Skills

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Skills are important properties of a player. They determine what weapons he can use efficiently, how well he can use magic and shields, how well he can resist the effects of magic and poison. Certain skills are akin to "professions" - they allow the player to obtain or create certain types of items. The player starts with most skills at 0% and, after learning them through skill manuals, can train them all the way to 100%.


Acquiring and Training Skills


To acquire a skill, the player can buy the corresponding skill manual either in the Shop or Blacksmith. For the Poison-Resistance skill, the Poison Resistance Training Elixir can be found at the Shop instead of a manual, or created by Alchemy. Double-clicking the manual or elixir sets the skill to 20%. This works when the skill is previously between 0% and 19%. If the skill is at 20% or higher before using the manual or elixir, then this action has no result. One exception is the Magic Skill, which can be increased to 20% by talking to the Wizard Tower NPC.
To train the skill once it has been learned, the player must use the skill successfully many times. The number of successful attempts at any skill required to increase it by 1% depends on the current %. Skill training becomes progressively more difficult between 20% and 49%, and the difficulty grows further between 50% and 99%.

The following formulas can be used to determine how many successful attempts are needed to increase a skill by 1%:

  • Current % between 20 and 49: current % + 2
The player must succeed at a skill 1,095 times to increase it from 20 to 50.
  • Current % between 50 and 99: (current % + 1)^2 + 1 (rounded down)
The player must succeed at a skill 29,570 times to increase it from 50 to 100.

The following table shows how many times a skill must be used to increase it, at each %.

 % Times  % Times  % Times  % Times  % Times  % Times  % Times  % Times
20 22 30 32 40 42 50 261 60 373 70 505 80 657 90 829
21 23 31 33 41 43 51 271 61 385 71 519 81 673 91 847
22 24 32 34 42 44 52 281 62 397 72 533 82 689 92 865
23 25 33 35 43 45 53 292 63 410 73 548 83 706 93 884
24 26 34 36 44 46 54 303 64 423 74 563 84 723 94 903
25 27 35 37 45 47 55 314 65 436 75 578 85 740 95 922
26 28 36 38 46 48 56 325 66 449 76 593 86 757 96 941
27 29 37 39 47 49 57 337 67 463 77 609 87 775 97 961
28 30 38 40 48 50 58 349 68 477 78 625 88 793 98 981
29 31 39 41 49 51 59 361 69 491 79 641 89 811 99 1001

Most skills can also be increased via the online (cash) store. Increases of 50% or 100% are available. Skills not eligible are Alchemy, Mining, Farming, Fishing, Manufacturing, Pretend-Corpse.

A skill's maximum value is 100%. Each skill is related to an attribute (for example, Dex). The attribute can limit the actual maximum skill value attainable.

maximum skill % = related attribute * 2

If a skill reaches such a limit and the player has then succeeded enough times to get to the next %, the skill will not increase, but the number of successful attempts remains as "one away from the next %". The stat bonus from tutelary angels does not allow reaching a higher skill %. A player can have as many skills as wanted, but the total % of all skills cannot exceed 700%.


List of Skills


All the skills are briefly described here. Related attributes are indicated in parentheses.

  • Magic (Mag): Increases the casting probability and hit probability of spells, decreases the casting time, increases the number and types of monsters that can be summoned by the Summon-Creature spell, increases the freezing probability of the Ice Storm spell. The chance of casting a spell depends on the skill % as well as spell circle, Mag, Int, level, casting probability bonus from wands, weather, hunger state and stamina of the player. Every spell cast counts as two successful attempts at the skill.
  • Magic-Resistance (level): Increases the chance of avoiding the effect of hostile spells. This skill's maximum % is not limited by an attribute but rather by the player's level. The chance of resisting a spell depends on the skill % as well as magic resistance bonuses from equipment, Mag, hit probability of the caster. Every spell resisted counts as a successful attempt at the skill. However, when a spell does not hit, it has not necessarily been resisted; protective spells and other factors can prevent spells from hitting.
  • Poison-Resistance (Vit): Increases the chance of not getting poisoned and of getting cured from poison. Both depend on the skill % and on poison resistance bonuses from equipment. Every time a player resists getting poisoned counts as a successful attempt at the skill.
  • Shield (Dex): When holding a shield, increases the chance of taken reduced damage from an attack. This chance is equal to the skill % and the damage reduction depends on the shield. Every time a shield reduces damage counts as a successful attempt at the skill.
  • Hand-Attack (Str): Increases the chance of hitting a target with bare hands, which depends on the skill % and other factors. Also, when the Hand-Attack skill is at 100%, dash attacks and critical attacks can be done with bare hands. Every time a bare hands attack succeeds counts as two successful attempts at the skill.
  • Weapon skills (Archery, Short-Sword, Long-Sword, Fencing, Axe-Attack, Hammer) (Dex): Increases the chance of hitting a target with a weapon related to the skill. This chance depends on the skill and other factors. Also, when a weapon skill is at 100%, dash attacks and critical attacks can be done with a related weapon. When a player hits a target that does not die, the hit counts as one successful attempt at the corresponding weapon skill. A hit that kills the target counts as multiple successful attempts; the number is random between 1 and the target's "hit dice" or level. This means that killing more powerful enemies increases the skill more. If in addition the player's HP is below 4, kill hits count for double. Note: the Pick Axe and Hoe cannot be used to raise the Axe-Attack skill.
  • Staff-Attack (Mag): Same as weapon skills.
  • Mining (Str): Allows the player to obtain minerals from rocks. Higher skill % increases the chance of a successful hit against a rock, which almost always results in a mineral drop. However the skill % does not influence which or how many minerals are obtained from a rock. The success chance depends on the skill % and rock difficulty. Every successful hit counts as a successful attempt at the skill.
  • Farming (Int): Allows the player to plant seeds and obtain fruits from the plants. Higher skill % increases the choice of seed bags, the chance of making a plant grow and of obtaining fruit drops. The success of these two things depends on the skill % and on the plant difficulty. Only plants whose required minimum skill % is no more than 10% below the player's skill % can be used to increase the skill. When the player makes a plant grow or disappear, or when a fruit drops under the player, a successful attempt at the skill has taken place.
  • Fishing (Dex): Allows the player to catch fish. Higher skill % increases the chance of catching a normal Fish and the probability of catching special fish or items, which is also dependent on the fish difficulty. Every normal fish caught counts as a successful attempt at the skill, while every special fish or item caught counts as multiple successful attempts; the number is the fish difficulty.
  • Alchemy (Int): Allows the player to create potions. Higher skill % increases the choice of potions and the success chance of making a potion, which also depends on the potion difficulty. Every potion made counts as a successful attempt at the skill.
  • Manufacturing (Str): Allows the player to create materials and equipment. Higher skill % increases the choice of crafts, the purity and completion of created items and the success chance of a craft, which is equal to the skill %. Every item created when its maximum skill % is above the skill % counts as a successful attempt at the skill.
  • Pretend-Corpse (Int): This skill is currently disabled. Allows the player to pretend to be dead. The success chance is equal to the skill %. Every time a player pretends to be dead, this counts as a successful attempt at the skill.


Decreasing Skills


Skills can only be decreased by increasing other skills. The total % of all skills is limited at 700%. When this limit is exceeded due to learning or training a skill, then some skill will also decrease. The player can chose which skill is to be lowered by setting the white down-arrow in the skill list. If the down-arrow happens to be set at a skill which is at 0%, then the first skill in the list which is at 20% or above, and which is not the skill that was just increases, is selected to decrease. In both cases, the selected skill decreases by 1% if it is above 20%, or decreases to 0% if it is at 20% or lower. The decrease is such that the number of successful attempts to reach the next % becomes "one away from the next %". In the case where the down-arrow is set to the skill that the player is trying to raise and the 700% limit has been reached, that skill will not increase, but the successful attempts count is still reset to 0.

Written by Rowechelon

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