Difference between revisions of "Skills"

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== Overview ==
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= Skill Overview =
 
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'''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]].
'''Skills''' give players special or improved abilities. Some require that you learn other skills first, and a few are available only to a certain [[Character classes|character class]] or side. 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'').
 
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'').
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== Entire Skill Tree ==
  
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)''.
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* '''[[Language Skills|Basic language]]''' - Understand the smaller words of foreign languages.
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** '''[[Language Skills|Advanced language]]''' - Better understanding of foreign languages.
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*** '''[[Language Skills|Expert language]]''' - Full comprehension of foreign languages.
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**** '''[[Language Skills|Foreign Writing]]''' - Not only can you understand foreign languages, you can also write it well enough to be understood.
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**** '''[[Language Skills|Foreign Speech]]''' - Not only can you understand foreign languages, you can also speak it well enough to be understood.
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***** '''[[Language Skills|Pirate Speech]]''' - You can talk to pirates in their own unique dialect ''(This skill has a fixed cost of 100 XP)''
  
A pirate needs 15550 XP to buy the 32 available skills. Explorers and Scouts need 17300 XP for their 33 skills. Soldiers, scientists, warriors and shamans will have spent 19075 XP after buying all 34 skills available to them. Settlers and villagers spend 22875 XP to buy their 36 available skills.
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* '''[[Combat Skills|Close quarter combat]]''' - Gain 10% to hit with melee attacks. ''(Very popular skill)''
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** '''[[Combat Skills|Advanced close quarter combat]]''' - Gain 15% to hit with melee attacks. ''(Very popular skill)''
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*** '''[[Combat Skills|Balanced Stance]]''' - Sometimes turn a miss into a glancing blow.
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*** '''[[Native Only Skills#Headhunting|Headhunting]]''' - Take the heads of your victims as trophies or signpost decoration. '''([[Native Only Skills#Headhunting|Native]] Only)'''
  
== Generic skills ==
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* '''[[Endurance Skills|Body building]]''' - Increases melee damage. ''(Very popular skill)''
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** '''[[Endurance Skills|Stamina]]''' - Increases max HP by 20. ''(Very popular skill)''
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*** '''[[Outsider Classes#Pirate|Lead Belly]]''' - You've drunk enough to be immune to the poisonous effect of most fungi. '''([[Outsider Classes#Pirate|Pirate]] Only)'''
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***'''[[Native Classes#Cannibal|Ritual Feasting]]''' - Feast on your defeated enemy and steal their power. '''([[Native Classes#Cannibal|Cannibal]] Only)'''
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****'''[[Native Classes#Cannibal|Ritual Gluttony]]''' - Feasting can now fill most of your needs from a single body. '''([[Native Classes#Cannibal|Cannibal]] Only)'''
  
* '''Basic language''' - Understand the smaller words of foreign languages<br />See [[Language]] for more information.
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* '''[[Spirit Skills|Ghostly whisper]]''' - Allows spirits to communicate.
** '''Advanced language''' - Better understanding of foreign languages
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** '''[[Spirit Skills|Haunting scream]]''' - Attract other spirits and scare nearby living players.
*** '''Expert language''' - Full comprehension of foreign languages
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*** '''[[Spirit Skills|Shocking shriek]]''' - Scare nearby living players.
**** '''Foreign Writing''' - Not only can you understand foreign languages, you can also write it well enough to be understood
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**** '''[[Spirit Skills|Banshee wail]]''' - Frighten nearby living players.
**** '''Foreign Speech''' - Not only can you understand foreign languages, you can also speak it well enough to be understood
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**** '''[[Spirit Skills|Possession]]''' - Be able to possess the bodies of the living.
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***** '''[[Spirit Skills|Forceful possession]]''' - Sometimes a stronger presence is needed to be able to possess the living.
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**** '''[[Spirit Skills|Haunting]]''' - Allows spirits to track down and haunt their last killer.
  
* '''Close quarter combat''' - Gain 10% to hit with melee attacks ''(e.g., 20% to 30% with a machete)''
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* '''[[Exploration Skills|Exploration]]''' - Helps you remember some of the places you've been. ''(Very popular skill)''
** '''Advanced close quarter combat''' - Gain 15% to hit with melee attacks ''(e.g., 30% to 45% with a machete)''
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** '''[[Exploration Skills|Cartography]]''' - Stops you forgetting anywhere you've visited.
*** '''Balanced Stance''' - Sometimes turn a miss into a glancing blow.
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** '''[[Exploration Skills|Trekking]]''' - Faster movement through the jungle. ''(Very popular skill)''
*** '''Headhunting''' - Take the heads of your victims as trophies or signpost decoration ''('''natives only''')''
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*** '''[[Native Classes#Scout|Trailblazing]]''' - Increased ability to move and chop through dense jungle. '''([[Native Classes#Scout|Scout]] & [[Outsider Classes#Explorer|Explorer]] Only)'''
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** '''[[Exploration Skills|Swimming]]''' - Faster movement through water. ''(Very popular skill)''
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** '''[[Exploration Skills|Survival - Firecraft]]''' - Knowledge of how to create, control and use fires.
  
* '''Body building''' - Increases melee damage ''(+1 damage; e.g., 2 to 3 with a machete)''
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* '''[[Tracking Skills|Basic tracking]]''' - With some difficulty, you can track animals and people.
** '''Stamina''' - Increases max HP by 20
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** '''[[Tracking Skills|Advanced tracking]]''' - You can track animals and people who were here recently.  
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*** '''[[Tracking Skills|Expert tracking]]''' - You can track animals and people who were here several days ago.
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**** '''[[Tracking Skills|Tracking mastery]]''' - Tracking animals and people is nearly effortless.
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* '''[[Clan Leadership Skill|Clan Leadership]]''' - Allows you to start your own clan or help lead one.
  
* '''Ghostly whisper''' - Allows spirits to communicate<br /> With ''ghostly whisper'', spirits can speak to any player that has the ''sixth sense'' skill. Other spirits can hear ghostly whispers, even if they lack ''sixth sense''.  
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* '''[[Psychic Skills|Sixth sense]]''' - Sense presence of and hear spirits.
** '''Haunting scream''' - Attract other spirits and scare nearby living players<br /> It is believed that ''haunting scream'' gives spirits a chance of dealing 1 [[HP]] of damage to living players in the area at the cost of 1-2 [[AP]]. All nearby players hear the scream, and some percentage of them take damage. It is believed that a spirit receives 0-2 [[XP]] per scream depending upon the number of listeners (perhaps 0, 1, 2+ yields 0, 1, 2 XP).
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** '''[[Psychic Skills|Psychic recognition]]''' - Lets you recognize active spirits.
*** '''Shocking shriek''' - Scare nearby living players<br /> ''Shocking shriek'' is similar to ''haunting scream'' but allows spirits to deal more damage to players they frighten. Shocking shriek is superceded and replaced by the more powerful banshee wail.
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*** '''[[Native Classes#Villager|Seance]]''' - Holding a seance can identify passive spirits'''([[Native Classes#Villager|Villager]], [[Outsider Classes#Settler|Settler]], & [[Native Classes#Shaman|Shaman]] Only)'''
**** '''Banshee wail''' - Frighten nearby living players<br /> Spirits with ''banshee wail'' can emit powerful wails for a cost of up to 6 AP per wail. All characters in the area of effect hear the wail, and a small percentage of hearers take 4 HP of damage. XP reward for wailing is 0-15 XP per wail depending on damage caused, averaging 8 XP in crowded locations.
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*** '''[[Native Classes#Shaman|Exorcism]]''' - Exorcise spirits from area. '''([[Native Classes#Shaman|Shaman]] Only)'''
**** '''Possession''' - Be able to possess the bodies of the living, Allowing you to force you to make them Write or Say something. Speaking costs 3AP, Writing costs 4AP (may be variable, untested).<br />Unavailable to players below level 10.
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*** '''[[Native Classes#Shaman|Spirit Summoning]]''' - Summons spirits from surrounding area. '''([[Native Classes#Shaman|Shaman]] Only)'''
***** '''Forceful possession''' - Sometimes a stronger presence is needed to be able to possess the living, Allows you to force the person to attack people near them. Costs 6AP (may be variable, untested).<br />Unavailable to players below level 25.
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*** '''[[Native Classes#Shaman|Malevolence]]''' - Torment spirits causing them to become aggressive. '''([[Native Classes#Shaman|Shaman]] Only)'''
  
* '''Exploration''' - Helps you remember some of the places you've been<br />Enables the "Map" button, which gives you a large-scale map of places you've visited while alive and haven't forgotten.
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* '''[[Haggling Skill|Haggling]]''' - Be able to obtain slightly better prices from some traders.
** '''Cartography''' - Stops you forgetting anywhere you've visited<br />Note that map information is rarely forgotten and that meta-gamers can use the [http://mattandchristy.net/sharmap/ Shartak overlay].
 
** '''Trekking''' - Faster movement through the jungle<br />Makes movement through grassland, beach, and [[Jungle|d1-d6]] jungle terrain cost 0.5 AP instead of 1.
 
** '''Swimming''' - Faster movement through water<br />Makes movement through water cost 1 AP instead of 2; deep water costs 2 AP to move through instead of 3.
 
  
* '''Basic tracking''' - With some difficulty, you can track animals and people. ''(2 AP; e.g., "wild boar went south")''<br />See [[Tracking]] for more information.
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* '''[[Digging Skill|Digging]]''' - Be able to dig deeper holes. Also makes digging regular holes easier.
** '''Advanced tracking''' - You can track animals and people who were here recently. ''(1.5 AP; often gives 3-6 most recent tracks)''
 
*** '''Expert tracking''' - You can track animals and people who were here several days ago. ''(1 AP?)''
 
**** '''Tracking mastery''' - Tracking animals and people is nearly effortless.
 
  
* '''Clan leadership''' - Allows you to start your own clan or help lead one.<br />Unavailable to players below level 5.
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* '''[[Agriculture Skill|Agriculture]]''' - Gives you a better chance of getting things to grow.
  
* '''Sixth sense''' - Sense presence of and hear spirits (lets you know how many spirits are present, and lets you hear them when they speak)
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* '''[[Faith Skill#Faith Skill|Faith]]''' - Belief in the spirits of the ancestors increase charm effects. Also allows use of portals to Sacred Space. ''(This skill requires completing specific tasks to unlock)''
** '''Psychic recognition''' - Lets you recognize active spirits (gives you the name/profile link of a spirit who speaks, wails, etc.)
 
  
* '''Haggling''' - Be able to obtain slightly better prices from some traders
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* '''[[Outsider Only Skills#Native knowledge|Native knowledge]]''' - Outsiders gain basic native knowledge. '''([[Outsider Only Skills#Native knowledge|Outsider]] Only)'''
  
*'''Digging''' -Be able to dig deep holes. <br/>See [[Digging]] for more information.
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* '''[[Native Only Skills#Outsider knowledge|Outsider knowledge]]''' - Natives gain basic outsider knowledge. '''([[Native Only Skills#Outsider knowledge|Native]] Only)'''
  
* '''Native knowledge''' - Outsiders gain basic native knowledge ''('''outsiders only''')''<br />Allows outsiders to use and recognize items such as blowpipes (and poison darts) and healing herbs (which normal outsiders see as "dried herbs") and to tell the difference between tasty and poison berries (which normal outsiders can only do by eating them).
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* '''[[Healing Skills#Triage|Triage]]''' - Be able to tell who is most injured. ''(Very popular skill)''
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** '''[[Native Only Skills#Natural medicine|Natural medicine]]''' - Heal 10 HP with healing herbs. '''([[Native Only Skills#Natural medicine|Native]] Only)''' ''(Very popular skill)''
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** '''[[Outsider Only Skills#First Aid|First Aid]]''' - Heal 10 HP with first-aid kit.'''([[Outsider Only Skills|Outsider]] Only)''' ''(Very popular skill)''
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*** '''[[Outsider Classes#Scientist|Emergency first aid]]''' - Slowly heal yourself without the use of a medical kit. '''([[Outsider Classes#Scientist|Scientist]] Only)'''
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**** '''[[Outsider Classes#Scientist|Field Surgery]]''' - Skilled at healing, even in the middle of nowhere. '''([[Outsider Classes#Scientist|Scientist]] Only)'''
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** '''[[Outsider Classes#Scientist|Advanced triage]]''' - Be able to see all injured characters in the same square. '''([[Outsider Classes#Scientist|Scientist]] Only)'''
  
* '''Outsider knowledge''' - Natives gain basic outsider knowledge ''('''natives only''')''<br />Allows natives to use and recognize items such as rifles (and bullets), first aid kits, and GPS units.
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* '''[[Native Only Skills#Basic blowpipe use|Basic blowpipe use]]''' - Lowers AP cost of firing blowpipe. '''([[Native Only Skills#Basic blowpipe use|Native]] Only)'''
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* '''[[Native Classes#Warrior|Blowpipe training]]''' - Gain 20% on blowpipe accuracy. '''([[Native Classes#Warrior|Warrior]] Only)'''
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** '''[[Native Classes#Warrior|Advanced blowpipe training]]''' - Gain another 20% on blowpipe accuracy. '''([[Native Classes#Warrior|Warrior]] Only)'''
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* '''[[Outsider Classes#Soldier|Firearms training]]''' - Gain 20% on firearms attacks. '''([[Outsider Classes#Soldier|Soldier]] Only)'''
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** '''[[Outsider Classes#Soldier|Advanced firearms training]]''' - Gain 20% on firearms attacks. '''([[Outsider Classes#Soldier|Soldier]] Only)'''
  
* '''Triage''' - Be able to tell who is most injured <br />Shows the hit point total of the most damaged character (not necessarily the character with the fewest hit points).  
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* '''[[Native Classes#Villager|Animal affinity]]''' - Lessens the chance of animals attacking. '''([[Native Classes#Villager|Villager]] & [[Outsider Classes#Settler|Settler]] Only)'''
** '''Natural medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''
 
** '''First aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''
 
  
* '''Basic blowpipe use''' - Lowers AP cost of firing blowpipe. ''('''natives only''')''
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* '''[[Native Classes#Villager|Scavenging]]''' - Assists in finding things within certain areas. '''([[Native Classes#Villager|Villager]] & [[Outsider Classes#Settler|Settler]] Only)'''
  
== Settler and Villager skills ==
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* '''[[Native Classes#Villager|Brewing]]''' - Increased chance of creating something drinkable. '''([[Native Classes#Villager|Villager]], [[Outsider Classes#Settler|Settler]] & [[Outsider Classes#Scientist|Scientist]] Only)'''
* '''Animal affinity''' - Lessens the chance of animals attacking
 
* '''Scavenging''' - Assists in finding things within certain areas <br />Improves [[search odds]] in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 1:5 to 1:3. Searches also yield less dross and more valuable items.
 
* '''Seance''' - Holding a seance can identify passive spirits  '''('''''5AP,''' requires Psychic Recognition'')'''
 
  
== Soldier skills ==
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* '''[[Outsider Classes#Pirate|Plundering]]''' - Improve the odds of finding items in foreign camps. '''([[Outsider Classes#Pirate|Pirate]] Only)'''
  
* '''Firearms training''' - Gain 20% on firearms attacks ''(20% to 40%)''
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* '''[[Outsider Classes#Pirate|Animal Trainer]]''' -You can tame a parrot or monkey enough to sit on your shoulder.'''([[Outsider Classes#Pirate|Pirate]] Only)'''
** '''Advanced firearms training''' - Gain 20% on firearms attacks ''(40% to 60%)''
 
  
== Warrior skills ==
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* '''[[Outsider Classes#Pirate|Basic Pistol Training]]''' -Gain 15% on pistol attacks. '''([[Outsider Classes#Pirate|Pirate]] Only)'''
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** '''[[Outsider Classes#Pirate|Advanced Pistol Training]]''' - Gain 15% on pistol attacks. '''([[Outsider Classes#Pirate|Pirate]] Only)'''
  
* '''Blowpipe training''' - Gain 20% on blowpipe accuracy ''(20% to 40%)''
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==Cost of Skills==
** '''Advanced blowpipe training''' - Gain another 20% on blowpipe accuracy ''(40% to 60%)''
 
  
== Explorer and Scout skills ==
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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)''.
* '''Trailblazing''' - Increased ability to move and chop through dense jungle <br />Makes jungle chops and movement through [[Jungle|d7-d9]] jungle terrain cost 0.5 AP instead of 1. '''(''requires Trekking)'''
 
 
 
== Shaman skills ==
 
 
 
* '''Seance''' - Holding a seance can identify passive spirits  '''('''''5AP,''' requires Psychic Recognition'')'''
 
* '''Exorcism''' - Exorcise spirits from area. '''('''''4AP,''' requires Psychic Recognition'')'''
 
*'''Spirit Summoning''' - Summons spirits from surrounding area(range unknown) '''('''''5AP,''' requires Psychic Recognition'')'''
 
*'''Malevolence''' - Makes all spirits in the area release a wail or a banshee wail '''('''''2-5AP,''' requires Psychic Recognition'')'''
 
 
 
== Scientist skills ==
 
 
 
*'''Advanced triage''' - Be able to see all injured characters in the same square '''(''requires Triage'')'''
 
*'''Emergency first aid''' - Slowly heal yourself without the use of a medical kit '''(''requires First aid'')'''
 
**'''Field Surgery''' - Skilled at healing, even in the middle of nowhere <br />Allows the Scientist to heal shark bites (4AP), possibly poison?
 
  
== Cannibal skills ==
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Below is a Chart, which shows the overall number of XP points to pay for a complete skill tree.
  
*'''Ritual Feasting''' - allows cannibals to feed from a corpse '''('''5AP, '''requires Stamina)''' <br />Feasting restores 10 HP to a wounded cannibal (may exeed max HP by a so far unknown limit). The feasting gives 5 XP. It appears that corpses may not be feasted upon more than four times. <br />Not available to cannibals below level 5.
 
**'''Ritual Gluttony''' - improves ritual feasting in an as yet unknown way '''('''3AP, '''requires Stamina and Ritual Feasting)'''<br />Not available to cannibals below level 10.
 
  
== Skill Progression Table ==
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=== Skill Progression ===
  
 
{| border="1"
 
{| border="1"
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|-
 
|-
 
| 38 || 27475 || 2600
 
| 38 || 27475 || 2600
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|-
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| 39 || 30275 || 2800
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|-
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| 40 || 33075 || 3000
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|-
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| 41 || 36275 || 3200
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|-
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| 42 || 39675 || 3400
 
|}
 
|}
  
[[Category:Glossary]]
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[[Category:Skills]]

Latest revision as of 15:34, 4 February 2019

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.
          • Pirate Speech - You can talk to pirates in their own unique dialect (This skill has a fixed cost of 100 XP)
  • Exploration - Helps you remember some of the places you've been. (Very popular skill)
    • Cartography - Stops you forgetting anywhere you've visited.
    • Trekking - Faster movement through the jungle. (Very popular skill)
    • Swimming - Faster movement through water. (Very popular skill)
    • Survival - Firecraft - Knowledge of how to create, control and use fires.
  • Haggling - Be able to obtain slightly better prices from some traders.
  • Digging - Be able to dig deeper holes. Also makes digging regular holes easier.
  • Agriculture - Gives you a better chance of getting things to grow.
  • Faith - Belief in the spirits of the ancestors increase charm effects. Also allows use of portals to Sacred Space. (This skill requires completing specific tasks to unlock)

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
42 39675 3400