T
TempisFugit
Guest
I've compiled a list of skills - I think it would be better if we took a Darkfall approach (www.darkfallonline.com) That bieng having a rather large amount of skills that allow for more in depth character development and your own 'style', instead of having classes that dictate this.
XP System
- Every character has a General Level based on their overall XP.
- Each General Level requires: LevelNumber*LevelNumber*1000
e.g.
Level 0 - 0*0XP
Level 1 - (Previously Acquired XP) 1000*1XP
Level 2 - (Previously Acquired XP) 2000*2XP
Level 3 - (Previously Acquired XP) 3000*3XP
...
Level 100 - (Previously Acquired XP) 100,000*100XP
- All actions requiring [/i]any[/i] skill contribute XP towards the General Level.
- Once a General Level is completed 5 Skill Upgrades are awarded.
- The player may attribute these Skill Upgrades to improve the Level of any particular Skill.
- All Skill Levels range from 1-101
e.g.
- Player A is General Level 1
- Player A gains 1000XP (1*1*1000)
- Player A becomes General Level 2 and gains 5 Skill Upgrades.
- Player A chooses to atrribute:
- 1 Upgrade to Lumbering = Lumbering Level 2
- 2 Upgrade to Power = Power Level 3
- 1 Upgrade to Mountaineering = Mountaineering Level 2
- 1 Upgrade to Apothecary = Apothecary Level 2
>> The Amount Of Skills Dictates The Maximum General Level <<
>> If A New Skill Is Introduced The Maximum General Level Increases By 20 <<
Combat
Note: All Combat skills are purely related to a character’s offensive skills – not defence, or indirect skills that may aid combat (e.g. Stealth)
- Melee
- Armed
-Power (Increases melee attack hits)
-Finesse (Increases speed of melee attacks)
-Co Ordination (Increases likeliness of melee attacks hitting)
-Dual Wield (Ability to wield two weapons)
-Dagger Hand (Increases hits, speed and likeliness of dagger attacks)
-Swordsmanship (Increases hits, speed and likeliness of sword attacks)
-Long Reach (Increases hits, speed and likeliness of all long arms attacks)
-Lethality (Increases likeliness of a melee mass hit)
- Unarmed
-Judo (Ability disable enemy weapons and throw to ground, having a stun effect)
-Jiu Jitsu (Ability to dodge attacks and deliver stronger punches)
-Ninjutsu (Ability to deliver a large hit IF character initiates combat, also ability to perform 'finishers' when health under 5%)
-Ranged
-Drawback (Increases ranged attack hits)
-Quick draw (Increases speed of ranged hits)
-Marksmanship (Increases likeliness of ranged attacks hitting)
-Multishot (Ability to fire/launch multiple projectile weapons simultaneously)
-Bowman (Increases hits, speed and likeliness of standard bow attacks)
-Cross Shot (Increase hits, speed and likeliness of crossbow attacks)
-Butcher (Increases hits, speed and likeliness of all small projectile weapon attacks)
-Impalement (Increases hits, speed and likeliness of spear attacks)
-Hawk Eye (Increases likeliness of a ranged mass hit)
-Magic
-Concentration (Increases magic attack hits)
-Connection (Increases speed of melee attacks)
-Necromancy (Increases abilities in necromancy)
-Druidic (Increases abilities in Druidic magic)
Non-Combat
-Health (Increase Hit Points)
-Endurance (Increases distance over which can be run relative to weight carried and health)
-Heavy Lifting (Increases weight that can be held in inventory/equipped)
-Shielding (Decreases all hits to victim fractionally, allows armour relative to level to be equipped)
-Lumbering (Wood cutting)
-Fletching (Creation of arrows)
-Carpentry (Creation of bows, crossbows and other various wooden items)
-Blacksmith (Creation of all metal items, i.e. Weapons, armour, bolts, hinges etc)
-Stealth (Ability to hide in bushes, trees, shadows etc.)
-Blessing (Ability to bless ‘runes’ so can be activated as spells, severity of spell relative to level)
-Apothecary (Ability to make potions/poisons/other substances)
-Botany (Ability to recognise plants)
-Zoology (Ability to tame animals)
-Gardener (Ability to grow plants and herbs)
-Farming (Ability to grow food and trees)
-Prospecting (Recognition of minerals/rocks)
-Mining (Procurement of minerals/rocks)
-Agility (Ability to cross obstacles/climb structures etc)
-Rider (Ability to ride animals)
-Construction (Ability to build structures)
-Engineer (Ability to build machines e.g. Cannons, Trebuchets, Poppet Heads)
-Demolition (Ability to use explosives e.g. Gunpowder)
-Hunting (Ability to set traps for/bait animals)
-Cookery (Ability to prepare food)
-Survival (Lengthens lifespan when bleeding/poisoned)
-Pottery (Ability to create pottery works)
-Intelligence (Increases ability to perform all skills that intelligence would aid) << Open to interpretation.
-Mountaineering (Increases ability to climb steeper gradients)
Notes:
- Skills ranging from 1-101 may seem strange, the reason for this is so the maths works out with the 5 Skill Upgrades per General Level. (Otherwise, every time a new skill was introduced (and the Level Range was 1-100) the Maximum General Level would increase by 19.8 (99/5) With 1-101, there are 100 Levels to each skill and so the General Level increase would be 20.
XP System
- Every character has a General Level based on their overall XP.
- Each General Level requires: LevelNumber*LevelNumber*1000
e.g.
Level 0 - 0*0XP
Level 1 - (Previously Acquired XP) 1000*1XP
Level 2 - (Previously Acquired XP) 2000*2XP
Level 3 - (Previously Acquired XP) 3000*3XP
...
Level 100 - (Previously Acquired XP) 100,000*100XP
- All actions requiring [/i]any[/i] skill contribute XP towards the General Level.
- Once a General Level is completed 5 Skill Upgrades are awarded.
- The player may attribute these Skill Upgrades to improve the Level of any particular Skill.
- All Skill Levels range from 1-101
e.g.
- Player A is General Level 1
- Player A gains 1000XP (1*1*1000)
- Player A becomes General Level 2 and gains 5 Skill Upgrades.
- Player A chooses to atrribute:
- 1 Upgrade to Lumbering = Lumbering Level 2
- 2 Upgrade to Power = Power Level 3
- 1 Upgrade to Mountaineering = Mountaineering Level 2
- 1 Upgrade to Apothecary = Apothecary Level 2
>> The Amount Of Skills Dictates The Maximum General Level <<
>> If A New Skill Is Introduced The Maximum General Level Increases By 20 <<
Combat
Note: All Combat skills are purely related to a character’s offensive skills – not defence, or indirect skills that may aid combat (e.g. Stealth)
- Melee
- Armed
-Power (Increases melee attack hits)
-Finesse (Increases speed of melee attacks)
-Co Ordination (Increases likeliness of melee attacks hitting)
-Dual Wield (Ability to wield two weapons)
-Dagger Hand (Increases hits, speed and likeliness of dagger attacks)
-Swordsmanship (Increases hits, speed and likeliness of sword attacks)
-Long Reach (Increases hits, speed and likeliness of all long arms attacks)
-Lethality (Increases likeliness of a melee mass hit)
- Unarmed
-Judo (Ability disable enemy weapons and throw to ground, having a stun effect)
-Jiu Jitsu (Ability to dodge attacks and deliver stronger punches)
-Ninjutsu (Ability to deliver a large hit IF character initiates combat, also ability to perform 'finishers' when health under 5%)
-Ranged
-Drawback (Increases ranged attack hits)
-Quick draw (Increases speed of ranged hits)
-Marksmanship (Increases likeliness of ranged attacks hitting)
-Multishot (Ability to fire/launch multiple projectile weapons simultaneously)
-Bowman (Increases hits, speed and likeliness of standard bow attacks)
-Cross Shot (Increase hits, speed and likeliness of crossbow attacks)
-Butcher (Increases hits, speed and likeliness of all small projectile weapon attacks)
-Impalement (Increases hits, speed and likeliness of spear attacks)
-Hawk Eye (Increases likeliness of a ranged mass hit)
-Magic
-Concentration (Increases magic attack hits)
-Connection (Increases speed of melee attacks)
-Necromancy (Increases abilities in necromancy)
-Druidic (Increases abilities in Druidic magic)
Non-Combat
-Health (Increase Hit Points)
-Endurance (Increases distance over which can be run relative to weight carried and health)
-Heavy Lifting (Increases weight that can be held in inventory/equipped)
-Shielding (Decreases all hits to victim fractionally, allows armour relative to level to be equipped)
-Lumbering (Wood cutting)
-Fletching (Creation of arrows)
-Carpentry (Creation of bows, crossbows and other various wooden items)
-Blacksmith (Creation of all metal items, i.e. Weapons, armour, bolts, hinges etc)
-Stealth (Ability to hide in bushes, trees, shadows etc.)
-Blessing (Ability to bless ‘runes’ so can be activated as spells, severity of spell relative to level)
-Apothecary (Ability to make potions/poisons/other substances)
-Botany (Ability to recognise plants)
-Zoology (Ability to tame animals)
-Gardener (Ability to grow plants and herbs)
-Farming (Ability to grow food and trees)
-Prospecting (Recognition of minerals/rocks)
-Mining (Procurement of minerals/rocks)
-Agility (Ability to cross obstacles/climb structures etc)
-Rider (Ability to ride animals)
-Construction (Ability to build structures)
-Engineer (Ability to build machines e.g. Cannons, Trebuchets, Poppet Heads)
-Demolition (Ability to use explosives e.g. Gunpowder)
-Hunting (Ability to set traps for/bait animals)
-Cookery (Ability to prepare food)
-Survival (Lengthens lifespan when bleeding/poisoned)
-Pottery (Ability to create pottery works)
-Intelligence (Increases ability to perform all skills that intelligence would aid) << Open to interpretation.
-Mountaineering (Increases ability to climb steeper gradients)
Notes:
- Skills ranging from 1-101 may seem strange, the reason for this is so the maths works out with the 5 Skill Upgrades per General Level. (Otherwise, every time a new skill was introduced (and the Level Range was 1-100) the Maximum General Level would increase by 19.8 (99/5) With 1-101, there are 100 Levels to each skill and so the General Level increase would be 20.






