Difference between revisions of "Skill"
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'''Skills''' represent your character's effectiveness in offensive, defensive, and magical disciplines. Starting skill levels depend on character [[species]] and [[background]]. As characters earn [[experience]], the XP is spread across different skills, according to the distribution specified on the Skill Screen ('''m'''). Species [[aptitudes]] will make certain skills easier or harder to train. Skill levels are capped at [[27]]. | '''Skills''' represent your character's effectiveness in offensive, defensive, and magical disciplines. Starting skill levels depend on character [[species]] and [[background]]. As characters earn [[experience]], the XP is spread across different skills, according to the distribution specified on the Skill Screen ('''m'''). Species [[aptitudes]] will make certain skills easier or harder to train. Skill levels are capped at [[27]]. | ||
− | + | Every species is rated from -5 to +11 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but will be notably slower and may leave characters unprepared for later challenges. | |
− | + | Skill management is central to strategic play. Allocating your XP to align with your [[aptitudes]], available [[Item|equipment]], and playstyle will make or break your character. | |
==Skill Types== | ==Skill Types== | ||
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*'''[[Shapeshifting]]:''' Improves the effectiveness of, and reduces and eventually removes the max [[HP]] penalty from, the use of [[talisman]]s. | *'''[[Shapeshifting]]:''' Improves the effectiveness of, and reduces and eventually removes the max [[HP]] penalty from, the use of [[talisman]]s. | ||
− | The MP bonus from skills is the | + | The MP bonus from skills is the higher of your [[Spellcasting]] skill or half of your [[Invocations]] skill. |
==The Skill Screen== | ==The Skill Screen== | ||
− | Pressing '''m''' will bring up the | + | Pressing '''m''' will bring up the skill screen, which displays current skill levels and your species' skill [[aptitude]]s. It also allows you to change which skills you'll train and how much. |
− | You can select which skills to train by either clicking on its name | + | Skill XP is split between trained skills; the more XP you invest into one skill, the less XP you'll have in the others. You can select which skills to train by either clicking on its name, or pressing the key associated to it. The spread will depend on the training mode - automatic or manual. You can swap between modes with the '''/''' key. |
− | + | In automatic mode, skills that are used more will gain a greater share of the XP. Selecting the skill will cycle through three modes: | |
+ | *Normal (grey name; + next to the skill): Regular training. | ||
+ | *Focused (white name; * next to the skill): Selected skill will gain more XP, even if never used. | ||
+ | *Deselected (dark grey name; - next to the skill): Skill will gain no XP, even if used constantly. | ||
− | + | In manual mode, you select which skills to train. XP is split between all selected skills evenly, unless a skill is focused. | |
+ | *Normal: Regular training. | ||
+ | *Focused: Skill will gain twice the share of XP. | ||
+ | *Deselected: Skill gains no XP. | ||
+ | |||
+ | In addition, you can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it is deselected. This lets you control exactly how much XP you put into a skill, e.g. stopping a skill once you have enough skill in it. | ||
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets. | Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets. | ||
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==Experience Required== | ==Experience Required== | ||
− | ''Note: Outdated as of [[0.28]]'' | + | '''''Note: Outdated as of [[0.28]].''''' |
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27. | The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27. |
Revision as of 21:17, 21 February 2024
Skills represent your character's effectiveness in offensive, defensive, and magical disciplines. Starting skill levels depend on character species and background. As characters earn experience, the XP is spread across different skills, according to the distribution specified on the Skill Screen (m). Species aptitudes will make certain skills easier or harder to train. Skill levels are capped at 27.
Every species is rated from -5 to +11 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but will be notably slower and may leave characters unprepared for later challenges.
Skill management is central to strategic play. Allocating your XP to align with your aptitudes, available equipment, and playstyle will make or break your character.
Contents
Skill Types
Skills can be divided into three categories:
Offense
- Fighting: Improves melee damage, melee accuracy, and max HP.
- Weapon skills: Improve damage, accuracy, and attack speed with a weapon group. Training a weapon skill also gives a bonus to any skills that cross-train with it.
- Strength-based: Damage scales with strength:
- Maces & Flails: Maces, flails, and whips. The most straightforward weapons. (Cross-trains with Axes and Staves)
- Axes: Axes. These weapons are able to cleave. (Cross-trains with Maces & Flails and Polearms)
- Polearms: Spears, tridents, etc. These weapons are able to reach. (Cross-trains with Axes and Staves)
- Staves: Quarterstaves, lajatangs, and magical staves. (Cross-trains with Maces & Flails and Polearms)
- Unarmed Combat: Fighting without a wielded weapon. Most auxiliary attacks are not improved.
- Throwing: Stones, darts, boomerangs, javelins and large rocks. Also increases the success chance of atropa and datura darts.
- Dexterity-based: Damage scales with dexterity:
- Short Blades: Daggers, short swords, rapiers etc. (Cross-trains with Long Blades)
- Long Blades: Swords. (Cross-trains with Short Blades)
- Ranged Weapons: Bows, crossbows, and slings.
- Strength-based: Damage scales with strength:
Defense
- Armour: Improves the AC bonus from wearing armour (more effective with heavier armour). Somewhat reduces the impact of armour EV and spell success penalties.
- Dodging: Improves EV. More effective with lighter armour and higher dexterity.
- Shields: Improves the SH bonus from wearing a shield. Reduces and eliminates the impact of shield EV and spell success penalties.
- Stealth: Reduces the likelihood of unaware monsters detecting you, increases the chance of out-of-sight monsters losing track of you, and improves stabbing damage. More effective with lighter armour and higher dexterity.
Magic
- Spellcasting: Slightly increases the spell power and success rate of any spell you cast, increases your max MP, and grants you extra spell levels to memorize more spells.
- Spell school skills: Improve spell power and success rate for all spells of that school. Many spells rely on more than one skill.
- Conjurations: Direct attack magic.
- Hexes: Magic used to weaken enemies.
- Summonings: Spells that temporarily create allies.
- Necromancy: Spells involving manipulation of life, negative energy, and the undead.
- Translocations: Move yourself, enemies, or objects.
- Alchemy: Spells about transmuting matter and inflicting poison.
- Fire Magic: Spells that involve fire.
- Air Magic: Spells that focus on wind, clouds, and electricity.
- Ice Magic: Spells that involve cold and ice.
- Earth Magic: Spells that involve physical damage and manipulation of the earth.
Miscellaneous
- Invocations: Improves the effectiveness of powers granted by your god, increases your max MP. Some gods do not require training of this skill.
- Evocations: Improves the effectiveness of using wands and evocables.
- Shapeshifting: Improves the effectiveness of, and reduces and eventually removes the max HP penalty from, the use of talismans.
The MP bonus from skills is the higher of your Spellcasting skill or half of your Invocations skill.
The Skill Screen
Pressing m will bring up the skill screen, which displays current skill levels and your species' skill aptitudes. It also allows you to change which skills you'll train and how much.
Skill XP is split between trained skills; the more XP you invest into one skill, the less XP you'll have in the others. You can select which skills to train by either clicking on its name, or pressing the key associated to it. The spread will depend on the training mode - automatic or manual. You can swap between modes with the / key.
In automatic mode, skills that are used more will gain a greater share of the XP. Selecting the skill will cycle through three modes:
- Normal (grey name; + next to the skill): Regular training.
- Focused (white name; * next to the skill): Selected skill will gain more XP, even if never used.
- Deselected (dark grey name; - next to the skill): Skill will gain no XP, even if used constantly.
In manual mode, you select which skills to train. XP is split between all selected skills evenly, unless a skill is focused.
- Normal: Regular training.
- Focused: Skill will gain twice the share of XP.
- Deselected: Skill gains no XP.
In addition, you can set skill targets by pressing = in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it is deselected. This lets you control exactly how much XP you put into a skill, e.g. stopping a skill once you have enough skill in it.
Pressing ! will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets.
Note that you can train all the skills from the very beginning of the game. So be careful not to train skills that don't give an immediate benefit for your character.
Experience Required
Note: Outdated as of 0.28.
The chart below shows how many total skill points must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27.
Level | Total skill points | Percentage | Level | Total skill points | Percentage | Level | Total skill points | Percentage | ||
---|---|---|---|---|---|---|---|---|---|---|
1 | 50 | 0.2% | 10 | 2,800 | 9.4% | 19 | 12,300 | 41.3% | ||
2 | 150 | 0.5% | 11 | 3,450 | 11.6% | 20 | 13,950 | 46.9% | ||
3 | 300 | 1.0% | 12 | 4,200 | 14.1% | 21 | 15,750 | 52.9% | ||
4 | 500 | 1.7% | 13 | 5,050 | 17.0% | 22 | 17,700 | 59.5% | ||
5 | 750 | 2.5% | 14 | 6,000 | 20.2% | 23 | 19,800 | 66.6% | ||
6 | 1,050 | 3.5% | 15 | 7,050 | 23.7% | 24 | 22,050 | 74.1% | ||
7 | 1,400 | 4.7% | 16 | 8,200 | 27.6% | 25 | 24,450 | 82.2% | ||
8 | 1,800 | 6.1% | 17 | 9,450 | 31.8% | 26 | 27,000 | 90.8% | ||
9 | 2,250 | 7.6% | 18 | 10,800 | 36.3% | 27 | 29,750 | 100% |
These amounts are then adjusted based on your character's aptitudes. An aptitude of n means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would. The resulting multipliers are in the chart below.
Aptitude | +9 | +8 | +7 | +6 | +5 | +4 | +3 | +2 | +1 | +0 | -1 | -2 | -3 | -4 | -5 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
XP Multiplier | 4.76 | 4.0 | 3.36 | 2.83 | 2.38 | 2.0 | 1.68 | 1.41 | 1.19 | 1.0 | 0.84 | 0.71 | 0.59 | 0.5 | 0.42 |
History
- 0.29 - Merged Bows, Crossbows, and Slings into Ranged Weapons.
- 0.28 - reduced XP needed for higher level skills.
- 0.26 - Removed Charms skill and training restrictions; previously, many skills required an item to use before being trained. A shield was required to train Shields. or a god who grants invocable powers was needed to train Invocations.
- 0.21 - Added skill targets.
- 0.18 - Added the ability to see the relative cost of training different skills.
- 0.15 - Removed anti-training, which was aptitude penalty for training opposed magic schools (Fire/Ice, Air/Earth). Changed cross-training to give a direct bonus to cross-trained skills, rather than increasing aptitude.
- 0.13 - Removed Stabbing and Traps skills.
- 0.12 - Equalized all skill costs. Formerly, Spellcasting cost 130%; Invocations, Evocations, and Stealth 80%.
- 0.10 - Stealth cost changed from 50% to 80%.
- 0.10 - Equipment impact on skill training standardized from skill level 0-27.
- 0.9 - Change to current skill system. Formerly, XP was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying victory dancing designed to funnel the XP appropriately.
See Also
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |