its room -- only where you could actually walk (no secret or puzzle shortcuts). **cast teleport //creature//**. |
 +| **recall** | Wizard | 1 | 1 | **cast recall** to teleport home to the fountain for **10 mana**. Unlike the free low-level recall, a wizard's own spell keeps working at any level. //Adventurers can learn it too.// |
  
 == See also == See also
 * **[[Classes]]** -- the four professions and how they play * **[[Classes]]** -- the four professions and how they play
-* **[[How to Play]]** -- moving, looking, fighting, the basics +* **[[How to Play]]** -- moving, looking, fighting, resting, the basics 
-* **[[Social]]** -- chat, channels, and customising your character+* **[[Social]]** -- chat, channels, and customizing your character
  
skills.1782971823.txt.gz · Last modified: by 127.0.0.1

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