Difference between revisions of "Skills"

From The Shartak Wiki
Jump to navigationJump to search
m (→‎Generic skills: Mentioned that settlers get seance.)
m (→‎Generic skills: Put sixth sense, etc. in the order they appear in-game.)
Line 36: Line 36:
  
 
* '''Clan leadership''' - Allows you to start your own clan or help lead one.<br />Unavailable to players below level 5.
 
* '''Clan leadership''' - Allows you to start your own clan or help lead one.<br />Unavailable to players below level 5.
 +
 +
* '''Sixth sense''' - Sense presence of and hear spirits
 +
** '''Psychic recognition''' - Lets you recognise active spirits
 +
*** '''Seance''' - Holding a seance can identify passive spirits ''('''shamans and settlers only? 5AP?''')''
  
 
* '''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).
 
* '''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).
Line 44: Line 48:
 
** '''Natural medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''
 
** '''Natural medicine''' - Heal 10 HP with healing herbs ''('''natives only''')''
 
** '''First aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''
 
** '''First aid''' - Heal 10 HP with first-aid kit ''('''outsiders only''')''
 
* '''Sixth sense''' - Sense presence of and hear spirits
 
** '''Psychic recognition''' - Lets you recognise active spirits
 
*** '''Seance''' - Holding a seance can identify passive spirits ''('''shamans and settlers only? 5AP?''')''
 
  
 
== Settler and villager skills ==  
 
== Settler and villager skills ==  

Revision as of 05:46, 20 July 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 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).

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.)

A settler, villager, soldier or warrior will have spent 11,475 XP after buying all 27 skills avilable to them. Explorers, scouts and shamans spend 10,725 XP to buy their 26 available skills, and all other classes will have all of their skills after spending a total of 10,000 XP.

Generic skills

  • Basic language - Understand the smaller words of foreign languages
    See Language for more information.
    • 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
  • Ghostly whisper - Allows spirits to communicate
    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.
    • Haunting scream - Attract other spirits and scare nearby living players
      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).
      • Shocking shriek - Scare nearby living players
        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.
        • Banshee wail - Frighten nearby living players
          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.
  • 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 the jungle
      Makes movement through grassland, beach, and d1-d6 jungle terrain cost 0.5 AP instead of 1.
      • Trailblazing - Increased ability to move and chop through dense jungle (explorers and scouts only)
        Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.
    • 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?)
        • Tracking mastery - Tracking animals and people is nearly effortless.
  • Clan leadership - Allows you to start your own clan or help lead one.
    Unavailable to players below level 5.
  • Sixth sense - Sense presence of and hear spirits
    • Psychic recognition - Lets you recognise active spirits
      • Seance - Holding a seance can identify passive spirits (shamans and settlers only? 5AP?)
  • 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.
  • Triage - Be able to tell who is most injured
    Shows the hit point total of the wounded character who currently has the fewest hit points (not necessarily the most damaged character).
    • Natural medicine - Heal 10 HP with healing herbs (natives only)
    • First aid - Heal 10 HP with first-aid kit (outsiders only)

Settler and villager skills

  • Animal affinity - Lessens the chance of animals attacking (settlers and villagers only)
  • Scavenging - Assists in finding things within certain areas (settlers and villagers only)
    Improves search odds by an unknown amount in certain (unknown) areas.

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)