Skills

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This page is for information on mud skills. These can be listed with 'skills' or 'mskills' (the latter especially if your guild uses the commands 'skills' for guild skills), and can be trained using 'advance'. Some skills may require trainers. PLEASE DO NOT put information about skill trainers here, as some people would prefer not to be spoiled. Instead, put that in the Skill Trainers page. Also if you are noting any guild-specific effect of a skill, please put that in a guild page as opposed to here.

See 'help skills' for more details, including ansivars for the messages when some skills fire.

Adventuring

Auction

  • Reduces your fees for using the auction house.

Awareness

  • Allows you to see what player a monster/creature is attacking.

Level 1 allows you to see when you are being attacked.

Level 2 lets you note when any player is the object of an NPC's fury.

Cartography

  • Allows you to increase the usefulness of your cardinal minimap (upper right corner of game).

Level 1 of the skill displays not only directions from your current room, but also the rooms nearby along your current line of sight. (w/s/n/e/d/u/etc) Visual clue to how the area is laid out, and reminder of where you are!

Level 2 of the skill allows you to also see living creatures in nearby rooms. (players as green, monsters as pink). Find new mobs to kill quickly, avoid stepping on another player's toes, avoid deathtraps of eleventy mobs in the same room!

Level 3 of the skill gives you an extremely useful for mapping skill called 'lineofsight', (yes, thats one word) that displays(after typing command) a larger minimap of your surrounding areas. (also see 'help lineofsight' in game) See a considerable distance in every direction!

For displaying or not displaying the minimap, see 'help brief'.

Evasion

  • Gives you a ~5% chance / point to avoid being tracked by hunting monsters.
  • Has a chance to fire every round that the mob attempts to hunt you. It's not just on the first round.
  • Also decreases the cooldown for the glimpse power.
  • Can be toggled off and on with "evasion", in case you want a monster to hunt you.

Fleecing

  • Increases the amount of money you're able to shake out of the pockets of a fallen adversary by ~5% / point.

You need to strike the killing blow for it to work. See your guild's pages for information on whether it works for your guild pets/summons.

Gemology

  • Gives you a chance to find gems in otherwise uninteresting rooms when you 'search'. The main purpose of these gems is that you can sell them to any shopkeeper for coins. Please note that the gems you find via gemology are completely distinct from the jewels mined by miners and the gems crafted by enchanters inside the Crafting guild.

Lore

  • Gives you a chance to identify items just by picking them up. Chance improves with each level. Also allows the identification of guild artifacts:
    • Level 3 - Gives the ability to recognize when you find a guild artifact.
    • Level 4 - Alerts you when someone has found a guild artifact belonging to your guild.
    • Level 5 - Alerts you as to who has found said guild artifact.

Higher charisma seems to increase your chance of identification.

Packing

Caching

  • Allows you to 'cache' items, which allows you to stash items in a room that only you can find. The higher your skill is, the more items you can cache and the more rooms you can cache them in.
  • These cache persist even when the room unloads (for most rooms, was not visited for several hours). So this can basically be used as your own personal box.

See 'help cache' for syntax.

Carrying

  • Increases your carrying capacity through more efficient packing and load balancing.

A necromancer reported about 3 preserved corpses per point of Carrying.

Smuggling

  • Allows you to conceal ('smuggle') items in a special pocket that only you can see.(think permanent bag that weighs nothing)

Level 1 allows ten items.

Level 2 allows ten more items.

See 'help smuggle' for syntax.

Perception

  • Allows you to see what monsters/creatures are carrying. You can always see worn/wielded items, this helps you see the rest. Level 3 brings you the 'glimpse' command. Each level gives a greater chance of identifying ghostly items held by monsters.

Sharpness

  • Allows you a directed wimpy, 50% chance at 1 level of skill, 75% at 2, and 100% at fully trained.

Survival

  • Allows you to create food from 'butcher'ing fallen corpses. Higher skill levels reduce weight and make food baggable.
  • The corpses of creatures you kill decay at a much slower rate.
  • Each point of Survival adds 1 to the size of your personal coffin.
  • Decreases the cooldown for the glimpse power.

Combat

Armor

Light, ... : Medium, ... : Heavy

  • These skills allow you to wear armours (aka mains, aka the heavy body slot) and breastplates. The lower levels allow wearing weaker armours/breastplates. If you are capable of wearing a main or a breastplate, you probably want all three levels of this.

To train medium, one must train light first. To train heavy, one must train both medium and light. The syntax is:

advance combat.armor.light

advance combat.armor.light.medium

advance combat.armor.light.medium.heavy

Penetration

  • Increases your chance to penetrate the resistances of your enemy with any attack, guild or otherwise.

Proficiency

  • This skill improves the resistances (AC) of main armours (the Heavy Body slot, including partial mains, such as breastplates).

It would seem that this improves each resistance separately. Thus, mains with a broad range of resistances will benefit more than those with few. [How much benefit do you get?]

Shield

  • This skill allows you to use shields. Note your guild must also allow you to use a shield.

Block

  • If you're using a shield this gives you a 0.5% chance per skill point of blocking a melee strike.

Proficiency

  • Increases the resistances (AC) of shields you use.

Proficiency

Attack speed

  • Allows you to get an extra melee attack periodically, 5% chance per level to get an extra attack in any given round.

Critical hit

  • Gives any and all of your attacks, melee, spell, or otherwise, a chance to do additional damage.

Disciplines

  • Grants you added ability to do damage with and avoid damage from certain damage types.

On the offense side, this affects all damage (including from guild attacks). On the defense side, this is increased resistance, not dodge/defense.

Elemental

  • Grants added offense and defense with fire and ice.

Metaphysical

  • Grants added offense and defense with mind and energy.

Natural

  • Grants added offense and defense with acid and poisons.

Power

  • Grants added offense and defense with electricity and radiation.

Dodge

  • Allows you to dodge melee strikes.

(I know you're shocked to hear it).

Advancing this skill increases your dodge chance by 0.5%. So 5 points increase your chance to dodge by 2.5%.

The emote is "You nimbly dodge [whatever]'s attack." It defaults to yellow ansi. See help skills for the ansivar.

Evaluation

  • Allows you to gain greater information about your foes.
  • Level 1 shows whether the mob have specials/spells.
  • Level 2 displays the mob's basic attack damage type information.
  • Level 3 displays health percentage for the current mob (if your guild has implemented this on your hpbar, and it is scannable).
  • Level 4 "gives you even more than that". Specifically, shows health of any scannable mob. It adds the health as a percentage to the short description of the mob. When you look in a room you will see every mob and their health. I think this (if not this, it's some mskill) changes attacked messages (being hit by mobs) so that the damage type is reflected by the color. The color matches the color on the resistances line of the "score" or "eq" commands.

Spellcraft

Free cast

  • Chance that a cast spell, or spell point using ability will be reduced or zero cost.

Magic Resistance

  • Gives you a chance to avoid damage from spells. That includes any attack besides basic melee. Melee-themed emotive attacks from mob are considered spells here.

Weapons (weapon types)

  • Axe, Bow, Dagger, Exotic, Gun, Lance, Mace, Polearm, and Sword all improve your damage when wielding a weapon of the appropriate type. Each can be trained up to 5.
  • Bare Hands improves your damage when not wielding a weapon. Note this skill can be trained to 10.

Training these skills to 'full' you can expect to see slightly better damage emotes when wielding quality weapons.

Note, we only expect these skills to affect mud melee attacks, not guild attacks. In particular, 'Bare Hands' does not improve your melee combat across the board in guilds that fight without weapons (say, Changelings).

Weapons (two-handed)

  • Axe and Sword have a follow-on skill of Two-Handed, at a a cost of a single point.

??? Does this allow wielding 2H weapons at all? Allow you to apply your Sword or Axe skill bonus to the 2H variety? The latter seems more likely.

Weapons (damage types)

  • Axe, 2H Axe, Bow, Dagger, Exotic, Lance, Polearm, Sword, and 2H Sword all support further specialization by damage type, if you think you'll be using a particular weapon more than a range of weapons. All improve the damage from wielding that type of weapon only if it does that type of damage. Again, trainable up to 5.
  • You have to have max skill in a weapon class (like Polearm) before these subskills open.

Health

Focus

  • Increases your natural SP regeneration.

On testing, appears to be 1/rnd on average (1-3 sp every 1-3 rounds) if you max this skill.

Fortitude

  • Increases your maximum hit points by 1% per point of Fortitude.

Metabolism

  • This skill helps you process food and drink faster.

??? How long does it take to get from completely stuffed to able to eat tons (falling down drunk to sober, back teeth floating to able to drink tons) normally, and with this skill maxed?

Regeneration

  • Increases your natural HP regeneration.

Without any skill, your base mud regen is 1 HP/SP every 11 rounds.

This appears to raise HP regen to 1/rnd on average (about 1-3 HP every 1-3 rounds) if you max this skill.

Spirit

  • Increases your maximum spell points by 2% per point. (This used to say 1%, and I've only confirmed 2% for mages, but I'm guessing it's 2% (on 3k) since the mskill recode.)

Advice on What Skills to Get

So, maybe the list above was interesting, but a little overwhelming, because you're new to all of this. If so, here's some advice.

Discouraged at Start

Attack Speed: This isn't a lot more damage, outside of a few guilds.

Auction, Gemology: These skills will net you some money, but not lots unless you are excellent about searching every room for gems. Probably not good for new players.

Carrying: If you need to carry a lot, your guild probably encourages you to get Strength. To bridge the gap between capacity and gear at low levels, maybe ask a priest for a feather touch casting. That said, when you're big, you may find carrying more preservations/plasts/etc. is a good use of skill points.

Fortitude, Spirit: You may want +5% max HP or SP, but probably not when you're little and you're getting that much from one stat point.

Situational

Awareness: These can be useful in complicated situations, parties and areas with a mix of aggressive and non-aggressive mobs. If you find yourself encountering these frequently, you may want this.

Caching: Wanting to store items in the field is reasonably specific, most of the time your item storage needs are best met with a house box. But there are certain clever uses for this ability, and it is very useful in those cases.

Free Cast: If your SP use is large, and saving even a small fraction would be valuable, go for it.

Lore: If you want to look through a heap of random junk and find the items of interest, and don't have access to a strong identification power, this could be valuable.

Metabolism: You are not likely to be in need of the ability to process food/drink more quickly for a while, or perhaps ever. If you befriend a skillful crafting chef, that would be an excellent time to look at this skill again.

Regeneration: Only really useful if you are in a guild with *zero* healing (say, Mages).

Sharpness: Having a directional wimpy can be very useful, for certain particular fights.

Survival: The abilities here are all useful, though you may get by fine without.

Weapon-Two Handed: Most people (who benefit from the weapons skills) gravitate to one-handed weapons.

Useful, But Mostly for Midgame and Later

Armor-Penetration: Consider this if you have more smaller attacks, which are more affected by enemy AC.

Armor-Proficiency, Shield-Proficiency: Good to improve your resistances.

Critical Hit: You'll likely want to get this at some point.

Disciplines-*: You may want to get all of them at some point. Start with ones improving damage types you do frequently.

Shield-Block, Dodge, Magic Resistance: Chance to avoid an attack entirely. Generally good unless your guild experience requires being hit a lot.

Frequently Useful When Small

Evaluation: Two sides to this. First, if you don't know the mud well, knowing what your foe is capable of is useful. Second, seeing more granular enemy health info can be good to knowing if you're going to win the fight.

Fleecing: More money is useful, and this is a good amount of it.

Focus: If you are in a guild that loves SP, and can get value from 1 SP/round, you want this.

Perception: You don't *need* to see what a mob is carrying, but it can be useful. And the glimpse command is a good scouting power if your guild isn't skilled at that.

Weapon, Weapon-Other, Weapon-Physical: If you are in a guild that does a decent chunk of its damage with mud melee, your favored weapon type can be a good buy. Many players find Sword is the best weapon type to specialize in.

Nigh-Universal

Armor-Light/Medium/Heavy: If your guild allows you to wear body armor, you want these.

Cartography: Level 2 is very valuable, both for speeding up mob-finding and for avoiding sticky situations. Highly recommended.

Evasion: Ability to escape hunting mobs. You only need 1 point if you can get out of the zone they'll hunt in (and have a bit of patience).

Shield: If your guild allows you to use a shield, you want this.

Smuggling: One point gives you a lot of flexibility in inventory management, and some useful tricks you can figure on your own.