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skills

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Skills

Skills are the trained abilities that set the professions apart – a fighter's opening strike, a woodsman's eye for an item's true worth, a wizard's spells. You learn and sharpen them at a trainer (a guildmaster) by spending skill points.

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 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.

  • You earn skill points as you level (a couple at the big milestones), so spend them with a

little care.

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 skill, so long as it is a level 5 skill or below. A level-6-and-up skill is class-only – the deep craft the jack-of-all-trades never quite reaches.

The guildmasters

Seek out the trainer for the craft you want:

  • Silas – the Adventurer guildmaster, on Main St. West.
  • Ellie – the Woodsman trainer, in her shop on Main St. East.
  • Gorin – the Warrior trainer, in his shop on Main St. East.
  • Wizzy the Wizard, Master of Magic – in his emporium (“Wizard

Stuff”) on Moss St., just south of market square.

The skills

A class is the profession whose guildmaster teaches the skill natively. An adventurer – 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, mana spec), 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's borrowed breadth gives way to the specialist's edge.

Fighter

Skill Class Level Cost What it does
hit Fighter 1 1 Open combat with a +1 hitroll bonus.
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.
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.
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'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 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 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
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.)

Wizard

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's % of your full pool (which grows 10 per level).
mana spec (mana specialization) Wizard 5 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. Adventurers can learn it too.
recall Wizard 7 1 A spell: 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.

See also

  • Classes – the four professions and how they play
  • How to Play – moving, looking, fighting, the basics
  • Social – chat, channels, and customising your character
skills.1782972430.txt.gz · Last modified: by 127.0.0.1

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