Skill: Difference between revisions

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[[Category:Party]][[Category:Skill]]
[[Category:Player Character]][[Category:Skill| ]]

Revision as of 16:20, 21 March 2009

Skills, like attributes, form an essential part of a player character's development. They determine what the party can do, and how well. There are 3 major types of skills: magic, combat and miscellaneous. Some skills are given for free at start-up, but most must be bought at a guildhouse.

The development of a skill is done by assigning skillpoints to them, and by paying teachers for the status of Expert, Master or Grandmaster. Skillpoints are earned by training up to higher levels when a character has enough experience points, but there are several other ways to gain skillpoints as well.

Which skills are available to a character, and what level of expertise can be reached, depends entirely on the class of the character. The starting skills also depend on race.

Skills

skill description normal expert master grandmaster
Spellcasting The spellcasting skill is the basic ability to cast spells. Simple damaging spells, healing, illumination and protection are included. Some of the spells increase in effectiveness with higher spellcasting levels, while others increase in effectiveness with knowledge and higher rank in other magic skills. Expert rank must be achieved before a character can learn any other magic skill.
The effectiveness of the generic spells is increased by skills in the different schools of magic and by the Identify Monster skill. Effects vary per spell.
Ability to learn all generic spells. Recovery time reduced to 50%.
Allows studying the numerous schools of magic.
Doubles cost and effect. Recovery time reduced to 25%.
Fire Fire magic is mostly combat-oriented and has some of the strongest direct damage spells. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect. Effects vary per spell.
Air Air magic consists largely of manoeuvring magic, but also has some powerful combat spells. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect. Effects vary per spell.
Water Water magic has a good mix of combat-oriented spells and spells that have to do with items and travelling. At higher rank, more powerful spells are accessed and the-lower level spells are cast at greater effect. Effects vary per spell.
Earth Earth magic has both protective and damaging spells, as well as spells that hamper the enemy. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect. Effects vary per spell.
Spirit Spirit magic concentrates on spells involving life and death. Included are spells to raise the dead, affect the undead and enhance combat] effectiveness. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect. Effects vary per spell.
Mind Mind magic tends to be offensive in nature. Spells directly affect the mind of the targets and either twists their minds to the will of the caster or directly damages them. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect. Effects vary per spell.
Body Body magic has a mix of healing and harming spells. Harmful effects range from direct, physical damage to severe conditions like disease. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect. Effects vary per spell.
Light Light magic includes some of the most powerful offensive and protective spells, but is only usable by Saints and Rangers. Therefore, Light magic can only be learned later in the game. Effects vary per spell.
Grey Grey magic is the magic of secrecy and stealth and of using the environment. It is only usable by Runemasters and Thieves. Therefore, the Grey magic skill can only be acquired later in the game. Effects vary per spell.
Dark Dark magic has the most spectacular damaging spells of all the magic schools, but is only usable by Necromancers and Assassins. Therefore, Dark magic can only be studied later in the game. Effects vary per spell.
Fists and clubs Any character can do some damage by using their fists or wielding a simple club, without requiring any knowledge of Unarmed Combat or the Mace skill. This skill does not need to be learned and cannot be improved with skillpoints.
Sword The sword skill covers most types of blades longer than a knife. Expert swordsmen gain a quicker attack while master swordsmen may use any one-handed sword in their left hand and another weapon in their right. Grandmasters are so finely tuned with their blades that they gain a chance to make devastating wounds, halving the remaining hitpoints of their opponents with the attack if the sword is in their right hand.
Halving the opponent's HP is calculated after normal damage.
Skill added to Attack Bonus. Skill reduces Recovery Time. Permits use of sword in left hand. Chance to halve the opponent's remaining hitpoints equal to 1% per 3 points of skill.
Dagger While daggers don't do the kind of damage that a sword or an axe can deliver, they are very quick, sometimes letting the wielder get two attacks for every one of the slower opponent. Expert dagger fighters can wield a dagger in their left hand while using another weapon in their right. Master dagger fighters have a chance of doing a triple damage attack and grandmasters do even more damage. Skill added to Attack Bonus. Permits use of dagger in left hand. Chance to cause triple damage equal to skill. Skill added to Attack Damage.
Axe While rather slow on the attack, axes do a lot of damage when they hit. Expert axe fighters gain a little more speed on their attacks while masters can deliver extra damage. Axe grandmasters gain a chance of ruining their opponent's armour, making them more vulnerable.
Ruined armour stays ruined unless the party leaves the map.
Skill added to Attack Bonus. Skill reduces Recovery Time. Skill added to Attack Damage. Chance to halve the Armour Class of the target equal to 1% per 2 points of skill.
Spear Spear covers all kinds of pole weapons with blades attached to the business end. Spears are versatile and can be used one-handed at master rank (right hand only), but they do more damage when used with both hands. Grandmaster spearmen gain the ability to defend themselves better, using the spear as a staff.
Spears are always used two-handed if the left hand is empty, for an additional damage of 1D9.
Skill added to Attack Bonus. Skill added to Attack Damage. Ability to use a spear one-handed. Skill added to Armour Class.
Staff Staves are blunt two-handed pole weapons effective on both offense and defense. At expert rank skill increases Armour Class. Masters have a chance to stun their opponents and grandmasters gain a bonus to their Attack Damage. Skill added to Attack Bonus. Skill added to Armour Class. Chance to stun opponent equal to skill. Skill added to Attack Damage.
Mace Mace covers all kinds of blunt trauma weapons ranging from large clubs to flails. Expert mace swingers do extra damage with their weapons. Master and grandmaster rankings give a chance to stun or paralyze opponents respectively.

Grandmasters can both stun and paralyze.

The use of simple clubs does not require this skill.
Skill added to Attack Bonus. Skill added to Attack Damage. Chance to stun equal to skill. Chance to paralyze equal to 1% per 2 points of skill.
Bow The bow skill covers both bow and crossbow usage. Expert archers gain a speed increase with their weapon, while master and grandmaster archers can loose two and three arrows respectively with every attack with the bow. Employing the crossbow, master archers extend the range at which they do increased damage and grandmasters get a chance to pierce an opponent's armour, negating its Armour Class contribution. Skill added to Attack Bonus. Reduces Recovery Time. Bow fires two arrows on every attack, crossbow extended damage range increased. Bow fires three arrows on every attack, crossbow gains chance to pierce armour.
Music The music skill allows for instruments to be equipped. Playing an instrument during melee combat will inspire the party members and better prepare them for evading incoming attacks. Only one instrument can be equipped at a time, even if more party members have the skill. Expert musicians increase the damage the party does with melee weapons, while masters can play instruments with one hand. Grandmasters gain the ability to make the party evade ranged attacks and do more damage with their own ranged attacks. Skill added to Armour Class of all party members against melee attacks. Skill added to Attack Damage by party's melee attacks. Instruments can be played with one hand. Skill affects ranged attacks also.
Unarmed Combat Unarmed Combat is the ability to use only hands and feet in melee combat, no weapons. This skill only works with hands empty. Additional ranks of unarmed skill will increase the chance to hit and the damage done. Grandmasters gain the ability to feint a quick counterattack, thus momentarily confusing an opponent's aim. Skill added to Attack Bonus. Skill added to Attack Damage. Skill can be combined with the use of staves. Skill added to Attack Bonus and Damage (double effect).
Leather Leather armour is the lightest armour a character can wear. While leather provides less protection than chain or plate armour, it also slows the character down the least. Leather armour skill reduces the recovery penalty and increases the protection offered by leather armour. Skill added to Armour Class. Recovery penalty eliminated. Skill usable with the Dodging skill. Receive 3/4 damage from physical attacks.
Chain Chain armour is the medium armour type. It provides more protection than leather and less than plate, but it also slows the character down more than leather. Chain armour skill increases the protection offered by chain armour and reduces the recovery penalty. Skill added to Armour Class. Recovery penalty halved. Recovery penalty eliminated. Receive 2/3 damage from physical attacks.
Plate Plate armour is the heaviest armour type. It provides the most protection, but it slows the character down more than leather or chain. Plate armour skill increases the protection offered by plate armour and reduces the recovery penalty. Skill added to Armour Class. Recovery penalty halved. Receive 1/2 damage from physical attacks. Recovery penalty eliminated.
Shield The shield skill directly improves a character's Armour Class while a shield is employed. Expert and master ranking in the shield eliminate the recovery penalty and increase this defensive bonus. A grandmaster gains the ability to make a shield-bash attack that does damage equal to two times the shield skill. Skill added to Armour Class. Recovery penalty eliminated. Skill added to Armour Class (double effect). Ability to make a shield-bash attack.
Dodging Dodging can be used only when a character is not wearing armour and a shield is not equipped. Additional ranks in dodging will increase armour class while not wearing armour. Skill added to Armour Class. Skill added to Armour Class (double effect). Skill added to Armour Class (triple effect). Skill added to Armour Class (quintuple effect).
Disarm Trap The disarm trap skill is checked automatically when opening a trapped chest or other container. A higher skill in disarm traps gives a better chance of disarming a trap. Experts and masters enjoy increased chances to succeed, while grandmasters never fail. Skill increases chance to disarm traps. Double effect of skill. Triple effect of skill. 100% chance of success.
Perception The perception skill gives a character a chance to notice hidden doors, traps and other secrets and to avoid damage from traps when they are triggered. At expert and master levels the character will notice more. Grandmasters see all such secrets. Skill increases chance to avoid traps and notice secrets. Double effect of skill. Triple effect of skill. 100% chance to spot secrets.
Merchant The merchant skill helps adjust prices in a character's favour, whether buying or selling. Expert, master and grandmaster rank doubles, triples and quintuples the effect of the skill respectively. Prices are, however, also affected by reputation.
All shops have base sell and buy ratios determining their profits before merchant skill and reputation take effect.
Skill adjusts shop prices in the character's favour. Double effect of skill. Triple effect of skill. Quintuple effect of skill.
Learning The learning skill increases the number of skillpoints a character receives with every increase in level. In addition, the character learns to write spell scrolls. Eventually, all spells that are available to the party may be written on scrolls. 1% extra skillpoints from training per level in learning, and the ability to write all spells the character knows on a scroll at five times the casting cost. 2%, and can write at thrice the casting cost. 3%, and can write any normal or expert spell that any character knows, where both characters will pay once the casting cost. 5%, and can write any spell that any character knows, at once the casting cost each.
Meditation The meditation skill adds spellpoints directly to a character's spellpoints total. Spellpoints gained are equal to the character's per level spellpoints (3 for Troll Students, 5 for Vampire Runemasters, etc.) times skill. Expert, master and grandmaster ranks double, triple and quintuple the skill factor respectively. Skill adds to spellpoints. Double effect of skill. Triple effect of skill. Quintuple effect of skill.
Bodybuilding The bodybuilding skill adds hitpoints directly to a character's hitpoints total. Hitpoints gained are equal to the character's per level hitpoints (4 for Human Explorers, 7 for Ogre Thieves, etc.) times skill. Expert, master and grandmaster rankings double, triple and quintuple the skill rank respectively. Skill adds to hitpoints. Double effect of skill. Triple effect of skill. Quintuple effect of skill.
Identify Item The identify item skill is checked automatically when an unidentified item is right-clicked. If the skill rank of the character is high enough for the item in question it is identified. Grandmasters always succeed.
The character with the highest skill will attempt the identification.
Ability to identify items. Double effect of skill. Triple effect of skill. 100% chance of success.
Repair The repair skill allows a characters to repair broken equipment. Higher skill level allows them to repair better items. Grandmasters can repair any item. The skill will be applied automatically when a broken item in the inventory of a character with this skill is right-clicked, provided the item has been identified.
The character with the highest skill will attempt the reparation.
Ability to repair broken items. Double effect of skill. Triple effect of skill. 100% chance of success.
Identify Monster The identify monster skill is applied when a monster is right-clicked. If the skill rank of the character is high enough for the monster in question it is identified and its strengths and weaknesses become known. Grandmasters always succeed.

Identifying a monster increases the effectiveness of certain generic spells and enchantments.

The character with the highest skill will attempt the identification.
Ability to identify monsters. Double effect of skill. Triple effect of skill. 100% chance of success.
Armsmaster The armsmaster skill represents the warrior's tricks of the trade in using melee weapons. Initially, armsmaster skill reduces the recovery times of equipped melee weapons. At higher levels of expertise, it increases Attack Bonus and Attack Damage. Skill reduces the Recovery Time of all melee weapons. Skill added to Attack Bonus of all melee weapons. Skill added to Attack Damage of all melee weapons. Double all the previous bonuses.
Stealing The stealing skill allows characters to take items that don't belong to them from shops, or to steal gold or items from people. Getting caught, however, can lead to problems if the penalty is not paid. In addition, the stealing skill affects a character's chance to pick locks. Normal: Skill gives chance to steal and pick locks. Double effect of skill. Triple effect of skill. Quintuple effect of skill.
Alchemy The alchemy skill allows for mixing of potions. Without the alchemy skill, a character barely has the knowledge to make a simple potion. Alchemy skill is added to the power of the base ingredient to determine the strength of a simple potion. Higher ranks allow the mixing of more complicated potions. Allows mixing of simple potions to make complex potions. Allows mixing of complex potions to make layered potions. Allows mixing of layered potions to make white potions. Allows mixing of white potions to make black potions.
Pathfinding The pathfinding skill grants a character the ability to guide a party more effectively through the terrain, thus reducing the time required for map crossings. No map crossing can, however, be reduced to less than one day. Expert pathfinders cross maps even faster, while masters can guide their party underwater, so that they do not run out of breath so quickly. Grandmasters even bring their party mountaineering. Map crossing times are reduced by 2% times skill. Double effect of skill. Double breathing time underwater, and drowning speed is halved. Abililty to scale mountains.

Mastery

Magic

Explorer Warrior Agent Adventurer Knight Ranger Assassin Thief Monk Bard
Spellcasting EE EEEEE
Fire E E
Air E E
Water EE
Earth E E
Spirit E E
Mind E E
Body EE
Light E
Grey E
Dark E
Student Acolyte Scholar Apprentice Cleric Saint Druid Runemaster Sorcerer Necromancer
Spellcasting E EME MGMGMG
Fire EM MEGM
Air EM MEGM
Water EM MEGM
Earth EM MEGM
Spirit ME GMME
Mind ME GMME
Body ME GMME
Light G
Grey G
Dark G

Combat

Explorer Warrior Agent Adventurer Knight Ranger Assassin Thief Monk Bard
Sword E MEE GMMMEE
Dagger E EME EEGMEM
Axe E MEE MGMEEE
Spear E MEE GMMEEE
Staff E M EE MG
Mace E EME MEMGEE
Bow E MEE MGMEME
Music NM NEMG
Unarmed N NEM NNMEGM
Leather E EME EEMGEM
Chain ME MGEE
Plate G E
Shield E MEE GMEEEE
Dodging N NME NEMMGE
Student Acolyte Scholar Apprentice Cleric Saint Druid Runemaster Sorcerer Necromancer
Sword E
Dagger EE EMEE
Axe
Spear
Staff E EEE EEEEME
Mace E ME
Bow N NNN ENNENN
Music E EEE EMMEEE
Unarmed N EN
Leather E EEE EEEEEE
Chain N EN E E
Plate
Shield EE MEEE
Dodging E EE

Miscellaneous

Explorer Warrior Agent Adventurer Knight Ranger Assassin Thief Monk Bard
Disarm Trap N NME NEMGEE
Perception E MEE MGEMME
Merchant N NNE ENNEEM
Learning EE EEME
Meditation NE ENEEE
Bodybuilding E MEE GMMEME
Identify Item N NEN NNEMNE
Repair E EEM MEEEGM
Id Monster N E EM EM
Armsmaster E MEE MMGEEE
Stealing E EME EEMGEM
Alchemy N NEN NNEEEN
Pathfinding E EEM EMEEMG
Student Acolyte Scholar Apprentice Cleric Saint Druid Runemaster Sorcerer Necromancer
Disarm Trap N NEN ENEMNN
Perception N EEN EEEEEE
Merchant E MEE MGEMEE
Learning E EME MEMGEE
Meditation E MEE MMGEEM
Bodybuilding N EN
Identify Item E EEM EMEEGM
Repair N ENN EMNENN
Id Monster E EEM EEEEMG
Armsmaster N E
Stealing E E EE
Alchemy E EME EEGMMM
Pathfinding EN EMNE

Starting skills