Difference between revisions of "Skills"

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|10 merchant = 1500gp, 2000 if VIP
 
|10 merchant = 1500gp, 2000 if VIP
 
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|[[Sneaking]]
|12 (limited by Race)
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| Limited by race, defaulting to 10. Cost begins at 2000g
 
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|Avoids detection by monsters, and includes trap detection/disarming and lockpicking
 
|Avoids detection by monsters, and includes trap detection/disarming and lockpicking

Revision as of 15:23, 1 September 2017

Skill points are points rewarded to players upon leveling up that can be used to upgrade different skills to improve his 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 point 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 ?? Lvl 0:1HP/10s

Lvl 1+:1+[SKILL_LEVEL-1]*2HP/5s

Determines the amount of hp one regains per tick.
Strength 20 (this includes bonuses from guild and items) 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 = (CarryWeight-120)*0.5
Find Weakness 35 (100% CritChance) 5% per level up to level 10, and 2% per level after that, for a ceiling of 35 fw, including trained and bonuses This skill increases your chance to have critical effects upon the enemy.

Cost: 1,000 gp per level.

This affects all damage types, including spells. Currently 35 and will be capped at 27 or 75% per Rhialto
Meditation no ceiling 1+[SKILL_LEVEL] / 5 seconds 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, each level gives you more Lore Points to expend. ??

Magical Arts

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: 1,000 gp per 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: 1,000 gp per 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 lightening bolt.

Cost: 1,000 gp per 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: 1,000 gp per level.

??

Magical Elements

Skill points in an element changes 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: 1,000 gp per level

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

Cost: 1,000 hp per level.

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

Cost: 1,000 gp per level.

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

Cost: 1,000 gp per 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: 1,000 gp per level.

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

Cost: 1,000 gp per 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: 1,000 gp per 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: 1,000 gp per 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 +50gp 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) + 50gp*lvl

Percentage of Shop Price recieved for sold items: 40 + merch lvl (so at 10 merch a 10000gp item would sell for 5000; at 20 6000)

10 merchant = 1500gp, 2000 if VIP
Sneaking Limited by race, defaulting to 10. Cost begins at 2000g ?? Avoids detection by monsters, and includes trap detection/disarming and lockpicking ??
Tanning / Skinning ?? ?? ?? ??
Zoology ?? ?? This skill improves your ability to know about monsters, their strengths and weaknesses, and how wounded they are. 250gp*lvl ??
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 lvl 10 spirit = 1% of total xp lost. lvl 0 10% dodge death and not lose xp, lvl 10 40% ??
Jewelry ?? ?? Lets you appraise gems. Use the command: appraise ??
Dodging 50 (from skills and guild/gear bonuses) ?? This skill makes you harder to hit, including by missiles and spells.

Cost: 1,500 gp per 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 is becomes hidden. (because not many use this there is little other info) ??
Armor 20 +2 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