skills
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| skills [2026/07/02 06:07] – external edit 127.0.0.1 | skills [2026/07/09 14:56] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 6: | Line 6: | ||
| == 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 all** spends **one** skill point but **scatters it across several of the skills you already know**, a percent at a time and at random -- so one point trains a handful of skills a little each. Nothing is ever pushed past a skill' |
| - | * **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 | ||
| Line 28: | Line 26: | ||
| * **[[ec: | * **[[ec: | ||
| * **[[ec: | * **[[ec: | ||
| - | * **[[ec: | + | * **[[ec: |
| - | | + | |
| == The skills | == The skills | ||
| - | A //class// is the profession whose guildmaster teaches the skill natively. An **adventurer** -- | + | A //class// is the profession whose guildmaster teaches the skill natively. " |
| - | and the Adventurer guildmaster -- can also learn any class' | + | character level you must reach before a trainer will teach it; " |
| - | (hit, dodge, identify, sneak, dual wield, healing, mana, mana spec), but not the deeper level-6-and-up | + | skill marked |
| - | craft. " | + | borrow; everything else is that class' |
| - | in skill points.// | + | |
| - | + | ||
| - | The higher skills are each class' | + | |
| - | attack**, then **ambush**), | + | |
| - | (**weapon**, | + | |
| - | borrowed breadth gives way to the specialist' | + | |
| === 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 | + | | **hit** | Fighter | 1 | 1 | **Passive.** Once learned, |
| + | | **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. // | | **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 miss outright. //(Trains +1% per point, capped at 5% for every class that can learn it -- Wizards can' | ||
| ==== A note on the fighter' | ==== A note on the fighter' | ||
| Line 59: | Line 51: | ||
| 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 | === Woodsman | ||
| ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ | ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ | ||
| - | | **identify** | Woodsman | 1 | 1 | Read an item's nature | + | | **sneak** | Woodsman | 1 | 1 | Slip into stealth (type **sneak**); your opening strike from stealth is a **2x weapon hit** -- the first blow of the //stealth burst// (see below). 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 | + | | **bandage** | Woodsman | 1 | 1 | Field medicine. Type **bandage** to bind **2 wool** |
| - | | **stealth attack** | Woodsman | 7 | 1 | From a stealth opener, a chance at a **second** backstab -- same weapon, same sneak boost. | | + | | **dodge** | Fighter, Woodsman, Adventurer | 3 | 1 | Sidestep a blow -- a chance in combat to make an attacker miss outright. // |
| - | | **ambush** | Woodsman | 9 | 1 | After a stealth attack | + | | **track** | Woodsman | 1 | 1 | Read the land: **track // |
| - | | **dodge** | Fighter, | + | | **identify** | Woodsman | 5 | 1 | Read an item's nature -- what it is, what it does, what it's worth. // |
| + | | **stealth attack** | Woodsman | 1 | 1 | The **second** strike of the stealth | ||
| + | | **ambush** | Woodsman | 6 | 1 | The **third** strike of the stealth burst (//free//): only after a **landed** | ||
| + | | **sneak spec** //(sneak specialization)// | ||
| + | | **poison** | Woodsman | 10 | 1 | The **fourth** (last) strike of the stealth burst (//free//): only after a **landed** ambush, a chance at a **3x** envenomed | ||
| + | |||
| + | ==== The stealth burst | ||
| + | |||
| + | You open the burst by // | ||
| + | knife, dagger, or short sword) | ||
| + | stealth strike, even when you're stealthed: | ||
| + | |||
| + | The burst is a chained flurry of up to four blows: **sneak** (2x) -> **stealth attack** (3x) -> | ||
| + | **ambush** (3x) -> **poison** (3x). It is a strict **chain** -- each strike rolls its own skill and | ||
| + | fires **only if the one before it landed** (and you've trained that skill): | ||
| + | and the flurry ends there (no ambush without a landed stealth attack, no poison without a landed | ||
| + | ambush). Against an unaware foe a landed strike can't be dodged. Only the opening **sneak** strike | ||
| + | costs a move (**1**); every chained follow-up is **free**. A fresh woodsman lands just the sneak | ||
| + | strike, adding the later links as those skills are trained -- so a true assassin trains all four, | ||
| + | in order. //(Too winded | ||
| + | to a single strike with a **+sneak%** bonus instead | ||
| + | ("out of breath" | ||
| === Wizard | === Wizard | ||
| + | A wizard learns // | ||
| + | from level 1**. A wizard' | ||
| + | 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 ^ | ^ Skill ^ Class ^ Level ^ Cost ^ What it does ^ | ||
| - | | **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' |
| - | | **mana** | Wizard | 1 | 1 | Attune to magic: your usable mana becomes this skill' | + | | **mana spec** //(mana specialization)// |
| - | | **mana spec** //(mana specialization)// | + | | **healing** |
| - | | **recall** | Wizard | 7 | 1 | A spell: | + | | **energy shield** // |
| + | | **magic bubble** // | ||
| + | | **affliction** // | ||
| + | | **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 // | ||
| + | | **recall** | Wizard | 1 | 1 | **cast recall** to teleport home to the fountain for **10 mana**. Unlike the free low-level recall, a wizard' | ||
| == 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.1782972430.txt.gz · Last modified: by 127.0.0.1
