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.
+
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 notably slower.
 
 
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==
Line 75: Line 73:
  
 
==Strategy==
 
==Strategy==
In general, manual training is better than automatic. Automatic training will spread XP between many different skills, even if they wouldn't be helpful to your character. For example, it could make your noisy melee brute train some [[Stealth]] just because an enemy didn't notice you once.  
+
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.
  
This doesn't mean you have to micromanage every facet of your skill, though. For instance, you could set 4 skills to be trained for the entire game and be fine.
+
In general, manual training is better than automatic. Automatic training will spread XP between many different skills, even if they wouldn't be helpful to your character. For example, it could make your noisy melee brute train some [[Stealth]] just because an enemy didn't notice you one time. This doesn't mean you have to manage every since facet of your skill, though. You can set 4 skills to be trained equally for the entire game and be fine for the most part.
  
 
===Skill Micromanagement===
 
===Skill Micromanagement===
Technically, it is best to train only 1 skill at any given time, switching constantly as appropriate (e.g. getting Fighting 0 -> 2, then Armour 0 -> 2, then Fighting 2 -> 4...). This is because each skill has at least one breakpoint:
+
Technically, it is best to train only 1 skill at any given time, switching constantly as appropriate (e.g. getting Fighting 0 -> 2 while training nothing else, then Armour 0 -> 2 training nothing else, then Fighting 2 -> 4...). This is because each skill has at least one breakpoint:
 
*Weapon Skills: Weapons have a [[minimum delay]] - past minimum delay, training the skill is less effective, as it no longer increases your attack speed. In addition, reaching 1.0 attack delay (after [[shield]], if applicable) can be considered a breakpoint, as it prevents 100% speed enemies from double-striking you.
 
*Weapon Skills: Weapons have a [[minimum delay]] - past minimum delay, training the skill is less effective, as it no longer increases your attack speed. In addition, reaching 1.0 attack delay (after [[shield]], if applicable) can be considered a breakpoint, as it prevents 100% speed enemies from double-striking you.
 
*Spell Schools: The skill level where a spell becomes "comfortable" to cast is the single most important level for casters. For example, if a 10% failure rate is comfortable to you, then getting [[Fireball]] to a 10% failure rate will add an entire new spell to your repertoire. This comfort point will depend on player and character.
 
*Spell Schools: The skill level where a spell becomes "comfortable" to cast is the single most important level for casters. For example, if a 10% failure rate is comfortable to you, then getting [[Fireball]] to a 10% failure rate will add an entire new spell to your repertoire. This comfort point will depend on player and character.
*Fighting, Armour, Dodging, Shields: You can't have fractional HP/AC/EV/SH. So going from Armour 0 -> 2.4 could give +0 AC, but the jump from Armour 2.4 -> 2.5 could give +1 AC.
+
*Fighting, Armour, Dodging, Shields: You can't have fractional HP/AC/EV/SH. So thanks to rounding, you can go from Armour 0 -> 2.4 and gain +0 AC, yet the jump from Armour 2.4 -> 2.5 could give +1 AC.
 
*Shapeshifting: Talismans have a defined minimum and maximum skill. Also, certain talismans increase your AC/EV, which are affected by rounding like Armour and Dodging are.
 
*Shapeshifting: Talismans have a defined minimum and maximum skill. Also, certain talismans increase your AC/EV, which are affected by rounding like Armour and Dodging are.
 
*All skills: For every ''whole'' level of a skill, the cost of that skill rises, e.g Stealth 2 -> 3 is cheaper than Stealth 3 -> 4. So getting Stealth 2 -> 3 might be more cost-effective than Fighting 0 -> 1, but that same Fighting training might be more cost-effective than Stealth 3 -> 4.
 
*All skills: For every ''whole'' level of a skill, the cost of that skill rises, e.g Stealth 2 -> 3 is cheaper than Stealth 3 -> 4. So getting Stealth 2 -> 3 might be more cost-effective than Fighting 0 -> 1, but that same Fighting training might be more cost-effective than Stealth 3 -> 4.
  
That being said, skill micromanagement has a relatively minor effect on gameplay. It is more productive to learn combat tactics and when to use consumables. Even if you do care, by the time you reach the late-game, precise skill training basically doesn't matter.
+
That being said, managing your skills like this has a relatively minor effect on gameplay. It is more productive to learn combat tactics and when to use consumables. Even if you do care, by the time you reach the late-game, precise skill training basically doesn't matter.
  
 
===Example===
 
===Example===
Line 94: Line 92:
 
*Conjurations 3 (to cast Searing Ray)
 
*Conjurations 3 (to cast Searing Ray)
 
*Dodging 3 (for +1 EV).
 
*Dodging 3 (for +1 EV).
 +
 +
Note that these values are not accurate to the game. Dodging 3 won't always give you +1 EV, for instance, and Conjurations 3 usually isn't enough to cast Searing Ray.
  
 
For sake of example, assume each floor gives 3 levels of a skill, that levels of skill don't increase in cost, and that you have even aptitudes in each skill.
 
For sake of example, assume each floor gives 3 levels of a skill, that levels of skill don't increase in cost, and that you have even aptitudes in each skill.
Line 110: Line 110:
  
 
==Experience Required==
 
==Experience Required==
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.<ref>{{source ref|0.31|skills.cc|2264}}</ref>
+
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.<ref>{{source ref|0.31.0|skills.cc|2264}}</ref>
  
 
{| class="wikitable"
 
{| class="wikitable"
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==History==
 
==History==
*[[0.29]] - Merged [[Bows (skill)|Bows]], [[Crossbows (skill)|Crossbows]], and [[Slings (skill)|Slings]] into [[Ranged Weapons]].
+
*Prior to [[0.28]], it was more expensive to gain high levels of a skill (levels >14 cost more XP).
*[[0.28]] - reduced XP needed for higher level skills.
+
*In [[0.21]], skill targets were added.
*[[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]].
+
*Prior to [[0.15]], there was '''anti-training'''; when training opposing spell schools (Fire/Ice, Air/Earth), you would get an aptitude penalty for the opposite skill. Also, cross-training would increase the aptitude of the cross-trained skills, rather than increasing skill XP directly.
*[[0.21]] - Added skill targets.
+
*Prior to [[0.12]], certain skills cost more or less XP than others. [[Spellcasting]] cost 130% XP; [[Invocations]], [[Evocations]], and [[Stealth]] all cost 80% XP. In 0.12, all species' aptitudes were modified to compensate for this change.
*[[0.18]] - Added the ability to see the relative cost of training different skills.
+
*Prior to [[0.10]], decimal levels of a skill did not matter. Your equipment's impact on skill was not standardized between levels 0-27. Also, [[Stealth]] had a cost multiplier of 50%.
*[[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.
+
*Prior to [[0.9]], the skill system was radically different. Previously, there was no automatic or manual mode. Instead, whenever you earned [[XP]], it would be saved in a pool. Using a skill would divert XP to the skill. If you wanted XP to go into a specific skill, you'd have to repeat useless actions (e.g. casting [[Shock]] at nothing to train [[Air Magic]]) - this was called [[victory dancing]].
*[[0.13]] - Removed [[Stabbing]] and [[Traps (skill)|Traps]] skills.
+
 
*[[0.12]] - Equalized all skill costs. Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.
+
'''Added Skills'''
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.
+
*[[0.31]] - [[Shapeshifting]], [[Alchemy]]
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.
+
*[[0.29]] - [[Ranged Weapons]]
*[[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.
+
*[[0.13]] - [[Traps (skill)|Traps]]
 +
 
 +
'''Removed Skills'''
 +
*[[0.31]] - [[Transmutations]], [[Poison Magic]] (changed to Shapeshifting and Alchemy)
 +
*[[0.29]] - [[Bows (skill)|Bows]], [[Crossbows (skill)|Crossbows]], and [[Slings (skill)|Slings]] (merged into Ranged Weapons)
 +
*[[0.26]] - [[Charms]]
 +
*[[0.13]] - [[Stabbing]], [[Traps (skill)|Traps]]
 +
*[[0.12]] - [[Traps & Doors]] (renamed to Traps)
 +
*[[0.6]] - [[Divinations]]
  
 
==See Also==
 
==See Also==
 
*[[Skill titles]]
 
*[[Skill titles]]
 +
 +
==References==
 +
<references />
  
 
{{Skills}}
 
{{Skills}}

Latest revision as of 07:14, 14 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

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 notably slower.

Skill Types

Skills can be divided into three categories:

Offense

Defense

  • Armour: Improves the AC bonus from wearing armour (more effective with heavier armour). Somewhat reduces the impact of armour encumbrance 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

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 exact split will depend on the training mode. There are two mode: automatic and manual. You can swap between modes with the / key.

In automatic mode, skills that are used more in game 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 directly. 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 precisely control how much XP gets put into each skill.

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. By default, only skills that are usable are displayed; press * to access the list of all skills.

Strategy

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.

In general, manual training is better than automatic. Automatic training will spread XP between many different skills, even if they wouldn't be helpful to your character. For example, it could make your noisy melee brute train some Stealth just because an enemy didn't notice you one time. This doesn't mean you have to manage every since facet of your skill, though. You can set 4 skills to be trained equally for the entire game and be fine for the most part.

Skill Micromanagement

Technically, it is best to train only 1 skill at any given time, switching constantly as appropriate (e.g. getting Fighting 0 -> 2 while training nothing else, then Armour 0 -> 2 training nothing else, then Fighting 2 -> 4...). This is because each skill has at least one breakpoint:

  • Weapon Skills: Weapons have a minimum delay - past minimum delay, training the skill is less effective, as it no longer increases your attack speed. In addition, reaching 1.0 attack delay (after shield, if applicable) can be considered a breakpoint, as it prevents 100% speed enemies from double-striking you.
  • Spell Schools: The skill level where a spell becomes "comfortable" to cast is the single most important level for casters. For example, if a 10% failure rate is comfortable to you, then getting Fireball to a 10% failure rate will add an entire new spell to your repertoire. This comfort point will depend on player and character.
  • Fighting, Armour, Dodging, Shields: You can't have fractional HP/AC/EV/SH. So thanks to rounding, you can go from Armour 0 -> 2.4 and gain +0 AC, yet the jump from Armour 2.4 -> 2.5 could give +1 AC.
  • Shapeshifting: Talismans have a defined minimum and maximum skill. Also, certain talismans increase your AC/EV, which are affected by rounding like Armour and Dodging are.
  • All skills: For every whole level of a skill, the cost of that skill rises, e.g Stealth 2 -> 3 is cheaper than Stealth 3 -> 4. So getting Stealth 2 -> 3 might be more cost-effective than Fighting 0 -> 1, but that same Fighting training might be more cost-effective than Stealth 3 -> 4.

That being said, managing your skills like this has a relatively minor effect on gameplay. It is more productive to learn combat tactics and when to use consumables. Even if you do care, by the time you reach the late-game, precise skill training basically doesn't matter.

Example

Say you want the following skills:

  • Fighting 3 (for +6 HP)
  • Conjurations 3 (to cast Searing Ray)
  • Dodging 3 (for +1 EV).

Note that these values are not accurate to the game. Dodging 3 won't always give you +1 EV, for instance, and Conjurations 3 usually isn't enough to cast Searing Ray.

For sake of example, assume each floor gives 3 levels of a skill, that levels of skill don't increase in cost, and that you have even aptitudes in each skill.

If you trained each skill independently, you'd have the following skills:

Floor #1 end - Fighting 1 (+2 HP), Conjurations 1, Dodging 1
Floor #2 end - Fighting 2 (+4 HP), Conjurations 2, Dodging 2
Floor #3 end - Fighting 3 (+6 HP), Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)

If you trained each skill one-at-a-time:

Floor #1 end - Conjurations 3 (Searing Ray castable)
Floor #2 end - Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)
Floor #3 end - Fighting 3 (+6 HP), Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)

The end result is the same. But by training skills one-at-a-time, you get the benefit of having Searing Ray castable 2 floors earlier, and the benefit of having +1 EV a single floor earlier.

Experience Required

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.[1]

Level Total skill points Percentage Level Total skill points Percentage Level Total skill points Percentage
1 50 0.2% 10 2,775 11.4% 19 10,900 44.8%
2 150 0.6% 11 3,375 13.9% 20 12,225 50.3%
3 300 1.2% 12 4,050 16.6% 21 13,650 56.1%
4 500 2.1% 13 4,800 19.7% 22 15,175 62.4%
5 750 3.1% 14 5,625 23.1% 23 16,800 69.1%
6 1,050 4.3% 15 6,525 26.8% 24 18,525 76.2%
7 1,400 5.8% 16 7,500 30.8% 25 20,350 83.7%
8 1,800 7.4% 17 8,550 35.1% 26 22,275 91.6%
9 2,250 9.2% 18 9,675 39.8% 27 24,325 100%

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 +11 +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 +0 -1 -2 -3 -4 -5
XP Multiplier 6.73 5.66 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

  • Prior to 0.28, it was more expensive to gain high levels of a skill (levels >14 cost more XP).
  • In 0.21, skill targets were added.
  • Prior to 0.15, there was anti-training; when training opposing spell schools (Fire/Ice, Air/Earth), you would get an aptitude penalty for the opposite skill. Also, cross-training would increase the aptitude of the cross-trained skills, rather than increasing skill XP directly.
  • Prior to 0.12, certain skills cost more or less XP than others. Spellcasting cost 130% XP; Invocations, Evocations, and Stealth all cost 80% XP. In 0.12, all species' aptitudes were modified to compensate for this change.
  • Prior to 0.10, decimal levels of a skill did not matter. Your equipment's impact on skill was not standardized between levels 0-27. Also, Stealth had a cost multiplier of 50%.
  • Prior to 0.9, the skill system was radically different. Previously, there was no automatic or manual mode. Instead, whenever you earned XP, it would be saved in a pool. Using a skill would divert XP to the skill. If you wanted XP to go into a specific skill, you'd have to repeat useless actions (e.g. casting Shock at nothing to train Air Magic) - this was called victory dancing.

Added Skills

Removed Skills

See Also

References

  1. skills.cc:2264 (0.31.0)
Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations