>>  vacuum sealed for your enjoyment
index : mud skills
## New skill tree
##
## Changes:
## - renaming of a few things
## - massive expansion and official formalization of tree
## - every skill is associated with exactly 3 stats, which may be repeated
## - any level of the tree may be querried or practiced, not just the leaves
## - difficulties have been simplified to 5 levels in stead of open-ended
##   - difficulty of a node is the average difficulty of its children

combat			- co. skills contain all physical fighting stuff
	armour
		light		(wear light armour w/o penalties)
		heavy		(wear heavy armour w/reduced penalties)
		shield		(block with a shield)
		helmet		(wear a helmet w/o penalties
	dodging
	dual wield		(reduce penalties on accuracy with secondary weapon)
	two handed		(improve accuracy and damage when using both hands)
	intuition		(consider, ... )
	technique
		ambush		(improve accuracy and damage when ambushing/sniping)
		parry		(block attack with weapon or hand)
		riposte		(counter after block or parry)
		counter		(counter after dodge)
		disarm
		mounted		(reduce penalties, give bonuses while mounted)
		critical	(improve chance of crit by up to 20%)
	weapon
		unarmed
		dagger		(absorbs knife)
		sword
		axe
		mace		(absorbs hammer)
		flail
		polearm
		exotic		(handy catch-all for wierd stuff)
	ranged
		throwing
		bow
		crossbow
		gun
	grappling		(wrestling, choking, tripping, etc...)
magic			- ma. skills cover all aspects of magical performance
	concentration
	intuition		(sensing active magical processes)
	meditation		(speed of regen and endurance cost to meditate)
	faith
		devotion	(ability to perform faith magic under stress)
		healing
		blessing	(buffs)
		prayer
			<one for each advanced prayer>
		judgement	(debuffs and attacks)
		saccrifice	(efficacy of offerings)
		repentance	(ability to regain favor with offended gods)
	mana
		chaos
		dark
		earth
		electricity
		fire
		ice
		order
		spirit
		water
		wind
	spell
		<one for each spell>
	technique
		abjuring	(counterspell, breaking existing effects)
		animating	(infusing spirits into physical objects)
		binding		(coercing energies/spirits to do stuff)
		brewing		(potion making)
		channeling	(directing mana flows)
		chanting	(spoken component of castings)
		charming	(buff livings)
		conjuring	(creating objects)
		cursing		(debuff livings)
		dancing
		divination	(communicating with spirits/gods)
		enchanting	(buff objects)
		evoking		(manifesting direct magical effects)
		necromancy	(special skill for dealing with dark spirits)
		singing		(musical component of castings)
		scribing	(scroll making)
		scrying		(far sight, locating one's keys)
		warding		(circle making)
	item
		staff
		wand
		talisman	(amulets, rings, and other worn stuff)
		scroll		(ability to perform spells from scrolls)
		miscellaneous
craft			- cr. skills are professional abilities and object production
	animal training
	farming
	brewing
	cooking
	sewing			(absorbs tailor)
	leatherworking	(absorbs cobbler and tanner)
	gemcutting
	smithing
		weapons
		armour
		black		(copper, bronze, iron, steel, etc...)
		white		(soft and precious metals, also jewellery)
		locks
	carpentry		(normal woodworking goes under base skill here)
		furniture	(absorbs cooper)
		vehicles	(absorbs wheelright)
		buildings
	masonry
	mining
	art
		sculpture
		painting	(with brush)
		drawing		(with pen)
		engraving
		writing		(make written samples feel poetic to npc's)
	pottery
	weaving			(make thread and cloth)
	dying			(make and use dyes, also make paints)
	bonecarving		(make armour, weapons, tools from bone and some stone)
knowledge		- kn. skills are generally more passive
	architecture
	cryptography
	etequette
	evaluating
		weapons
		armour
	alchemy
	herbology			(absorbs some of nature)
	heraldry
	history
		<each historical nation/culture>
	science				(absorbs technology)
		anthropology
		astronomy
		biology			(absorbs anatomy)
		botany			(absorbs some of nature)
		geology
		mathematics
	language
		written			(absorbs literacy)
			elven
			dwarven
			halfling
			orcish
			common
			draconic
			arcane		(no equivalent spoken skill)
		spoken
			elven
			dwarven
			gnomish		(no written)
			halfling
			orcish
			common
			draconic
			cant		(rogue guild 'secret' language)
		sign			(hand language)
		mental			(telepathy)
	religion
		<each god>		(know if an action performed just offended any gods)
	arcana				(absorbs some of ma.spellcraft)
	navigation
other			- ot. skills are everything else
	acrobatics
		tumbling
		balance
		contortion		(useful for escaping entanglement and grapples)
	juggling
	interrogation		(dark side of diplomacy, interrogate verb?)
	haggling		??? dealing with npc shopkeepers - is this applicable?
	diplomacy		??? different from and in conjunction with kn.etequette
	covert
		disguise		(change one's appearance)
		hiding			(become 'invisible')
		stalking		(move while hidden and/or without alerting room)
		manipulation	(palming/passing objects, cheating at dice/cards)
		stealing
		forgery
		concealment		(hiding objects on one's person)
		disarming		(turning off traps)
	dancing				(different from ma.tech.dancing)
	music
		wind
		drum
		string
		vocal
	medicine
		first aid		(bandaging, splints)
		surgery			(dwarf medicine, needle & thread work)
		holistic		(elf doctoring, almost magical)
		pharmacy	??? in addition to herb/alchemy
	movement
		jumping
		riding			(horses, camels, lizards, whatever...)
		climbing		(walls, trees, rope, etc...)
		swimming		(allows movement in water with increasing burden)
		running			(improve running rate/efficiency, flee command)
	survival			(forraging, dowsing in different environs)
		desert
		forest
		mountains
	fishing				(time limit on fishing game, chance of pulling in)
	tracking
	teaching			(average with target skill to determine highest
		<possibly subdivide>				level to which one may teach)
	perception		???	reorganize somehow?
		listening		(for on_sound events?)
		searching
	endurance
©2008 ammon lauritzen