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Characters are born with the capacity to train a certain number of abilities. They can learn the number of skills for which they have open ability slots. You can find out how many ability slots your character has after you create them by clicking the Abilities button. "Unlearned" abilities are the slots in which you can put your skills.
A character's number of abilities are fixed by their chararacteristics. Each character will always be able to learn at least one ability, and each score above 13 yields an additional learned ability slot. The more ability slots you fill, the more experience is divided up as you "train" each skill to hone it and keep it sharp. You must pay experience to advance all your learned abilities, so each learned ability slot you choose to fill slows down your advancement. If you fill three slots, it will take you longer, possibly much longer to make your next level (natural abilities and house abilities don't count against experience). So for example, if you normally would need 1000 experience points to gain your next level, but you have trained 2 learned abilities, you would need 4000 experience points (1000 points to reach next level * 2nd level * 2 abilities)! It is wise to wait until one has some levels under one's belt before trying to master new learned abilities, as the time one requires to keep in practice with each new skill takes a heavy toll on the rate of advancement. This is an approximation of the character's overall learning curve. They will be able to learn this many abilities in toto, and advance them. But advancement will not slow down until they learn the ability. Thus low-level characters will do better to learn fewer abilities while they begin to gain experience, in order to master what skills they do learn more quickly. Players who want a healing orientation, or a majik orientation, or a fighting orientation can choose appropriate skills. It will be hardest on those who want to be a pure maj, for with only five maximum slots, the majikal skills Read Majik, Cast Majik, Write Majik, and Dispel Majik will take four of five slots available. But such is appropriate character styling...and with those skills, a maj can become *very* powerful! Racial abilities the character begins with do not count against these totals. They are inborn, and part of the character, requiring no mastery. Racial abilities do not advance like learned skills. This gives the player a long list of things to "do" in the game...wander around and collect abilities, or seek the prerequisites necessary to collect the ability desired. It also removes the onus of having to express a particular philosophy via role-play, leaving the player able to run their character as they see fit.
House Abilities
Learning Skills "I'm sorry, my son, come back when you are a little older, and wiser in the ways of the world." Spells in particular require a high skill (INT) and a high level of experience. A character without the required score in the desired stat can of course go try to find some way to improve it, such as a Milky Potion or the like. |
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All original art and text copyright © 1993-2006 John Jason Bray. World of Antra™, City of Antra™, True World™, and all related characters and likenesses are trademarks of John Jason Bray. All rights reserved. Use of this site constitutes explicit acceptance of our Terms of Service. Some components used under the iDevGames license. Some art used under license from The Forge Studios. Report bugs in the forum. Making use of Firefox 1.5 or Safari 2 is strongly recommended when viewing this site. |
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