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Skills

  • Thread starter Thread starter TempisFugit
  • Start date Start date

Should this be migrated to Step 2?

  • Yes

    Votes: 3 23.1%
  • No

    Votes: 2 15.4%
  • Yes, but when details have been implemented (XP/Level Systems for skills)

    Votes: 8 61.5%

  • Total voters
    13
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&#8217;s offensive skills &#8211; 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 &#8216;runes&#8217; 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.
 
Nice work :O
 
Engineering also Pl0x
 
Oiks, just realised post completely invalid, misinterpreted darkbow's post.
 
I dont like the whole "Rune" aspect, we dont want to take everything from runescape, mabye mana wich you can drink a potion to regain or it regains by time. Might be called plain and simple Mana:Increase amount of Mana to cast a spell

Just a suggestion, these are all good idea's :).
 
I dont like the whole "Rune" aspect, we dont want to take everything from runescape, mabye mana wich you can drink a potion to regain or it regains by time. Might be called plain and simple Mana:Increase amount of Mana to cast a spell

Just a suggestion, these are all good idea's :).

I understand this, as said in the post (I believe) It is very much open to change, as we do not know the basis of the MMO yet. If the skill list needs to be edited then it will be, but for now I'm covering all bases. Also, I used the word 'rune' to give an idea to the community (as most people here, I understand, play or have played Runescape) In my other post on the matter, I mentioned the ability to bless stones. The plan I had in my mind was that you could use your mana to bless any natural object (Stick, stone, leaf) with a certain spell, so that if during combat your mana diminishes, you may activate your blessed item and.. Voila, flaming leaves from the sky.
 
rofl u want a exact replica of runescape?
 
Enjoi, to which aspect are you referring? The skills or my most recent post. If you were referring to the skills, there's way more than Runescape, and instead of being a tool you can construct by adding more skills or informing me of which ones are inappropriate. If you were referring to my idea of mana/blessed 'items', I do not believe this is a function in Runescape..
 
love the non cb skills :p great job

Thanks, I have intentions of adding to all this:
; More skills
; XP System
; Level Details

and any other thing that comes into focus.

And remember, if there's anything you think of missed, shout.
 
Not sure if srs or just newfag...
Hand to hand combat, or martial arts.
Also adding base attributes (intelligence, strength, etc...) would be useful.


Edit: also having to train into certain types of weapons would be pretty neat, with the point system of course.
 
Added some martial arts, and the intelligence attribute you mentioned, although I must mention that strength is covered via Power and Heavy Lifting, they are separate skills (Although Heavy Lifting could be incorporated into combat via weapon and armour weights)

EDIT: I would like to know the type of XP system that is wanted for the game, if anybody knows. Will it be a Runescape style or a completely new system?
 
I have added an XP system, I fear there may be gaps in this (I have little knowledge regarding the subject), any comments/queries/constructive criticisms are welcome.
 
I loved this, and as an exception to usual propositions, there wasn't one thing in here which made me squirm due to corniness. Keep the ideas comin'. This was great.
 
Too easy to level...

You see, like doing level 1-2 100 times to get maximum...


You have to add a "*" somewhere, like:

Level 0(1) 0 xp

To level to level 1(2) you must have 1000xp * Current Level. For example.


LVL 1 - 0 XP
Need XP 1000*1 = 1000

LVL 2 + 1000 XP
Need XP 2000*2 = 4000

LVL 3 - 4000 XP
Need XP 3000*3 = 9000

and so on....


And to the ++ Ratings, i must say a nice work you've done here, except that they all is like all other MMO's just with differnt names.
 
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