Skill: Difference between revisions
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'''Skills''' represent how well a character can perform the basic functions of an Adventurer in Elanthia. |
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'''Skills''' are divided into several sub-categories. |
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=Trainable Skills= |
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== |
== Trainable Skills == |
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{| class="wikitable" |
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|- |
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! Armor & Weapons |
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! Combat |
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! General |
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! Magic |
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|- |
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| style = "vertical-align: top; width: 25%;" | |
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*[[Armor Use]] |
*[[Armor Use]] |
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*[[Shield Use]] |
*[[Shield Use]] |
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==Weapon Skills== |
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*[[Edged Weapons]] |
*[[Edged Weapons]] |
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*[[Blunt Weapons]] |
*[[Blunt Weapons]] |
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*[[Polearm Weapons]] |
*[[Polearm Weapons]] |
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*[[Brawling]] |
*[[Brawling]] |
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==Combat Skills== |
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*[[Ambush]] |
*[[Ambush]] |
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*[[Two Weapon Combat]] |
*[[Two Weapon Combat]] |
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*[[Physical Fitness]] |
*[[Physical Fitness]] |
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*[[Dodging]] |
*[[Dodging]] |
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| style = "vertical-align: top; width: 25%;" | |
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==Magic Skills== |
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*[[Arcane Symbols]] |
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*[[Magic Item Use]] |
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*[[Spell Aiming]] |
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*[[Harness Power]] |
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*[[Elemental Mana Control]] |
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*[[Mental Mana Control]] |
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*[[Spirit Mana Control]] |
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*[[Spell Research]] |
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*[[Elemental Lore]]s |
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*[[Spiritual Lore]]s |
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*[[Sorcerous Lore]]s |
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*[[Mental Lore]]s |
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==General Skills== |
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*[[Survival]] |
*[[Survival]] |
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*[[Disarming Traps]] |
*[[Disarming Traps]] |
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*[[Trading]] |
*[[Trading]] |
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*[[Pickpocketing]] |
*[[Pickpocketing]] |
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*[[Arcane Symbols]] |
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*[[Magic Item Use]] |
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*[[Spell Aiming]] |
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*[[Harness Power]] |
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*[[Elemental Mana Control]] |
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*[[Mental Mana Control]] |
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*[[Spirit Mana Control]] |
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*[[Spell Research]] |
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*[[Elemental Lore]]<br><span style="font-size: smaller;">[[Elemental Lore, Air|Air]], [[Elemental Lore, Earth|Earth]], [[Elemental Lore, Fire|Fire]], [[Elemental Lore, Water|Water]]</span> |
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*[[Spiritual Lore]]<br><span style="font-size: smaller;">[[Spiritual Lore, Blessings|Blessings]], [[Spiritual Lore, Religion|Religion]], [[Spiritual Lore, Summoning|Summoning]]</span> |
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*[[Sorcerous Lore]]<br><span style="font-size: smaller;">[[Sorcerous Lore, Demonology|Demonology]], [[Sorcerous Lore, Necromancy|Necromancy]]</span> |
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*[[Mental Lore]]<br><span style="font-size: smaller;">[[Mental Lore, Divination|Divination]], [[Mental Lore, Manipulation|Manipulation]], [[Mental Lore, Telepathy|Telepathy]],<br>[[Mental Lore, Transference|Transference]], [[Mental Lore, Transformation|Transformation]]</span> |
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|} |
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== Training Points == |
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=References= |
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*http://www.play.net/gs4/info/skills.asp |
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{{main|Training point}} |
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To learn skills, a character must spend training points (TP). Characters accrue two types of training points as they gain experience: Physical Training Points (PTP) and Mental Training points (MTP). The exact amount gained each level depends on [[statistic]]s (for example, a character with high physical statistics will receive more PTPs), typically varying between 35 to 50 of each type. |
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To trade training points for skills ranks, [[CHECK IN]] at the front desk of any inn, or use the [[GOALS]] verb to access a web interface. |
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== Training Costs == |
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Each skill has two costs: Physical Point Cost and Mental Point Cost. For example, a skill rated as "1/2" would require one physical point and two mental points in order to successfully train in it. |
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In addition, you will see a third number in parentheses in the training screen, for example: "(2)". This indicates the number of times you may train in a particular skill at each level. '''For multiple training, the skill costs will double for each additional purchase.''' |
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Example: |
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You are a [[Rogue]], training in [[First Aid]] Skill, which is listed as: "1/2 (2)". You train in it once for a cost of one physical point and two mental points, and then the skill is displayed as: "2/4 (1)". You train in it one more time, and the (1) is changed to (0), meaning you can no longer train in that skill for this level. The next time you go up a level, the cost will be back to "1/2 (2)" and you continue from there. |
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''See the [[profession]] pages for skill training costs.'' |
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== Rank vs. Bonus == |
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Each time a character trains in a skill, they will generate a bonus (usually applied to certain die rolls). The bonuses, as the skill increases, are subject to diminishing returns. The amount of bonus per skill is higher at lower levels (starting at +5 per training) but gradually lessens at higher bonuses to an accumulated value of +1 per training. |
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*Ranks 1-10: +5 bonus per rank |
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*Ranks 11-20: +4 bonus per rank |
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*Ranks 21-30: +3 bonus per rank |
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*Ranks 31-40: +2 bonus per rank |
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*Ranks 41+: +1 bonus per rank |
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Some game mechanics check the bonus (subject to diminishing returns), while others check against the number of ranks (where characters can expect a mostly linear benefit progression as they train in a skill). The following table shows a breakdown of some of these mechanics, though it is by no means exhaustive. |
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{| |
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| style = "vertical-align: top; width: 50%;" | |
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;Skill Bonus Mechanics |
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*Physical Attack Strength (Weapon Skills) |
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*Magical Attack Strength (Spell Aiming) |
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*Magic Item Activation (Arcane Symbols/Magic Item Use) |
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*Locksmithing (Disarm Traps/Picking Locks) |
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| style = "vertical-align: top; width: 50%;" | |
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;Skill Rank Mechanics |
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*Defensive Strength (Weapon Skills, Shield Use, Dodging) |
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*Magical Casting Strength and Spell Benefits (Spell Research) |
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*Foraging (Survival/Perception) |
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|} |
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In addition, certain mechanics do not directly check either the bonus or rank, but instead look up a [[summation chart]] to determine the rate of diminishing returns. This type of lookup is mainly used in mechanics involving [[:Category: Lores|Lore]] skills. |
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===Skill Bonus Chart=== |
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{| {{prettytable}} align="center" |
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!align="right"|Rank||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24 |
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|- |
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|align="right"|Bonus||5||10||15||20||25||30||35||40||45||50||54||58||62||66||70||74||78||82||86||90||93||96||99||102 |
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|} |
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{| {{prettytable}} align="center" |
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!align="right"|Rank||25||26||27||28||29||30||31||32||33||34||35||36||37||38||39||40 |
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|- |
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|align="right"|Bonus||105||108||111||114||117||120||122||124||126||128||130||132||134||136||138||140 |
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|} |
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'''At ranks 40 and up, skill bonus = rank + 100.''' |
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==Resources== |
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*[[SKILLS (verb)]] |
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*http://www.play.net/gs4/info/skills.asp |
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*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/All%20About%20Skills/view All About Skills Officials folder] |
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[[Category:Skills| ]] |
[[Category:Skills| ]] |
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[[Category: |
[[Category:Character Mechanics]] |
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[[Category:New Player]] |
[[Category:New Player]] |
Latest revision as of 17:02, 11 October 2016
Skills represent how well a character can perform the basic functions of an Adventurer in Elanthia.
Trainable Skills
Training Points
- Main article: Training point
To learn skills, a character must spend training points (TP). Characters accrue two types of training points as they gain experience: Physical Training Points (PTP) and Mental Training points (MTP). The exact amount gained each level depends on statistics (for example, a character with high physical statistics will receive more PTPs), typically varying between 35 to 50 of each type.
To trade training points for skills ranks, CHECK IN at the front desk of any inn, or use the GOALS verb to access a web interface.
Training Costs
Each skill has two costs: Physical Point Cost and Mental Point Cost. For example, a skill rated as "1/2" would require one physical point and two mental points in order to successfully train in it.
In addition, you will see a third number in parentheses in the training screen, for example: "(2)". This indicates the number of times you may train in a particular skill at each level. For multiple training, the skill costs will double for each additional purchase.
Example:
You are a Rogue, training in First Aid Skill, which is listed as: "1/2 (2)". You train in it once for a cost of one physical point and two mental points, and then the skill is displayed as: "2/4 (1)". You train in it one more time, and the (1) is changed to (0), meaning you can no longer train in that skill for this level. The next time you go up a level, the cost will be back to "1/2 (2)" and you continue from there.
See the profession pages for skill training costs.
Rank vs. Bonus
Each time a character trains in a skill, they will generate a bonus (usually applied to certain die rolls). The bonuses, as the skill increases, are subject to diminishing returns. The amount of bonus per skill is higher at lower levels (starting at +5 per training) but gradually lessens at higher bonuses to an accumulated value of +1 per training.
- Ranks 1-10: +5 bonus per rank
- Ranks 11-20: +4 bonus per rank
- Ranks 21-30: +3 bonus per rank
- Ranks 31-40: +2 bonus per rank
- Ranks 41+: +1 bonus per rank
Some game mechanics check the bonus (subject to diminishing returns), while others check against the number of ranks (where characters can expect a mostly linear benefit progression as they train in a skill). The following table shows a breakdown of some of these mechanics, though it is by no means exhaustive.
|
|
In addition, certain mechanics do not directly check either the bonus or rank, but instead look up a summation chart to determine the rate of diminishing returns. This type of lookup is mainly used in mechanics involving Lore skills.
Skill Bonus Chart
Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
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Bonus | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 | 86 | 90 | 93 | 96 | 99 | 102 |
Rank | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bonus | 105 | 108 | 111 | 114 | 117 | 120 | 122 | 124 | 126 | 128 | 130 | 132 | 134 | 136 | 138 | 140 |
At ranks 40 and up, skill bonus = rank + 100.