Editing Skills
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* [[Large Guns]] | * [[Large Guns]] | ||
Used for large and heavy weapons. | Used for large and heavy weapons. | ||
== Driving Skills == | == Driving Skills == | ||
* [[Driving]] | * [[Driving]] | ||
Used for piloting small to medium sized vehicles. | Used for piloting small to medium sized vehicles. | ||
Note that the driving skill is one of the slowest skills to improve. Improvement is based on the number of driving turns that occurred in combat | Note that the driving skill is one of the slowest skills to improve. Improvement is based on the number of driving turns that occurred in combat. | ||
* [[Trucker]] | * [[Trucker]] | ||
Used for piloting larger trucks (anything with a bulk capacity over 500). | Used for piloting larger trucks (anything with a bulk capacity over 500). | ||
== Misc. Skills == | == Misc. Skills == | ||
* [[Leadership]] | * [[Leadership]] | ||
Ability to lead others to battle and bolster their morale. | Ability to lead others to battle and bolster their morale. | ||
* [[Courage]] | * [[Courage]] | ||
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* [[First Aid]] | * [[First Aid]] | ||
Used for helping with the immediate effects of injuries | Used for helping with the immediate effects of injuries. | ||
* [[Scouting]] | * [[Scouting]] | ||
Helps | Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]] | ||
* [[Hand Guns]] | |||
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot. | |||
* [[Psionics]] | |||
Will be used for telepathic and telekinetic abilities brought on by long-term after-effects of solar radiation | |||
== Not yet implemented == | == Not yet implemented == | ||
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== Training == | == Training == | ||
Characters train a small amount in the skill of your choosing every week. | Characters train a small amount in the skill of your choosing every week. | ||
Using the training centres located in [[Somerset]] and [[Elmsfield]] vastly improves the amount of skill they gain. | |||
The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. | |||
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it. | All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it. | ||
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Training effectiveness is also affected by a character's current ''training form''. This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials. A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again<ref>http://www.dark-wind.com/forums2/index.php?a=topic&t=2830</ref>. This condition is not visible to the gang owner. | Training effectiveness is also affected by a character's current ''training form''. This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials. A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again<ref>http://www.dark-wind.com/forums2/index.php?a=topic&t=2830</ref>. This condition is not visible to the gang owner. | ||
==== The | ==== The math ==== | ||
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn. | Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn. | ||
Each character's Training Form is randomly modified every week by +/- 0.3. | Each character's Training Form is randomly modified every week by +/- 0.3. It will never go above 2 or fall below 0.4. | ||
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him. | Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him. | ||
== | === Field Training === | ||
Characters can | Characters can train while on [[wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. | ||
Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well. | |||
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership. | |||
=== Leveling Through Use === | |||
All skills also level when used in events, however, not all characters will use their skills. Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high. | All skills also level when used in events, however, not all characters will use their skills. Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high. | ||
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This is no longer the case as skills are now rounded down. This is causing some confusion of its own because players are seeing an apparent 'skill loss'. | This is no longer the case as skills are now rounded down. This is causing some confusion of its own because players are seeing an apparent 'skill loss'. | ||
== Skill Maximums == | == Skill Maximums == | ||
'''TODO:''' Explain skill maximums more. | '''TODO:''' Explain skill maximums more. | ||
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are | The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are very rare and this is largely unexplored. | ||
If you pay money to hire a character there is a | If you pay money to hire a character there is a greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire<ref>http://www.dark-wind.com/forums2/index.php?a=topic&t=5595 Forum Discussion - see page 2</ref>. | ||
There is strong anecdotal evidence that a character's skill cap applies to all of that character's skills. So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in. | |||
Leadership | Leadership does not seem to be affected by the character's skill cap. | ||
== Talents == | == Talents == |