Skills(CoffeeMUD)

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Revision as of 14:46, 13 August 2016 by Loki (talk | contribs) (→‎Abilities)
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CoffeeMUD
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=CoffeeMUD Player Information=
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==Abilities==
Chants                  Common Skills                  Languages                 Prayers                  Skills                  Songs                  Spells                  Thief Skills
===Domains===
Abjuration      Acrobatic      Alert      Alteration      Anatomy      Animal Affinity      Arcane Lore      Armor Use      Artistic      Binding      Blessing      Breeding      Building      Calligraphy      Combat Fluidity      Combat Lore      Communing      Conjuration      Corruption      Cosmology      Crafting      Creation      Criminal      Cursing      Dancing      Death Lore      Deceptive      Deep Magic      Dirty Fighting      Divination      Education Lore      Enchantment/Charm      Enduring      Epicurean      Evangelism      Evasive      Find/Remove Traps      Fitness      Foolishness      Gathering      Grappling      Healing      Holy Protection      Illusion      Influential      Invocation/Evocation      Kicking      Legal      Martial Lore      Moon Altering      Moon Summoning      Nature Lore      Neutralization      Plant Control      Plant Growth      Playing      Poisoning      Preserving      Punching      Racial Ability      Restoration      Rock Control      Sea Travel      Shape Shifting      Shield Use      Singing      Stealing      Stealthy      Street Smarts      Theatre      Transmutation      Trapping      Travel      Vexing      Warding      Water Control      Water Lore      Weapon Use      Weather Mastery


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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 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.

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.

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.

Prayers

Prayers are clerical magic. Prayers call upon the power of a deity to affect the mortal world.

Skills

Skills are innate or trained abilities that rely upon an individual's talent. Skills work in anti-magic zones.

Songs

Songs are bardic magic. They call upon the power of a bard to influence others.

Spells

Spells are arcane magic. They are powered by mystical formulas and rituals.

Domains

Every ability belongs to a domain, or a grouping of abilities that rely upon similar characteristics. Expertises modify all skills within a given domain.