## 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