Difference between revisions of "Skills"

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There are a number of skills which have different effects on things within the game. Some skills are only available to certain classes or only to natives or outsiders. Skills are learned by [[XP Gains|gaining XP]] and the more skills you have, the more XP the next skill takes.
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There are a number of skills, each of which has a different effect. Some skills are only available to certain classes or only to natives or outsiders. Skills are bought with [[XP Gains|XP]]. The more skills you have, the more XP the next skill rquires.
  
*Skill 1 = 100 XP - Skill 10 = 325 XP 
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The formula for a skill's XP cost is 100 + 25 * (your current level).
*Skill 2 = 125 XP - Skill 11 = 350 XP
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*Skill 3 = 150 XP - Skill 12 = 375 XP
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Buying all 24 skills (for Settlers, Villagers, Soldiers, and Warriors) requires a total of 9,300 XP. Buying all 22 skills (for everyone else) requires a total of 7,975 XP.
*Skill 4 = 175 XP - Skill 13 = 400 XP
 
*Skill 5 = 200 XP - Skill 14 = 425 XP
 
*Skill 6 = 225 XP - Skill 15 = 450 XP
 
*Skill 7 = 250 XP - Skill 16 = 475 XP
 
*Skill 8 = 275 XP - Skill 17 = 500 XP
 
*Skill 9 = 300 XP - Skill 18 = 525 XP
 
  
 
== Generic Skills ==
 
== Generic Skills ==

Revision as of 19:32, 18 May 2006

There are a number of skills, each of which has a different effect. Some skills are only available to certain classes or only to natives or outsiders. Skills are bought with XP. The more skills you have, the more XP the next skill rquires.

The formula for a skill's XP cost is 100 + 25 * (your current level).

Buying all 24 skills (for Settlers, Villagers, Soldiers, and Warriors) requires a total of 9,300 XP. Buying all 22 skills (for everyone else) requires a total of 7,975 XP.

Generic Skills

Listed skills should be assumed to be Passive unless otherwise noted as Active. Passive skills require no action to be performed in order to be used. Active skills require an action to be performed and consume a certain amount of AP.

  • 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 machete)
    • Advanced close quarter combat - Gain 15% to hit with melee attacks (e.g. 30% to 45% with machete)
  • Body building - Increases melee damage (+1 damage; e.g. 2 to 3 with machete)
    • Stamina - Increases max HP by 20
  • Triage - Be able to tell who is most injured
    • Natural Medicine - Heal 10 hp (gain 10 XP) with healing herbs (Native only)
    • First Aid - Heal 10 hp (gain 10 XP) with first-aid kit (Outsider only)
  • Ghostly whisper - Allows spirits to speak (Active, 1 AP)
    • Haunting scream - Attract other spirits and scare nearby living players (Active, 100% chance to do 1 damage, 1 AP)
      • Shocking Shriek - Scare nearby living players (Active, ??% chance to do 1-3 damage, 2 AP)
        • Banshee Wail - Frighten nearby living players (Active, ??% chance to do 4 damage, ? AP)
  • Sixth Sense - Sense presence of and hear spirits
  • Exploration - Helps you remember some of the places you've been
Once you have learned Exploration and found a GPS Unit, your Map button works, and gives you large-scale overview of everywhere you've visited with a working GPS.
  • Cartography - Stops you forgetting anywhere you've visited
Although by current accounts, "forgetting" map information seems rare. Of course, meta-gamers crib the Shartak overlay.
  • Trekking - Faster movement through the jungle
With Trekking, movement through Jungle, Grasslands, and Beaches only costs 0.5 AP instead of 1 AP.
  • Swimming - Faster movement through water
With Swimming, 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 track animals and people. (Active, track for 2 AP, "wild boar went south")
See Tracking to contribute more information.
  • Advanced Tracking - You can track animals and people who were here recently. (Active, track for 1.5 AP, often gives 3-6 most recent tracks)
  • Expert Tracking - You can track animals and people who were here several days ago. (Active, track for 1? AP)

Settler/Villager Exclusive Skills

  • Animal Affinity - Lessens the chance of animals attacking (Settler and Villager only)
  • Scavenging - Improves Search Odds by an unknown amount in certain (unknown) areas (Settler and Villager only)

Soldier/Warrior Exclusive Skills

  • Firearms Training - Gain 20% on firearms attacks (20% to 40%; Soldier only)
    • Advanced Firearms Training - Gain 20% on firearms attacks (40% to 60%; Soldier only)
  • Blowpipe Training - Gain 20% on blowpipe accuracy (Warrior only)
    • Advanced Blowpipe Training - Gain another 20% on blowpipe accuracy (Warrior Only)

Native Only

  • Outsider knowledge - Natives gain basic outsider knowledge

This skill allows you to use and recognise items that would generally only be available to outsiders. Includes:

  • Use of Rifle (and Bullets)
  • Use of First Aid Kit
  • Use of GPS Unit

Outsider Only

  • Native knowledge - Outsiders gain basic native knowledge

This skill allows you to use and recognise items that would generally only be available to natives. Includes:

  • Use of Blowpipe (and Poison Darts)
  • 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)