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skills [2026/07/02 06:03] appledogskills [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, +* **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. 
-  the skills you already know (with your current %), and, if a trainer is here with you, what +* **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.
-  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 === 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. |
-**dodge** | FighterWoodsmanAdventurer | 1 | 1 | Sidestep a blow -- a chance in combat to make an attacker miss outright//(Trains +1% per pointcapped at 5% for every class that can learn it -- Wizards can't.)// |+ 
 +==== 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 
 ++10 on the attack rolland +10 armor is +10 the other wayso an armor-spec defender exactly 
 +cancels weapon-spec attacker. **Strength spec** adds flat damage instead -- kept to +1 on 
 +purposesince 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. //Adventurers can learn it too.// | 
-| **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.// |+| **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. | | **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't.)// | 
  
 === Wizard === Wizard
-^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ +A wizard learns //differently// from the martial classes: **every wizard spell is available 
-**healing** | Wizard | 1 | 1 | healing spell that restores 1d6 hit points for 1d6 manaUse **cast heal**. | +from level 1**. A wizard's power isn't in unlocking new spells over the levels -- it's in how 
-**mana** | Wizard | 1 | 1 | Attune to magic: your usable mana becomes this skill's % of your full pool (which grows 10 per level). |+deeply each spell is **trained** (its %). fresh wizard can reach for the whole spellbook at 
 +once, but each spell is feeble until the points go inCasting a spell costs **mana** (see 
 +**[[Classes]]**) and takes a brief beat afterwards where you can't actOf 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).
  
-=== 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'% of your full pool (which grows 10 per level). The pool every other spell spends. | 
-and the Adventurer guildmaster -- can also learn any class'skill that is **level 5 or below** +**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| 
-(hit, dodge, identify, sneak, dual wield, healing, mana), but not the deeper level-6-and-up +| **healing** //(heal)// | Wizard | 1 | 1 | A healing spell that restores **1d6** hit points for **1d6** mana. Use **cast heal**. | 
-craft"Level" is the character level you must reach before a trainer will teach it; "Cost" is +**energy shield** //(shield)// | Wizard | 1 | 1 | Cloak yourself in **+20 armor** until you fall or log out (recast to refresh-- wizard'stand-in for the armour they can't wear. **cast 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't countso 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 itDamage scales with your **Intelligence** (up to 9/round)You may **stack** it -- once per combat round -- to deepen the rot, and each cast'mana cost equals the damage it adds. **cast affliction //target//**. | 
-The higher skills are each class's own deep craft: a woodsman's stealth chain (**stealth +**blink** | Wizard | 1 | 1 | Dart in 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**. | 
-attack**, then **ambush**)fighter'flurry (**fury**) and level-12 specializations +| **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//**. | 
-(**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's own spell keeps working at any level//Adventurers can learn it too.// |
-borrowed breadth gives way to the specialist's edge. +
- +
-== A note on the fighter'specializations +
- +
-**Weapon spec** and **armor spec** are 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 -- kept to +1 on +
-purposesince flat damage on every hit is worth far more than 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 your character+* **[[Social]]** -- chat, channels, and customizing your character
  
skills.1782972235.txt.gz · Last modified: by appledog

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