Difference between revisions of "Skills(CoffeeMUD)"
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− | + | =Abilities= | |
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Abilities are the generic name of the grouping of chants, prayers, skills, songs and spells. If an ability hasn't been updated to the wiki, information can still be found on the [http://www.coffeemud.net:27744/ CoffeeMUD Player's Homepage]. | Abilities are the generic name of the grouping of chants, prayers, skills, songs and spells. If an ability hasn't been updated to the wiki, information can still be found on the [http://www.coffeemud.net:27744/ CoffeeMUD Player's Homepage]. | ||
− | + | ==Gaining Abilities== | |
− | Characters primarily gain abilities through their class qualifications. Some skills are automatically gained by a class, but most abilities are qualified by a class. [[Clans(CoffeeMUD)|Clans]] may also impart abilities gains or qualifications for a character, and there are other methods of gaining abilities as well. | + | Characters primarily gain abilities through their class qualifications. Some skills are automatically gained by a class, but most abilities are qualified by a class. [[Clans(CoffeeMUD)|Clans]] |
+ | and [[PlayerRaces(CoffeeMUD)|Races]] may also impart abilities gains or qualifications for a character, and there are other methods of gaining abilities as well. | ||
In order to learn an ability that is qualified for, a character must spend the assigned TRAINS or PRACTICES to learn it, and either use the GAIN command at a class guildmaster (who must know that skill) or have a friendly player use the TEACH command and confirm the skill is the one the player desires. | In order to learn an ability that is qualified for, a character must spend the assigned TRAINS or PRACTICES to learn it, and either use the GAIN command at a class guildmaster (who must know that skill) or have a friendly player use the TEACH command and confirm the skill is the one the player desires. | ||
− | ====Improving Abilities | + | ===Miracle Abilities=== |
+ | Some abilities may be permanently gained outside of normal race or class qualification. These abilities are known as Miracle abilities. They will be generally assigned as a level 0 ability. Some common methods of gaining Miracle abilities include: | ||
+ | *Remort achievements - The Miracle ability is assigned at a specified level from the remort, but the ability still counts as a Miracle ability for all purposes. | ||
+ | *[[Spell_Wish|Wish]] - A character may gain abilities through a well-worded wish spell. | ||
+ | *[[Charlatan(Bard)|Charlatan]] - Charlatans gain a Miracle ability every 2 levels, assuming they haven't received (level/2) Miracle abilities already. | ||
+ | *[[Oracle(Cleric)|Oracle]] - Oracles gain a Miracle for each level above 30, assuming they haven't received (level-30) Miracle abilities already. | ||
+ | |||
+ | ==Improving Abilities== | ||
Skills improve gradually through use to a maximum of 100% [[:Category:Proficiency|proficiency]]. This gradual skill increase is limited to a maximum of 1% every 5 minutes (To be confirmed), with the probability of gaining a skill bump determined by the character's Intelligence and limited by the character's Maximum Intelligence. | Skills improve gradually through use to a maximum of 100% [[:Category:Proficiency|proficiency]]. This gradual skill increase is limited to a maximum of 1% every 5 minutes (To be confirmed), with the probability of gaining a skill bump determined by the character's Intelligence and limited by the character's Maximum Intelligence. | ||
Players may use the PRACTICE command with a guildmaster or player that has the skill to increase the skill to as high as 75% (or lower if the teacher has a lower [[:Category:Proficiency|proficiency]]). Each PRACTICE will increase the skill by a significant amount, determined by the character's Intelligence and limited by the character's Maximum Intelligence. | Players may use the PRACTICE command with a guildmaster or player that has the skill to increase the skill to as high as 75% (or lower if the teacher has a lower [[:Category:Proficiency|proficiency]]). Each PRACTICE will increase the skill by a significant amount, determined by the character's Intelligence and limited by the character's Maximum Intelligence. | ||
− | + | ==Losing Abilities== | |
Once an ability is TRAINED, it cannot be untrained or unlearned. | Once an ability is TRAINED, it cannot be untrained or unlearned. | ||
+ | *[[Spell_Wish|Wish]] can be used to make a party member unlearn an ability. | ||
− | ===Chants | + | ==Domains== |
+ | Every ability belongs to a domain, or a grouping of abilities that rely upon similar characteristics. [[Expertises(CoffeeMUD)|Expertises]] generally modify all skills within a given domain. You can also list only abilities of a particular domain by adding the domain name after the ability command, such as SKILLS CRAFTING or WILLQUAL 30 DRUID NATURE_LORE. For domain names with a space, use underscore instead of a space in commanding. | ||
+ | |||
+ | =Types of Abilities= | ||
+ | ==Chants== | ||
Chants are druidic magic. Chants call upon the power of the natural world to create accelerated events, like plant growth, storms or animal affinity. | Chants are druidic magic. Chants call upon the power of the natural world to create accelerated events, like plant growth, storms or animal affinity. | ||
+ | *Chants require the caster to use the CHANT command followed by the chant name and any other parameters. | ||
+ | *Chants require the caster to maintain a mostly Neutral alignment and mostly Moderate inclination. | ||
− | + | ==Languages== | |
Languages are unique forms of communication within CoffeeMUD. The SPEAK command is used to select the current language the character is delivering messages in. Languages apply to the SAY and YELL commands, as well as all CHANNEL communications. A character must deliver orders to followers in a language that the follower understands, and must converse in the same language as a shopkeeper to conduct trade. | Languages are unique forms of communication within CoffeeMUD. The SPEAK command is used to select the current language the character is delivering messages in. Languages apply to the SAY and YELL commands, as well as all CHANNEL communications. A character must deliver orders to followers in a language that the follower understands, and must converse in the same language as a shopkeeper to conduct trade. | ||
+ | *Use the [[SPEAK]] command followed by the desired language you wish to speak in. | ||
− | + | ==Prayers== | |
Prayers are clerical magic. Prayers call upon the power of a deity to affect the mortal world. | Prayers are clerical magic. Prayers call upon the power of a deity to affect the mortal world. | ||
+ | *Prayers require the caster to use the PRAY command followed by the prayer name and any other parameters. | ||
+ | *Prayers have a required alignment or inclination. The further away from the requirement, the more likely you are to fizzle that prayer. | ||
− | + | ==Skills== | |
Skills are innate or trained abilities that rely upon an individual's talent. Skills work in anti-magic zones. There are 3 sub-types of skills: Skills, Thief Skills, and Common Skills. | Skills are innate or trained abilities that rely upon an individual's talent. Skills work in anti-magic zones. There are 3 sub-types of skills: Skills, Thief Skills, and Common Skills. | ||
− | * Skills - Skills are non-magical abilities. | + | *Skills - Skills are non-magical abilities. |
− | * Thief Skills - These are skills common to the [[Thief(Base)|thief]] classes, but sometimes appear on your qualifying list as Thief Skills. | + | *Thief Skills - These are skills common to the [[Thief(Base)|thief]] classes, but sometimes appear on your qualifying list as Thief Skills. |
− | * Common Skills - Common skills are everyday skills that any player may learn, regardless of class. | + | *Common Skills - Common skills are everyday skills that any player may learn, regardless of class. |
− | ** Crafting Skills - Crafting skills are a special subset of common skills that enable a character to create items from raw materials. Characters have a maximum number of crafting skills that they may learn (normally 2). Starting your career as an [[Apprentice(Commoner)|Apprentice]] increases this limit by 1. Other methods, such as REMORT [[Achievements(CoffeeMUD)|Achievements]] and Archon-run competitions may also provide increases to this limit. The [[Artisan(Commoner)|Artisan]] class ignores this limit. | + | **Crafting Skills - Crafting skills are a special subset of common skills that enable a character to create items from raw materials. Characters have a maximum number of crafting skills that they may learn (normally 2). Starting your career as an [[Apprentice(Commoner)|Apprentice]] increases this limit by 1. Other methods, such as REMORT [[Achievements(CoffeeMUD)|Achievements]] and Archon-run competitions may also provide increases to this limit. The [[Artisan(Commoner)|Artisan]] class ignores this limit. |
− | ** Non-Crafting Common Skills - Certain non-crafting common skills (primarily [[Gathering(Domain)|GATHERING]] skills) also have a limit (normally 5) to how many skills a character may accept. The [[Artisan(Commoner)|Artisan]] class ignores this limit. | + | **Non-Crafting Common Skills - Certain non-crafting common skills (primarily [[Gathering(Domain)|GATHERING]] skills) also have a limit (normally 5) to how many skills a character may accept. The [[Artisan(Commoner)|Artisan]] class ignores this limit. |
+ | *Skills use their ability name as the command word, followed by any additional parameters. | ||
− | + | ==Songs== | |
− | Songs are bardic magic. They call upon the power of a bard to influence others. | + | Songs are bardic magic. They call upon the power of a bard to influence others. Songs generally affect the entire party, or everyone within hearing range. There are three types of songs: Songs, Plays, and Dances. |
+ | *Songs require the caster to use the SING command followed by the song name and any other parameters. The singer must be able to use their mouth (nothing worn in the mouth location), must be able to make sounds, and the targets must be able to hear the sounds for the affects to be realized. | ||
+ | *Plays require the caster to use the PLAY command followed by the song name and any other parameters. The player must have an instrument worn. Certain plays may require specific instruments, or have different effects based on the instrument used. Targets must be able to hear the play for it to have effect. | ||
+ | *Dances require the caster to use the DANCE command followed by the song name and any other parameters. The dancer must be able to move in order to dance. | ||
− | + | ==Spells== | |
Spells are arcane magic. They are powered by mystical formulas and rituals. | Spells are arcane magic. They are powered by mystical formulas and rituals. | ||
+ | *Spells require the caster to use the CAST command followed by the spell name and any other parameters. | ||
+ | **Most spells require the caster to be able to move and/or make motions. | ||
− | = | + | =Notes= |
− | + | . |
Latest revision as of 19:21, 2 July 2020
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==Abilities== |
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Chants Common Skills Languages Prayers Skills Songs Spells Thief Skills |
Abilities
Abilities are the generic name of the grouping of chants, prayers, skills, songs and spells. If an ability hasn't been updated to the wiki, information can still be found on the CoffeeMUD Player's Homepage.
Gaining Abilities
Characters primarily gain abilities through their class qualifications. Some skills are automatically gained by a class, but most abilities are qualified by a class. Clans and Races may also impart abilities gains or qualifications for a character, and there are other methods of gaining abilities as well.
In order to learn an ability that is qualified for, a character must spend the assigned TRAINS or PRACTICES to learn it, and either use the GAIN command at a class guildmaster (who must know that skill) or have a friendly player use the TEACH command and confirm the skill is the one the player desires.
Miracle Abilities
Some abilities may be permanently gained outside of normal race or class qualification. These abilities are known as Miracle abilities. They will be generally assigned as a level 0 ability. Some common methods of gaining Miracle abilities include:
- Remort achievements - The Miracle ability is assigned at a specified level from the remort, but the ability still counts as a Miracle ability for all purposes.
- Wish - A character may gain abilities through a well-worded wish spell.
- Charlatan - Charlatans gain a Miracle ability every 2 levels, assuming they haven't received (level/2) Miracle abilities already.
- Oracle - Oracles gain a Miracle for each level above 30, assuming they haven't received (level-30) Miracle abilities already.
Improving Abilities
Skills improve gradually through use to a maximum of 100% proficiency. This gradual skill increase is limited to a maximum of 1% every 5 minutes (To be confirmed), with the probability of gaining a skill bump determined by the character's Intelligence and limited by the character's Maximum Intelligence.
Players may use the PRACTICE command with a guildmaster or player that has the skill to increase the skill to as high as 75% (or lower if the teacher has a lower proficiency). Each PRACTICE will increase the skill by a significant amount, determined by the character's Intelligence and limited by the character's Maximum Intelligence.
Losing Abilities
Once an ability is TRAINED, it cannot be untrained or unlearned.
- Wish can be used to make a party member unlearn an ability.
Domains
Every ability belongs to a domain, or a grouping of abilities that rely upon similar characteristics. Expertises generally modify all skills within a given domain. You can also list only abilities of a particular domain by adding the domain name after the ability command, such as SKILLS CRAFTING or WILLQUAL 30 DRUID NATURE_LORE. For domain names with a space, use underscore instead of a space in commanding.
Types of Abilities
Chants
Chants are druidic magic. Chants call upon the power of the natural world to create accelerated events, like plant growth, storms or animal affinity.
- Chants require the caster to use the CHANT command followed by the chant name and any other parameters.
- Chants require the caster to maintain a mostly Neutral alignment and mostly Moderate inclination.
Languages
Languages are unique forms of communication within CoffeeMUD. The SPEAK command is used to select the current language the character is delivering messages in. Languages apply to the SAY and YELL commands, as well as all CHANNEL communications. A character must deliver orders to followers in a language that the follower understands, and must converse in the same language as a shopkeeper to conduct trade.
- Use the SPEAK command followed by the desired language you wish to speak in.
Prayers
Prayers are clerical magic. Prayers call upon the power of a deity to affect the mortal world.
- Prayers require the caster to use the PRAY command followed by the prayer name and any other parameters.
- Prayers have a required alignment or inclination. The further away from the requirement, the more likely you are to fizzle that prayer.
Skills
Skills are innate or trained abilities that rely upon an individual's talent. Skills work in anti-magic zones. There are 3 sub-types of skills: Skills, Thief Skills, and Common Skills.
- Skills - Skills are non-magical abilities.
- Thief Skills - These are skills common to the thief classes, but sometimes appear on your qualifying list as Thief Skills.
- Common Skills - Common skills are everyday skills that any player may learn, regardless of class.
- Crafting Skills - Crafting skills are a special subset of common skills that enable a character to create items from raw materials. Characters have a maximum number of crafting skills that they may learn (normally 2). Starting your career as an Apprentice increases this limit by 1. Other methods, such as REMORT Achievements and Archon-run competitions may also provide increases to this limit. The Artisan class ignores this limit.
- Non-Crafting Common Skills - Certain non-crafting common skills (primarily GATHERING skills) also have a limit (normally 5) to how many skills a character may accept. The Artisan class ignores this limit.
- Skills use their ability name as the command word, followed by any additional parameters.
Songs
Songs are bardic magic. They call upon the power of a bard to influence others. Songs generally affect the entire party, or everyone within hearing range. There are three types of songs: Songs, Plays, and Dances.
- Songs require the caster to use the SING command followed by the song name and any other parameters. The singer must be able to use their mouth (nothing worn in the mouth location), must be able to make sounds, and the targets must be able to hear the sounds for the affects to be realized.
- Plays require the caster to use the PLAY command followed by the song name and any other parameters. The player must have an instrument worn. Certain plays may require specific instruments, or have different effects based on the instrument used. Targets must be able to hear the play for it to have effect.
- Dances require the caster to use the DANCE command followed by the song name and any other parameters. The dancer must be able to move in order to dance.
Spells
Spells are arcane magic. They are powered by mystical formulas and rituals.
- Spells require the caster to use the CAST command followed by the spell name and any other parameters.
- Most spells require the caster to be able to move and/or make motions.
Notes
.