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 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. [How it affects Damage? Someone know?]
Find Weakness 35 (98% CritChance) ~2.8% crit chance per level Increases your chance to land a critical strike upon the enemy. This affects all damage types, including spells.
Meditation ?? 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 17? 10 Lore Points per skill level (from level 6 to 10) 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

Name Skill Max. Effect per Level Description Other
Air ?? ?? ?? ??
Death ?? ?? ?? ??
Earth ?? ?? ?? ??
Fire ?? ?? ?? ??
Life ?? ?? ?? ??
Mind ?? ?? ?? ??
Spirit ?? ?? ?? ??
Water ?? ?? ?? ??

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 +250gp max per item sold to shop base 500gp + 250gp*lvl 0 merchant = 500 gp, 1 merchant 750gp, 10 merchant, 3000gp
Sneaking 12 (limited by Race) ?? avoids detection by monsters, and includes lockpicking ??
Tanning / Skinning ?? ?? ?? ??
Zoology ?? ?? ?? ??
Oratory ?? ?? ?? ??
Spirit Travel 10 reduces the amount of xp lost when you die, and also gives a chance of not losing any xp. lvl 0 10% dodge death and not lose xp, lvl 10 40% ??
Jewelry ?? ?? ?? ??
Dodging 50 (from skills and guild/gear bonuses) ?? ?? ??
Blacksmith 5 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, expectionally high) Beyond level 5 there is no effect from wearing Blacksmith gloves