Difference between revisions of "Skills"

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(Put "Outsider/Native Knowledge" in "Generic skills" (with "Natural Medicine"/"First Aid"); capitalized skills consistently (even though the game doesn't); formatting; misc.)
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There are a number of skills, each of which has a different effect. Some skills have prerequisite skill requirements, and a few skills are available only to certain classes or only to natives or outsiders. Skills are bought with [[XP Gains|experience points (XP)]].  
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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 a certain class or side. Skills are bought with [[XP Gains|experience points]] (XP).  
  
Your character level is determined by counting the current number of skills that you have learned.  
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Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one. 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.)
  
Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one. Hence the formula for a skill's XP cost is 100 + 25 * (your current level).
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It costs 10,000 XP to buy all 25 skills for settlers, villagers, soldiers, and warriors. Buying all 23 skills for everyone else requires a total of 8,625 XP.
  
Buying all 25 skills (for Settlers, Villagers, Soldiers, and Warriors) requires a total of 10,000 XP. Buying all 23 skills (for everyone else) requires a total of 8,625 XP.
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== Generic skills ==
 
 
== Generic Skills ==
 
  
 
* '''Basic Language''' - Understand the smaller words of foreign languages
 
* '''Basic Language''' - Understand the smaller words of foreign languages
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*** '''Expert Language''' - Full comprehension of foreign languages
 
*** '''Expert Language''' - Full comprehension of foreign languages
  
* '''Close quarter combat''' - Gain 10% to hit with melee attacks (''e.g. 20% to 30% with machete'')
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* '''Close Quarter Combat''' - Gain 10% to hit with melee attacks ''(e.g., 20% to 30% with a machete)''
** '''Advanced close quarter combat''' - Gain 15% to hit with melee attacks (''e.g. 30% to 45% with machete'')
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** '''Advanced Close Quarter Combat''' - Gain 15% to hit with melee attacks ''(e.g., 30% to 45% with a machete)''
  
* '''Body building''' - Increases melee damage (''+1 damage; e.g. 2 to 3 with machete'')
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* '''Body Building''' - Increases melee damage ''(+1 damage; e.g., 2 to 3 with a machete)''
 
** '''Stamina''' - Increases max HP by 20
 
** '''Stamina''' - Increases max HP by 20
  
 
* '''Sixth Sense''' - Sense presence of and hear spirits
 
* '''Sixth Sense''' - Sense presence of and hear spirits
  
* '''Ghostly whisper''' - Allows spirits to speak (''1 AP'')
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* '''Ghostly Whisper''' - Allows spirits to speak ''(1 AP)''
** '''Haunting scream''' - Attract other spirits and scare nearby living players (''1 AP, does 1 damage'')
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** '''Haunting Scream''' - Attract other spirits and scare nearby living players ''(1 AP; does 1 damage)''
*** '''Shocking Shriek''' - Scare nearby living players (''2 AP, ??% chance to do 1-3 damage'')
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*** '''Shocking Shriek''' - Scare nearby living players ''(2 AP; ??% chance to do 1-3 damage)''
**** '''Banshee Wail''' - Frighten nearby living players (''?? AP, ??% chance to do 4 damage'')
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**** '''Banshee Wail''' - Frighten nearby living players ''(?? AP; ??% chance to do 4 damage)''
  
* '''Exploration''' - Helps you remember some of the places you've been  
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* '''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 [[Death|alive]] and haven't forgotten.
:::''The Map button works, and gives you large-scale overview of everywhere you've visited with a working GPS unit.''
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** '''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].
:* '''Cartography''' - Stops you forgetting anywhere you've visited  
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** '''Trekking''' - Faster movement through most of Shartak<br />Makes movement through jungles, villages, grasslands, and beaches costs 0.5 AP instead of 1 AP.
:::''Forgetting map information seems rare. Meta-gamers can use the [http://mattandchristy.net/sharmap/ Shartak overlay].''
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** '''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.
:* '''Trekking''' - Faster movement through most of Shartak
 
:::''Movement through jungles, villages, grasslands, and beaches costs 0.5 AP instead of 1 AP.''
 
:* '''Swimming''' - Faster movement through water
 
:::''Movement through water costs 1 AP instead of 2 AP; deep water costs 2 AP instead of 3 AP.''
 
  
* '''Basic Tracking''' - With some difficulty, you can [[tracking|track]] animals and people. (''2 AP, e. g. "wild boar went south"'')
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* '''Basic Tracking''' - With some difficulty, you can [[tracking|track]] animals and people. ''(2 AP; e.g., "wild boar went south")''<br />See [[Tracking]] for more information.
:::''See [[Tracking]] to contribute more information.''
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** '''Advanced Tracking''' - You can track animals and people who were here recently. ''(1.5 AP; often gives 3-6 most recent tracks)''
:* '''Advanced Tracking''' - You can track animals and people who were here recently. (''1.5 AP, often gives 3-6 most recent tracks'')
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*** '''Expert Tracking''' - You can track animals and people who were here several days ago. ''(1 AP?)''
::* '''Expert Tracking''' - You can track animals and people who were here several days ago. (''1? AP'')
 
  
 
* '''Clan Leadership''' - Allows you to start your own clan or help lead one.
 
* '''Clan Leadership''' - Allows you to start your own clan or help lead one.
  
 
* '''Triage''' - Be able to tell who is most injured
 
* '''Triage''' - Be able to tell who is most injured
** '''Natural Medicine''' - Heal 10 hp (gain 10 XP) with healing herbs (''Native only'')
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** '''Natural Medicine''' - Heal 10 HP (gain 10 XP) with healing herbs ''('''natives only''')''
** '''First Aid''' - Heal 10 hp (gain 10 XP) with first-aid kit (''Outsider only'')
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** '''First Aid''' - Heal 10 HP (gain 10 XP) with first-aid kit ''('''outsiders only''')''
 
 
== Settler/Villager Exclusive Skills ==
 
* '''Animal Affinity''' - Lessens the chance of animals attacking (''Settler and Villager only'')
 
* '''Scavenging''' - Improves [[Search Odds Condensed|Search Odds]] by an unknown amount in certain (unknown) areas (''Settler and Villager only'')
 
 
 
== Soldier Exclusive Skills ==
 
  
* '''Firearms Training''' - Gain 20% on firearms attacks (''20% to 40%; Soldier only'')
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* '''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).
** '''Advanced Firearms Training''' - Gain 20% on firearms attacks (''40% to 60%; Soldier only'')
 
  
== Warrior Exclusive Skills ==
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* '''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.
  
* '''Blowpipe Training''' - Gain 20% on blowpipe accuracy (''Warrior only'')
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== Settler/villager skills ==
** '''Advanced Blowpipe Training''' - Gain another 20% on blowpipe accuracy (''Warrior Only'')
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* '''Animal Affinity''' - Lessens the chance of animals attacking ''('''settlers and villagers only''')''
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* '''Scavenging''' - Improves [[Search Odds Condensed|search odds]] by an unknown amount in certain (unknown) areas ''('''settlers and villagers only''')''
  
== Native Only ==
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== Soldier skills ==
* '''Outsider knowledge''' - Natives gain basic outsider knowledge
 
  
This skill allows natives to use and recognise items that would generally only be usable by outsiders. Includes:
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* '''Firearms Training''' - Gain 20% on firearms attacks ''(20% to 40%; '''soldiers only''')''
:* Use of Rifle (and Bullets)
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** '''Advanced Firearms Training''' - Gain 20% on firearms attacks ''(40% to 60%; '''soldiers only''')''
:* Use of First Aid Kit
 
:* Use of GPS Unit
 
  
== Outsider Only ==
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== Warrior skills ==
* '''Native knowledge''' - Outsiders gain basic native knowledge
 
  
This skill allows outsiders to use and recognise items that would generally only be usable to natives. Includes:
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* '''Blowpipe Training''' - Gain 20% on blowpipe accuracy ''(20% to 40%; '''warriors only''')''
:* Use of Blowpipe (and Poison Darts)
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** '''Advanced Blowpipe Training''' - Gain another 20% on blowpipe accuracy ''(40% to 60%; '''warriors only''')''
:* Use of Healing Herbs (seen as ''dried herbs'' to outsiders before skill is attained)
 
:* Correct identification of tasty and poison berries (indistinguishable before skill is attained)
 

Revision as of 05:27, 25 May 2006

Skills give players special or improved abilities. Some require that you learn other skills first, and a few are available only to a certain class or side. Skills are bought with experience points (XP).

Learning an initial skill costs 100 XP. After that, each learned skill costs 25 XP more than the previous one. 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.)

It costs 10,000 XP to buy all 25 skills for settlers, villagers, soldiers, and warriors. Buying all 23 skills for everyone else requires a total of 8,625 XP.

Generic skills

  • Basic Language - Understand the smaller words of foreign languages
    • Advanced Language - Better understanding of foreign languages
      • Expert Language - Full comprehension of foreign languages
  • Close Quarter Combat - Gain 10% to hit with melee attacks (e.g., 20% to 30% with a machete)
    • Advanced Close Quarter Combat - Gain 15% to hit with melee attacks (e.g., 30% to 45% with a machete)
  • Body Building - Increases melee damage (+1 damage; e.g., 2 to 3 with a machete)
    • Stamina - Increases max HP by 20
  • Sixth Sense - Sense presence of and hear spirits
  • Ghostly Whisper - Allows spirits to speak (1 AP)
    • Haunting Scream - Attract other spirits and scare nearby living players (1 AP; does 1 damage)
      • Shocking Shriek - Scare nearby living players (2 AP; ??% chance to do 1-3 damage)
        • Banshee Wail - Frighten nearby living players (?? AP; ??% chance to do 4 damage)
  • Exploration - Helps you remember some of the places you've been
    Enables the "Map" button, which gives you a large-scale map of places you've visited while alive and haven't forgotten.
    • Cartography - Stops you forgetting anywhere you've visited
      Note that map information is rarely forgotten and that meta-gamers can use the Shartak overlay.
    • Trekking - Faster movement through most of Shartak
      Makes movement through jungles, villages, grasslands, and beaches costs 0.5 AP instead of 1 AP.
    • Swimming - Faster movement through water
      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")
    See Tracking for more information.
    • 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?)
  • Clan Leadership - Allows you to start your own clan or help lead one.
  • Triage - Be able to tell who is most injured
    • Natural Medicine - Heal 10 HP (gain 10 XP) with healing herbs (natives only)
    • First Aid - Heal 10 HP (gain 10 XP) with first-aid kit (outsiders only)
  • Native Knowledge - Outsiders gain basic native knowledge (outsiders only)
    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).
  • Outsider Knowledge - Natives gain basic outsider knowledge (natives only)
    Allows natives to use and recognize items such as rifles (and bullets), first aid kits, and GPS units.

Settler/villager skills

  • Animal Affinity - Lessens the chance of animals attacking (settlers and villagers only)
  • Scavenging - Improves search odds by an unknown amount in certain (unknown) areas (settlers and villagers only)

Soldier skills

  • Firearms Training - Gain 20% on firearms attacks (20% to 40%; soldiers only)
    • Advanced Firearms Training - Gain 20% on firearms attacks (40% to 60%; soldiers only)

Warrior skills

  • Blowpipe Training - Gain 20% on blowpipe accuracy (20% to 40%; warriors only)
    • Advanced Blowpipe Training - Gain another 20% on blowpipe accuracy (40% to 60%; warriors only)