Difference between revisions of "User talk:Neil Tathers"
Neil Tathers (talk | contribs) |
Neil Tathers (talk | contribs) |
||
Line 169: | Line 169: | ||
| 41 || 36275 || 3200 | | 41 || 36275 || 3200 | ||
|} | |} | ||
− | |||
− | |||
− |
Revision as of 16:47, 4 March 2010
Welcome to the Shartak Wiki!
In case you've missed it, the 'Show preview' button allows you to preview your changes before you save - allowing you to make a number of minor changes in a single 'save page', which would be appreciated.
If you're uploading pictures, please respect the Wiki policy against uploading copyrighted materials. --Cheesesteak 21:13, 4 February 2009 (UTC)
Skills Preview
Skill Overview
Skills give players special or improved abilities. Some require that you learn other skills first, and a few are available only to certain character classes. Skills are bought with XP.
Certain skills, like haunting scream and basic tracking, unlock actions which consume AP. Other skills, like trekking and close quarter combat, are passive and do not need to be activated after being purchased for the player to benefit from them. While most skills in a tree have effects that stack on one another, haunting scream and shocking shriek remain individual skills (but banshee wail will replace shocking shriek).
Entire Skill Tree
- Basic language - Understand the smaller words of foreign languages.
- Advanced language - Better understanding of foreign languages.
- Expert language - Full comprehension of foreign languages.
- Foreign Writing - Not only can you understand foreign languages, you can also write it well enough to be understood.
- Foreign Speech - Not only can you understand foreign languages, you can also speak it well enough to be understood.
- Expert language - Full comprehension of foreign languages.
- Advanced language - Better understanding of foreign languages.
- Close quarter combat - Gain 10% to hit with melee attacks.
- Advanced close quarter combat - Gain 15% to hit with melee attacks.
- Balanced Stance - Sometimes turn a miss into a glancing blow.
- Headhunting - Take the heads of your victims as trophies or signpost decoration. (Native Only)
- Advanced close quarter combat - Gain 15% to hit with melee attacks.
- Body building - Increases melee damage.
- Stamina - Increases max HP by 20.
- Lead Belly - You've drunk enough to be immune to the poisonous effect of most fungi. (Pirate Only)
- Ritual Feasting - Feast on your defeated enemy and steal their power. (Cannibal Only)
- Ritual Gluttony - Feasting can now fill most of your needs from a single body. (Cannibal Only)
- Stamina - Increases max HP by 20.
- Ghostly whisper - Allows spirits to communicate.
- Haunting scream - Attract other spirits and scare nearby living players.
- Shocking shriek - Scare nearby living players.
- Banshee wail - Frighten nearby living players.
- Possession - Be able to possess the bodies of the living.
- Forceful possession - Sometimes a stronger presence is needed to be able to possess the living.
- Shocking shriek - Scare nearby living players.
- Haunting scream - Attract other spirits and scare nearby living players.
- Exploration - Helps you remember some of the places you've been.
- Cartography - Stops you forgetting anywhere you've visited.
- Trekking - Faster movement through the jungle.
- Trailblazing - Increased ability to move and chop through dense jungle. (Scout & Explorer Only)
- Swimming - Faster movement through water.
- Survival - Firecraft - Knowledge of how to create, control and use fires.
- Basic tracking - With some difficulty, you can track animals and people.
- Advanced tracking - You can track animals and people who were here recently.
- Expert tracking - You can track animals and people who were here several days ago.
- Tracking mastery - Tracking animals and people is nearly effortless.
- Expert tracking - You can track animals and people who were here several days ago.
- Advanced tracking - You can track animals and people who were here recently.
- Clan Leadership - Allows you to start your own clan or help lead one.
- Sixth sense - Sense presence of and hear spirits.
- Psychic recognition - Lets you recognize active spirits.
- Seance - Holding a seance can identify passive spirits. (Villager, Settler, & Shaman Only)
- Exorcism - Exorcise spirits from area. (Shaman Only)
- Spirit Summoning - Summons spirits from surrounding area. (Shaman Only)
- Malevolence - Torment spirits causing them to become aggressive. (Shaman Only)
- Psychic recognition - Lets you recognize active spirits.
- Haggling - Be able to obtain slightly better prices from some traders.
- Digging - Be able to dig deep holes.
- Agriculture - Gives you a better chance of getting things to grow.
- Faith - Belief in the spirits of the ancestors increase charm effects.
- Native knowledge - Outsiders gain basic native knowledge. (Outsider Only)
- Outsider knowledge - Natives gain basic outsider knowledge. (Native Only)
- Triage - Be able to tell who is most injured.
- Natural medicine - Heal 10 HP with healing herbs. (Native Only)
- First Aid - Heal 10 HP with first-aid kit.(Outsider Only)
- Emergency first aid - Slowly heal yourself without the use of a medical kit. (Scientist Only)
- Field Surgery - Skilled at healing, even in the middle of nowhere. (Scientist Only)
- Emergency first aid - Slowly heal yourself without the use of a medical kit. (Scientist Only)
- Advanced triage - Be able to see all injured characters in the same square. (Scientist Only)
- Basic blowpipe use - Lowers AP cost of firing blowpipe. (Native Only)
- Blowpipe training - Gain 20% on blowpipe accuracy. (Warrior Only)
- Advanced blowpipe training - Gain another 20% on blowpipe accuracy. (Warrior Only)
- Firearms training - Gain 20% on firearms attacks. (Soldier Only)
- Advanced firearms training - Gain 20% on firearms attacks. (Soldier Only)
- Animal affinity - Lessens the chance of animals attacking. (Villager & Settler Only)
- Scavenging - Assists in finding things within certain areas. (Villager & Settler Only)
- Brewing - Increased chance of creating something drinkable. (Villager, Settler & Scientist Only)
- Plundering - Improve the odds of finding items in foreign camps. (Pirate Only)
Cost of Skills
Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one, until you reach level 30. Hence the formula for a skill's XP cost is 100 + 25 * (your level). (Your character's level, which you can see in your profile, is the number of skills you have learned.) To go from level 30 to 31 costs 1000 XP, and each level above that requires an additional 200 XP. So the above formula is modified to read 1000 + 200 * ((your level) - 30).
Below is a Chart, which shows the overall number of XP points to pay for a complete skill tree.
Skill Progression
Level | Starting XP | XP Required to Advance |
---|---|---|
0 | 0 | 100 |
1 | 100 | 125 |
2 | 225 | 150 |
3 | 375 | 175 |
4 | 550 | 200 |
5 | 750 | 225 |
6 | 975 | 250 |
7 | 1225 | 275 |
8 | 1500 | 300 |
9 | 1800 | 325 |
10 | 2125 | 350 |
11 | 2475 | 375 |
12 | 2850 | 400 |
13 | 3250 | 425 |
14 | 3675 | 450 |
15 | 4125 | 475 |
16 | 4600 | 500 |
17 | 5100 | 525 |
18 | 5625 | 550 |
19 | 6175 | 575 |
20 | 6750 | 600 |
21 | 7350 | 625 |
22 | 7975 | 650 |
23 | 8625 | 675 |
24 | 9300 | 700 |
25 | 10000 | 725 |
26 | 10725 | 750 |
27 | 11475 | 775 |
28 | 12250 | 800 |
29 | 13050 | 825 |
30 | 13875 | 1000 |
31 | 14875 | 1200 |
32 | 16075 | 1400 |
33 | 17475 | 1600 |
34 | 19075 | 1800 |
35 | 20875 | 2000 |
36 | 22875 | 2200 |
37 | 25075 | 2400 |
38 | 27475 | 2600 |
39 | 30275 | 2800 |
40 | 33075 | 3000 |
41 | 36275 | 3200 |