Skills

Skills define what your character is adept at. The wider the range of skills you take the more versatile you will find yourself in game. Yet, the fewer skills you take, the better you can train. Try to strike a balance, though there is no wrong in being a jack-of-all-trades or a specialized master.

Skill Gain

Teaching

It is also possible to help other players along the way by teaching them your skills. To become an effective teacher and contribute to the gain of a student, the teacher must have 20 more skill in the being checked at the time. There may only be one teacher per student, and a student may not have more than one teacher. If you are a teacher, you may not be a student and vice versa.

A student will gain 20% more skill per check when the teacher is within 4 squares of them. A student will gain this bonus in any skill used that qualifies as a teaching skill (teacher has 20 more than student).

.teach

This command will designate a student, and is used by the teacher. This will overwrite the previous teacher on a student.

.noteach

This command will remove the teacher or student marker from a student. This must be used to remove the marker before a new teacher may be assigned to a student.

Rate over Time

Most skills simply gain the more you use them. Some skills, however, are Rate over Time (RoT). RoT skills do not gain if you use them continuously. They only gain if you wait a few minutes in between uses. The amount of time needed between uses to provide a skill gain goes up as the skill goes up. For instance, if a player has 40 lockpicking, they may only need to wait 5 minutes or so between uses in order to produce gain. If, however, a player has 90 lockpicking, they may need to wait 10-15 minutes.

RoT Skills
  • Common Lore
  • Conjuration
  • Diplomacy
  • Examination
  • Hiding
  • Leadership
  • Lockpicking
  • Musicianship
  • Ritual
  • Search
  • Snooping
  • Special Lore
  • Stealing
  • Stealth
  • Survival
  • Taming
  • Tracking
  • Willpower

Combat Skills

For detailed information about the custom combat system used in Dark Age, read the Combat Guide.

Anatomy

  • Cost: 4
  • Uses: Increases the amount of damage dealt in combat, and the effect of bandages. Also used to evaluate a mobile’s strength and dexterity.

Animal Handling

  • Cost: 1
  • Uses: Handle tamed creatures, and fighting while mounted.

Archery

  • Cost: 3
  • Uses: Attack/Defend against ballistic weapons.

Backstab

  • Cost: 3
  • Uses: Extra damage when attacking mobiles that aren’t in warmode, and when coming out of hiding (using .backstab)

Critical Strike

  • Cost: 3
  • Uses: Chance of ignoring the target’s armor on an attack.

Dodge

  • Cost: 4
  • Uses: Dodging attacks. (Usage detailed on the combat guide)

Fencing

  • Cost: 4
  • Uses: Attack/Defend with fencing weapons.

Leadership

Macefighting

  • Cost: 4
  • Uses: Attack/Defend with macing weapons.

Parry

  • Cost: 4
  • Uses: Parry an attack with a weapon or shield (Usage detailed on the combat guide)

Swordsmanship

  • Cost: 4
  • Uses: Attack/Defend with swords.

Tactics

  • Cost: 5
  • Uses: Avoid getting hit in combat.

Unarmed Combat

  • Cost: 3
  • Uses: Attack/Defend with fists or gloved weapons (wrist razors)

Crafting Skills

Alchemy

  • Cost: 4
  • Craft command: .alchemy , .foragefor (with optional reagent parameter)
  • Uses: Making potions and other items with alchemical components, evaluating unknown potions, foraging for reagents.

Blacksmithing

Carpentry

Cooking

Fishing

Inscription

Mining

  • Cost: 3
  • Craft command: .mining , .minefor (with optional resource parameter)
  • Uses: Mining for stone, clay or metals, cutting gems, and also craft things with stone or clay.

Tailoring

Tinkering

Woodworking

Rogue Skills

Hiding

  • Cost: 3
  • Uses: Hiding you from plain sight.

Lockpicking

  • Cost: 3
  • Uses: Using a lockpick to open locked chests or doors. Upon failure when used in town, a rumour is generated saying “John Smith was seen picking the lock of Bob’s house.”

Poisoning

  • Cost: 4
  • Uses: Poisoning weapons or food. Poison wears down with time, and only lasts for one hit.

Snooping

  • Cost: 2
  • Uses: Snooping into people’s packs. Upon failure when used in town, a rumour is generated saying “John Smith was seen snooping Bob’s pack”. For your own safety, it is best not to try and snoop guards or vendors.

Stealing

  • Cost: 3
  • Uses: Stealing from people’s packs. Upon failure when used in town, a rumour is generated saying “John Smith was seen stealing from Bob”. For your own safety, it is best not to try and steal from guards or vendors.

Stealth

  • Cost: 4
  • Uses: Taking stealth steps while hidden, and also applying disguises and keeping them on.

Magic Skills

Conjuring

  • Cost: 2
  • Uses: Used in conjunction with magery to summon, speak with, and control conjured creatures.

Magic Power

  • Cost: 5
  • Uses: Enhances the effectiveness of a spell. Curses will be more harmful, protection spells will be stronger, and offensive spells will do more damage. Magic Power, not magery, determines how potent your spells are.

Magery

  • Cost: 6
  • Uses: This skill measures your magical knowledge and your ability to cast. Difficult spells will require greater magery. Note: to cast spells, you do need to select the witchblood background.

Will Power

  • Cost: 3
  • Uses: Used to resist mind-effecting spells, and with .rage
  • NOT FULLY IMPLEMENTED.

Musicianship

  • Cost: 3
  • Uses: When used in conjunction with the witchblood background, can be used to cast Spellsongs. Without witchblood, it is a tool of entertainment and can be used to gather coins from townsfolk.

Ritual Magic

  • Cost: 3
  • Uses: Used for advanced spells that are cast in a ritual.
  • NOT FULLY IMPLEMENTED.

Meditation

  • Cost: 2
  • Uses: Regenerates your mana faster. Meditating, regardless of your skill level, also increases the regeneration rate of your stamina and hitpoints.

Faith

  • Cost: 4
  • Uses: The amount of faith this character has in the divine. Priests should select faith, not magery. The lower cost of faith is a result of magic being more potent.
  • NOT FULLY IMPLEMENTED.

Utility Skills

Special Lore

  • Cost: 1
  • Uses: Evaluating items more in-depth than with Common Lore. This skill measures a character’s knowledge in unusual areas of interest: history, geography, physics, chemistry, magic, religion, and other topics.

Common Lore

  • Cost: 1
  • Uses: Evaluating armor, weapons and clothes, for their condition, quality, and maker.
Durability
  • Brand new (Best)
  • Almost new
  • Barely used, with a few nicks and scrapes.
  • Fairly new condition
  • Suffered some wear and tear
  • Well used
  • Rather battered
  • Somewhat badly damaged
  • Flimsy and not trustworthy
  • Falling apart (Worst)
Quality
  • Mastercrafted (Best)
  • Exceptional
  • Excellent
  • Above average
  • Average
  • Below average
  • Poor
  • Very poor
  • Shoddy
  • Useless
  • Worthless
  • Utterly worthless (Worst)

Survival

  • Cost: 2
  • Uses: Used to set up campfires and survive in the wilderness.
  • Passive uses: While being tracked, chance of concealing own tracks, and being able to notice you are being followed. Also, chance of recovering consciousness while knocked out.

Cartography

  • Cost: 1
  • Uses: Interpreting maps, and making sailing more effective.

Search

  • Cost: 2
  • Uses: Revealing hidden items (like traps) and people.

Healing

  • Cost: 3
  • Uses: Applying bandages that heal your health, halt bleeding, and increase regeneration. Used in conjunction with Anatomy, to also revive those who have been knocked out.

Examine

  • Cost: 2
  • Uses: Used to examine locks, corpses or people, for evidence about lock quality, murderer, or disguises.

Diplomacy

  • Cost: 1
  • Uses: Bargaining with merchants, and effectively running a town.

Animal Taming

  • Cost: 3
  • Uses: Taming animals in the wild. The better a character is at taming, the larger variaty of animals he or she can tame.

Tracking

  • Cost: 2
  • Uses: Tracking people and creatures. The great a character’s tracking skill, the wider the range they can cover, and the more details (from foot equipment, to weight, to size, etcetera) they can find out through the person’s tracks. The usage of the skill through the Skill Gump displays a list of mobiles in range.
  • Text command for additional function of following a certain target: .track

Traps

 
playersguide/skills.txt · Last modified: 2007/07/10 06:25 by evans