skills
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| == How training works | == How training works | ||
| - | * **train** -- also **practice**, | + | * **train** -- also **practice**, |
| - | | + | * **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 //skill//** learns a skill you don't yet have, or improves one you do, for one skill | + | |
| - | | + | |
| - | | + | |
| * **train // | * **train // | ||
| - | * You earn skill points | + | * You start with **5** skill points (Adventurers **7**) and earn **1 more every level**, so spend them with a little care. |
| - | | + | |
| Each profession has its own guildmaster, | Each profession has its own guildmaster, | ||
| is the generalist: an adventurer -- and the Adventurer guildmaster -- can learn //any// class' | is the generalist: an adventurer -- and the Adventurer guildmaster -- can learn //any// class' | ||
| - | skill, so long as it is a **level 5 skill or below**. A level-6-and-up | + | skill that is **level 5 or below**, //except// a skill a class keeps for its own (a class' |
| - | 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**, | ||
| == The guildmasters | == The guildmasters | ||
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| * **[[ec: | * **[[ec: | ||
| * **[[ec: | * **[[ec: | ||
| - | * **[[ec: | + | * **[[ec: |
| - | | + | |
| == The skills | == The skills | ||
| + | A //class// is the profession whose guildmaster teaches the skill natively. " | ||
| + | character level you must reach before a trainer will teach it; " | ||
| + | skill marked // | ||
| + | borrow; everything else is that class' | ||
| + | |||
| === Fighter | === 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. |
| + | | **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' | ||
| | **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. // | | **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. // | ||
| | **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. | | ||
| - | | **dodge** | Fighter, Woodsman, Adventurer | 1 | 1 | Sidestep a blow -- a chance in combat to make an attacker | + | |
| + | ==== A note on the fighter' | ||
| + | |||
| + | **Weapon spec** and **armor spec** are a matched pair on the same to-hit maths: +2 hitroll is | ||
| + | +10 on the attack roll, and +10 armor is +10 the other way, so an armor-spec defender exactly | ||
| + | cancels | ||
| + | purpose, since flat damage on every hit is worth far more than a like-sized swing to a roll. | ||
| === Woodsman | === Woodsman | ||
| ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ | ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ | ||
| - | | **identify** | Woodsman | 1 | 1 | Read an item's nature -- what it is, what it does, what it's worth. | | + | | **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. // |
| - | | **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. // | + | | **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. // |
| + | | **dodge** | Fighter, Woodsman, Adventurer | 3 | 1 | Sidestep a blow -- a chance in combat to make an attacker miss outright. // | ||
| + | | **track** | Woodsman | 1 | 1 | Read the land: **track // | ||
| + | | **identify** | Woodsman | 5 | 1 | Read an item's nature -- what it is, what it does, what it's worth. // | ||
| | **stealth attack** | Woodsman | 7 | 1 | From a stealth opener, a chance at a **second** backstab -- same weapon, same sneak boost. | | | **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. | | | **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' | ||
| === Wizard | === Wizard | ||
| - | ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ | + | A wizard learns // |
| - | | **healing** | Wizard | 1 | 1 | A healing | + | from level 1**. A wizard' |
| - | | **mana** | + | 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 | ||
| + | **[[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 // | ||
| + | recall must fuel it from a **mana-granting item** | ||
| - | === Classes | + | ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ |
| - | //"Class" is the profession whose guildmaster teaches the skill natively. An **adventurer** -- | + | | **mana** | Wizard | 1 | 1 | Attune to magic: your usable mana becomes this skill' |
| - | and the Adventurer guildmaster -- can also learn any class' | + | | **mana spec** //(mana specialization)// | Wizard | 1 | 1 | Deepen |
| - | (hit, dodge, identify, sneak, dual wield, healing, | + | | **healing** |
| - | craft. " | + | | **energy shield** // |
| - | in skill points.// | + | | **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' |
| - | + | | **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 higher skills are each class' | + | | **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]** |
| - | attack**, then **ambush**), a fighter' | + | | **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 // |
| - | (**weapon**, **strength**, **armor**). **Level 5** is the line past which the adventurer' | + | | **recall** | Wizard | 1 | 1 | **cast recall** to teleport home to the fountain for **10 mana**. Unlike the free low-level recall, a wizard' |
| - | borrowed breadth gives way to the specialist' | + | |
| - | + | ||
| - | == A note on the fighter' | + | |
| - | + | ||
| - | **Weapon spec** and **armor spec** are a matched pair on the same to-hit maths: +2 hitroll is | + | |
| - | +10 on the attack roll, and +10 armor is +10 the other way, so an armor-spec defender exactly | + | |
| - | cancels a weapon-spec attacker. **Strength spec** adds flat damage instead | + | |
| - | purpose, since flat damage on every hit is worth far more than a like-sized swing to a roll. | + | |
| == 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 | + | * **[[Social]]** -- chat, channels, and customizing |
skills.1782972235.txt.gz · Last modified: by appledog
