Skills

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Skill points are points rewarded to players upon leveling up that can be used to upgrade different skills to improve their gameplay. To benefit from the skill points earned, they must be invested into a skill through Skill Trainers. Skills are not necessarily permanent--they can be untrained by the Untrainer.

Skill Points

Each race is given a different number of points upon leveling as follows:

Racial Skill Points Per Level
Humans 4
Halflings 4
Dwarves 3
Elves 3
Pixies 3
Nagas 3
Rakshasas 3
Giants 3
Skill Point Progression
Level Amount
1 - 25 Full racial points
26 - 29 1
30 Full racial points
31 - 34 1
35 Full racial points
36 - 39 1
40 Full racial points
41 - 44 1
45 Full racial points
46 - 49 1
50 Full racial points

Training Cost

All skills have a base cost (eg. 1000g for combat skills). The formula for the cost to train the n-th point of a skill is:

f(n) = BASE COST * n where n <= 10

f(n) = (BASE COST * n) * 2^(floor(n / 5) - 1) where n > 10


Skills


General Skills

Name Skill Max. Effect Per Level Description Other
Healing ?? Level 0 = 1HP over 10s

Level 1+ = 1 + (SKILL LEVEL - 1) * 2HP over 5s

Determines the amount of HP one regains per tick ??
Strength 20 (includes Guild/gear/magic bonuses) Gives +10% base carry weight per level Increases your carry weight per every level. Carry weight varies from race to race and is the amount one can carry before being slowed by the load they carry Extra damage = (CARRY WEIGHT - 120) * 0.5
Find Weakness 20 (can go beyond with Guild/gear/magic bonuses) Skill level 0 = base critical chance of 5%. For the first five skill levels, the chances increase by 3%, and then increase by 2% for every level after that

Skill level 10 = base critical chance of 30%, level 20 = base critical chance of 50%, level 30 = base critical chance of 70%

This skill increases your chance to have critical effects upon the enemy

Cost: 1,000g * trained skill level

This affects all damage types, including spells
Meditation No ceiling 1 + (SKILL LEVEL) over 5s Determines the amount of MP one regains per tick Pixies have double the regeneration rate of other races. This is completely unique to Pixies and occurs regardless of Guild
Lore No ceiling 10 Lore points per skill level Each spell you learn consumes the amount of Lore points equal to the Lore level required, and each level gives you more Lore points to expend ??

Magical Arts

Skill points in an art change the effectiveness of the spell you're casting. This effectiveness varies based on the spell.

Name Skill Max. Effect Per Level Description Other
Conjuration ?? ?? This skill reduces the casting cost for Conjurations, which are spells that create things semipermanently, including summoning monsters, creating food and water, and building magical traps or shields

Cost: 1,000g * trained skill level

??
Enchantment ?? ?? This skill reduces the casting cost for Enchantments, which are spells that change the state of a person or object, such as charms concealment, poisoning, resistance, speed, strength, or armor improvements

Cost: 1,000g * trained skill level

??
Evocation ?? ?? This skill reduces the casting cost for Evocations, which are spells that produce a physical and often damaging magical effect such as magical dart, fireball, icestorm, or lightning bolt

Cost: 1,000g * trained skill level

??
Incantation ?? ?? This skill reduces the casting cost for Incantations, which are spells that produce a change in the environment, such as magical unlocking, teleportation, summoning, dispelling spells, identification, revealing, mapping, and enlightenment

Cost: 1,000g * trained skill level

??

Magical Elements

Skill points in an element change the effectiveness of the spell you're casting. This effectiveness varies based on the spell.

Name Skill Max. Effect Per Level Description Other
Air ?? ?? This skill increases the effectiveness of spells related to weather, invisibility, flying, electricity, and light weight, among other things

Cost: 1,000g * trained skill level

??
Earth ?? ?? This skill increases effectiveness of spells related to armor, digging, terrain, food, strength, petrification, and locks, among other things

Cost: 1,000g * trained skill level

??
Fire ?? ?? This skill increases the effectiveness of spells related to fire, flames, and berserking (including resists)

Cost: 1,000g * trained skill level

??
Water ?? ?? This skill increases the effectiveness of spells related to water, cold, and frost

Cost: 1,000g * trained skill level

??
Life ?? ?? This skill increases the effectiveness of spells related to blessing, healing, light, purification, curing diseases and poison, dispelling and resisting dark magic, and summoning animals

Cost: 1,000g * trained skill level

??
Death ?? ?? This skill increases the effectiveness of spells related to curses, darkness, death, destruction, poison, and petrification

Cost: 1,000g * trained skill level

??
Mind ?? ?? This skill increases the effectiveness of spells related to charming, confusion, fear, traps, item identification, dispelling magic, magical mapping, and many other spell types

Cost: 1,000g * trained skill level

??
Spirit ?? ?? This skill increases the effectiveness of spells related to charging, enchanting, illusions, mana magic, teleportation and recalls, scrying, enhanced vision, resistance spells, and other spell types

Cost: 1,000g * trained skill level

??

Weapon Skills

Name Skill Max. Effect Per Level Description Other
Archery ?? ?? ?? ??
Swords ?? ?? ?? ??
Blunt ?? ?? ?? ??
Blades ?? ?? ?? ??
Axes ?? ?? ?? ??
Unarmed ?? ?? ?? ??
Hurled ?? ?? ?? ??
Polearms ?? ?? ?? ??
Whips ?? ?? ?? ??
Staves ?? ?? ?? ??

Miscellaneous Skills

Name Skill Max. Effect Per Level Description Other
Merchant 10 +50g max per item sold to shop, and lowers the amount of money you spend on buying from shops (does not affect shop price you see) Max sell: 1000 (if VIP: 1500) + 50g*level

Percentage of shop price received for sold items: 40% (need confirmation)

10 Merchant = 1500g, 2000g if VIP
Sneaking Limited by race, defaulting to 10 ?? Avoids detection by monsters, and includes trap detection/disarming and lockpicking

Cost begins at 2000g

??
Tanning/Skinning ?? ?? ?? ??
Zoology ?10 ?? This skill improves your ability to know about monsters, their strengths and weaknesses, and how wounded they are

Cost: 250g * trained skill level

??
Oratory ?? ?? ?? ??
Spirit Travel 10 Reduces the amount of XP lost when you die, and also gives a chance of not losing any XP. Each level reduces XP lost by 1 percentage point. 0 = 10% of total XP lost, and level 10 Spirit Travel = 1% of total XP lost 10% chance to dodge death and not lose XP @ level 0, 40% @ level 10 ??
Jewelry ?? ?? Lets you appraise gems. Use the command: appraise ??
Dodging 50 (includes Guild/gear/magic bonuses) ?? This skill makes you harder to hit, including by missiles and spells

Cost: 500g * trained skill level

??
Blacksmith 8 Allows more advanced analysis of equipment, but in rough wording Level 1 allows damage percentage to be shown, level 2 allows armor/damage rating, level 3 allows durability rating, level 4 allows you to tell if there are magical bonuses, level 5 allows you to tell roughly what level needed (low, medium-high, exceptionally high), level 8 gives you the direct weapon or armor class value ??
Berserk ?? ?? Increases your time and damage while berserking. While in berserk mode, you bungle a lot and your HP value becomes hidden ??
Armor 20 +1 protection per level and +3% death resistance per level Protects you from damage and grants you some protection against death spells Cost begins at 2000 gold