 |
The Nightscape Shard |
 |
|
Skill Trees
Introduction | Tree Structure | The Tree | Uncategorized Skills
Skills Being Considered | Notes | Informal FAQ
Introduction
What does "Skill Trees" mean?
It's a way of arranging skills so that you have to learn one skill before
you can get another. Ultima Online actually already uses informal skill-trees
on a very limited basis. A good example of this is the Musicianship skill, where
you have to learn that before you can learn Provocation and Peacemaking. Skill
trees simply put all skills into similar structures, so that you have to learn
basic abilities before you can learn advanced ones.
There are eleven "probable" parent-skills:
Alchemy
Anatomy
Artistry
Combat
Covert
Crafting
Faith
Harvesting
Instinctive *
Knowledge *
Magery
TREE STRUCTURE
1st Tier
2nd Tier
3rd Tier
4th Tier
5th Tier
2nd Tier
...
There will be no more than 5 tiers maximum in any tree.
THE TREE
Alchemy
Herbology
Medicine
Advanced Medicine
Potions
Explosives
Poisons
Anatomy
Animal Lore
Taming
Veterinarian
First Aid
Surgery
Artistry
Cooking
Baking
Brewing
Culinary Arts <-- Best I could come up with.
Drawing
Cartography
Painting
Portraits
Glassblowing
Masonry
Sculpting
Pottery
Musicianship
Peacemaking
Provoking
Combat
Cavalier
Advanced Chivalry
Defense
Blocking
Evasion <-- Was "Dodging".
Parrying
Melee
1-Handed Melee
Fencing
Kryss
...
Macemanship
Maul
...
Swordsmanship
Long sword
...
2-Handed Melee
Macemanship
War Hammer
...
Pole arms
Halberd
...
Swordsmanship
Claymore
...
Ranged
Archery
Bows
Longbow
...
Crossbows
Repeating Crossbow
...
Throwing
Axes
Daggers
Strategy
Advanced Tactics
Wrestling
Striking
Grappling
Covert
Disguise
Hiding
Detection
Camouflage
Stealth
Lock Picking
Poisoning
Stealing
Tracking
Crafting
Carpentry
Bowery and Fletching
Carving
Metalworking
Armourer
Weaponsmith
Sewing
Tailoring
Clothier
Leatherworking
Armourer
Cobbler
Tinkering
Engineering
Mechanical Engineering
Jeweler
Weaving
Advanced Weaving <-- Any suggestions for a better name here?
Faith
Theology
Harvesting
Farming
Agriculture
Botany
Fishing
Fresh Water
Ocean
Lumberjacking
Forestry
Mining & Smelting
Advanced Smelting
Gemology
Mineralogy
Quarrying
Instinctive (more info)
(all races)
Basic Cooking
Camping
(balwans)
Basic Fishing
Basic Druidry
(drow)
Basic 1-Handed Melee
Basic Tailoring
(dwarves)
Basic 2-Handed Melee
Basic Blacksmithing
(efyte)
Basic Inscription
Basic Wizardry
(elves)
Basic Archery
Basic Carpentry
(humans)
(anuhrian)
Basic ???????
Basic Weaving
(cardean)
Basic Cavalier
Basic Farming
(somerled)
Basic Brewing
Basic Parrying
(tsingani)
Basic Engineering
Basic Throwing
(vampires)
Basic Magical Resistance
Basic Necromancy
Knowledge (more info)
Basic Mathematics
Reading & Writing
Magery
Druidry
Naturalism
Runology
Focus
Meditation
Herbology
Inscription
Enchantment
Magical Resistance
Cold Resistance
Energy Resistance
Fire Resistance
Poison Resistance
Necromancy
Spirit Speak
Witchcraft
Wizardry
Advanced Wizardry
UNCATEGORIZED SKILLS
| Skill Name |
Additional Info |
| Exorcism |
Somewhere under "Faith". |
SKILLS BEING CONSIDERED
Listed here are those skills which are still very much up in the air. They
may or may not be included. This list will grow and shrink as this document
progresses.
Essentially we're going over every possible skill idea and eliminating the
ones that do not fit or are inappropriate. So it is very well possible some
of the skills listed here are totally out-of-place, and those would probably
be the first removed.
| Skill Name |
Additional Info |
| Advanced Mathematics |
Under "Knowledge->Basic Mathematics". |
| Arcanology |
Most likely under "Knowledge" or "Magery". |
| Artillerist |
Under "Combat->Ranged"; depends on addition of artillery like catapults. |
| Astronomy/Astrology |
Most likely under "Knowledge" somehow. |
| Divination |
Under "Faith". |
| Falconry |
This would depend in-part on the creation of specializations for other animal types. |
Forensics or Forensic Evaluation |
Under "???????". |
| Furrier |
Under "Harvesting". |
| Inner Focus |
Under "Faith". |
| Lay On Hands |
Under "Faith"; and probably needs a better name. |
| Linguistics |
Under "Knowledge->Reading & Writing". |
| Prestidigitation |
Under "Magery->??????" or "Covert->???????". |
| Thaumaturgy |
Under "Faith". |
NOTES
None at the moment...
INFORMAL FAQ
Table of Contents
Do skills all improve at the same rate?
What about atrophy?
Do all skills deteriorate at the same rate?
Is there a lower limit to atrophy?
If a lower skill decays, how does that affect the upper branches?
When do you reach a point that a skill never deteriorates because of your utter mastery?
Do skills block access to other skills?
Are you accepting suggestions for new skills?
When will skill trees be done and installed?
How do I gain skills under the new system?
How will this effect using skills?
What is the "Instinctive" tree for and how is it different?
What happens to already existing characters?
How will the "Knowledge" tree affect other skills? <-- New as of revision 0.0.7!
Do skills all improve at the same rate?
No, they do not. First off, skills basically have a learning curve; it gets
harder and harder to improve the more you master something, so it's fairly
easy to get that first 20% and pretty hard to get that last 20%. This is offset
by the fact that you don't succeed very often when your ability level is in the
bottom 20%! Additionally skills further down in the tree get progressively harder
to learn.
What about atrophy?
Skills under the new system will have atrophy, or decay. This happens to those
skills which you do not use often, to reflect the lack of practice you have in
them (growing 'rusty').
Do all skills deteriorate at the same rate?
No, they do not. In general, atrophy happens a little faster when you are trying
to maintain an ability at its peak, and slower when you are not very good at it.
Is there a lower limit to atrophy?
Yes, there is. A skill will not atrophy more than 10%.
If a lower skill decays, how does that affect the upper branches?
It doesn't affect them at all. However, lower skills are less likely to decay
than skills higher in trees.
When do you reach a point that a skill never deteriorates because of your utter mastery?
Never. If you want to keep that top edge, you'll need to stay in training.
Do skills block access to other skills?
Learning skill X does not bar you from learning skill Y.
Are you accepting suggestions for new skills?
Definitely, but don't be discouraged if your suggested skill isn't included.
When will skill trees be done and installed?
That's really impossible to say at this early stage of development.
How do I gain skills under the new system?
You'll first need to gain a proficiency in the main skill.. "Alchemy" for example. This
is called a "1st Tier" skill. After you reach the required skill level (and sub-skills
can have different requirements) you can begin working on any of the skills immediately
under the skill, such as "Herbology". This is a "2nd Tier" skill.
So lets say I wanted to work on the "Stealth" skill under the "Covert" tree. This is a "4th Tier"
skill, so you would first have to learn the 1st, 2nd, and 3rd tier skills that precede "Stealth"
before you can even begin to start working on Stealth.
Additionally, certain skills will have prerequisites beyond Tier requirements. This means
that you'll need to have a certain proficiency in a skill or skills, sometimes in entirely
other trees, before you can begin working the skill. A good example of this is "Advanced Medicine"
under the "Alchemy" tree. Before you can begin learning "Advanced Medicine" you must also
posses a proficiency in "Botany" under the "Harvesting" tree.
The actual method to gain skills (gain-by-use, purchasing skills, etc) is currently
undecided. They all have their pros and cons and we may very well end up going with a
hybrid system of sorts.
If you're still stumped, perhaps the diagram below will help...
| First you learn Alchemy... |
..you can learn any of the 2nd Tier skills. |
..learn a 3rd Tier skill |
|
Alchemy
Herbology
Medicine
Advanced Medicine
Potions
Explosives
Poisons
|
Alchemy
Herbology
Medicine
Advanced Medicine
Potions
Explosives
Poisons
|
Alchemy
Herbology
Medicine
Advanced Medicine
Potions
Explosives
Poisons
|
| ..then once you're high enough.. |
..then depending on the 2nd Tier skill you chose.. |
..and so-on, and so-on. |
How will this effect using skills?
In most cases skills are being divided into multiple skills. To help explain this we'll go
over the "Alchemy" tree.
Alchemy
Herbology
Medicine
Advanced Medicine
Potions
Explosives
Poisons
Currently when you learn Alchemy, you have access to all of these things. However the new
system will work like such:
First you'll learn and practice in "Alchemy". This will get you access to the most basic
of potions, and other alchemy related items. To advanced further in the tree you'll have to
decide what direction your interested in going.
If you want to create better beneficial potions and items like "greater healing" potions
you'll next need to learn and practice in Medicine. And if you would want to continue down
this path, you would actually next have to learn "Herbology", as it is one of the prerequisites
for "Advanced Medicine".
Basically a 1st Tier skill will get you the very basics in the entire tree... a 2nd Tier
will advanced you further along a certain path, giving you moderate skill level in the path
you have specialized in. And so on down the path.
One of the key benefits to the end user is that this division allows skill gain to be slightly
faster than what you may be used to on a traditional "gain-by-use" shard (OSI is a good example).
Since your not wasting time and energy learning something you do not want and/or need. I'm not
sure how fast or slow skill gain is currently on Nightscape so I won't compare it to that.
Basically, if your only interested in Alchemy for crafting Greater Heal potions you can expect
to achieve that goal much sooner, but if you want to be a professional Alchemist and do it all,
expect it to take slightly longer than standard shard as mentioned before.
What is the "Instinctive" tree for and how is it different?
This is actually a special tree, in that you do not have to learn and/or practice
any of the "skills" listed under the "Instinctive" tree. You'll have access to all
the skills, or abilities, listed under "all races" in addition to any skills or
abilities listed under the name of your race.
If the item listed is an actual skill, also found in another tree(s), you would start
with a variable amount of points in that skill. A good example of this would be the
Dwarven race that has a fundamental understanding of "Blacksmithing". This means that
all new Dwarves would start with a small amount of "Blacksmithing" already developed.
Be sure to note that that with all Instinctive skills you must still do the work to get
to that skill, no matter the position in the tree. In this case learning "Metal Working"
first.
What happens to already existing characters?
At this early stage in development it is difficult to say, but there are two likely routes.
Either all characters existing at the time of change-over will have their skills wiped, or
they will be upgraded to the new system preserving their existing skills as best as possible.
Certainly the later of the two will be strived for, but it can not always be guaranteed.
How will the "Knowledge" tree affect other skills?
The "Knowledge" tree consists of skills we like to call "in-direct skills". This means
they have no direct benefit or product but do have an indirect affect on other skills.
Those skills listed under Knowledge in the 2nd Tier will be pre-requisites for many other
skills (or provide a bonuses) and generally are relatively easy to learn. However
anything beyond the 2nd Tier will be very difficult to learn but they are offset by the
fact that they would provide significant bonuses to any skills they affected.
A good 2nd Tier example is "Basic Mathematics". Certain skills like "Alchemy" would require
that you know Basic Mathematics, while other skills like "Carpentry" do not require it but
would get a boost from it.
No 3rd Tier skills are currently defined for the Knowledge tree but one being considered
is "Linguistics". Being in the 3rd Tier it would be a very difficult skill to learn, but
it would give significant advances to skills such as "Inscription" or "Theology".
It is important to keep in mind however that the entire Knowledge tree is still very
experimental at this point any could very easily be cut from the Skills Tree system.
|
|
 |
 |
 |
|
|