Skills
From An Open 3k Wiki
We've got skills in mudlib now, so we ought to share the results of our experimentation. This page is for any mud-level effects of skills. If you want to comment on a guild-specific effect of a mud skill, put it some guild-specific file.
PLEASE DO NOT put information about skill trainers here, as some people would prefer not to be spoiled.
Instead, put that in the Skill Trainers page.
Mud skills are accessed under the commands 'skills' or 'mskills'. You can advance them using 'advance'.
Contents |
Adventuring
Cartography
- Allows you to increase the usefulness of your cardinal minimap (upper right corner of game).
Level 1 of the skill displays not only directions from your current room, but also the rooms nearby along your current line of sight. (w/s/n/e/d/u/etc)
Level 2 of the skill allows you to also see living creatures in nearby rooms. (players as green, monsters as pink)
Level 3 of the skill gives you an extremely useful for mapping skill called 'lineofsight', (yes, thats one word) that displays(after typing command) a larger minimap of your surrounding areas. (also see 'help lineofsight' in game)
(You can also see similar info in game using the 'help adventuring.cartography' command)
Evasion
- Gives you a ~5% chance / point to avoid being tracked by hunting monsters.
- Has a chance to fire every round that the mob attempts to hunt you. It's not just on the first round.
- Also decreases the cooldown for the glimpse power.
Fleecing
- Increases the amount of money you're able to shake out of the pockets of a fallen adversary by ~5% / point.
You need to strike the killing blow for it to work, so it is not useful if you are, say, a summoner mage.
Gemology
- Gives you a chance to find gems in otherwise uninteresting rooms. (see also 'search'). The main purpose of these gems is that you can sell them to any shopkeeper for coins. Please note that the gems you find via gemology are completely distinct from the jewels mined by miners and the gems crafted by enchanters inside the Crafting guild.
Lore
- Gives you a chance to identify items just by picking them up.
- Allows the identification of guild artifacts:
- Level 3 - Gives the ability to recognize guild artifacts when found.
- Level 4 - Alerts you when someone has found a guild artifact belonging to your guild.
- Level 5 - Alerts you as to who has found a guild artifact belonging to your guild.
Higher charisma seems to increase your chance of identification.
Packing
Caching
- Allows you to 'cache' items, which allows you to stash items in a room that only you can find. The higher your skill is, the more items you can cache and the more rooms you can cache them in.
- Per Rasta, the cache does NOT clear when the room unloads. So this can basically be used as your own personal box.
Carrying
- Increases your carrying capacity through more efficient packing and load balancing.
A necromancer reported about 3 preserved corpses per point of Carrying.
Smuggling
- Allows you to conceal ('smuggle') items in a special pocket that only you can see.(think permanent bag that weighs nothing)
Level 1 allows ten items.
Level 2 allows ten more items.
SYNTAX: smuggle - list any currently smuggled items
smuggle [item] -smuggles [item] into your pocket
smuggle remove [item] -removes [item] from pocket
smuggle remove all -removes all smuggled items from pocket
(also see 'help smuggle' in-game)
Perception
- Allows you to see what monsters/creatures are carrying. You can always see worn/wielded items, this helps you see the rest. Level 3 brings you the 'glimpse' command and level 4 indicates damage types of weapons and armour when you examine them.
Sharpness
- Allows you a directed wimpy, 50% chance at 1/3 skill, 75% at 2, and 100% at fully trained.
Survival
- Allows you to create food from 'butcher'ing fallen corpses. Higher skill levels reduce weight and make food baggable.
- The corpses of creatures you kill decay at a much slower rate.
- Each point of Survival adds 1 to the size of your personal coffin.
- Decreases the cooldown for the glimpse power.
Combat
Armor
Light, ... : Medium, ... : Heavy
- These skills allow you to wear armours (aka mains, aka the heavy body slot) and breastplates. The lower levels allow wearing weaker armours/breastplates. If you are capable of wearing a main or a breastplate, you probably want all three levels of this.
To train medium, one must train light first. To train heavy, one must train both medium and light. The syntax is:
advance combat.armor.light
advance combat.armor.light.medium
advance combat.armor.light.medium.heavy
Maintenance
- Helps you maintain the state of your armor, reducing how quickly it degrades through combat.
Penetration
- Increases your chance to penetrate the resistances of your enemy with any attack, guild or otherwise.
Proficiency
- This skill improves the resistances (AC) of main armours (the Heavy Body slot, including partial mains, such as breastplates).
It would seem that this improves each resistance separately. Thus, mains with a broad range of resistances will benefit more than those with few. [How much benefit do you get?]
Shield
- This skill allows you to use shields (if your guild allows you to).
Block
- If you're holding a shield this gives you a 0.5% chance per skill point of blocking a melee strike.
Proficiency
- Increases the resistances of shields when you use them.
Proficiency
Attack speed
- Allows you to get an extra melee attack periodically.
An extra mud-attack every five or six rounds.
Critical hit
- Gives any and all of your attacks, melee, spell, or otherwise, a chance to do additional damage.
Disciplines
- Grants you added ability to do damage with and avoid damage from certain damage types.
On the offense side, this affects all damage (including from guild attacks). On the defense side, this is increased resistance, not dodge/defense.
Elemental
- Grants added offense and defense with fire and ice.
Metaphysical
- Grants added offense and defense with mind and energy.
Natural
- Grants added offense and defense with acid and poisons.
Power
- Grants added offense and defense with electricity and radiation.
Dodge
- Allows you to dodge melee strikes.
(I know you're shocked to hear it).
Advancing this skill increases your dodge chance by 0.5%. So 5 points increase your chance to dodge by 2.5%.
The emote is "You nimbly dodge [whatever]'s attack." It defaults to yellow ansi. See help skills for the ansivar.
Evaluation
- Allows you to gain greater information about your foes.
Level 1 shows whether the mob have specials/spells. Level 2 displays the mob's basic attack damage type information. Level 3 displays health percentage for the current mob (if your guild has implemented this on your hpbar, and it is scannable). Level 4 "gives you even more than that". Specifically, shows health of any scannable mob. It adds the health as a percentage to the short description of the mob. When you look in a room you will see every mob and their health. (If you see any other effect, please note it here.)
Spellcraft
Free cast
- Chance that a cast spell, or spell point using ability will be zero cost.
Magic Resistance
- Gives you a chance to avoid damage from spells.
??? Wonder what is considered a spell here? An attack doing non-physical damage? An SP-using ability?
- On mobs, a 'spell' seems to be any type of non-melee attack (ie. emotive attacks).
Weapons (weapon types)
- Axe, Bow, Dagger, Exotic, Gun, Lance, Mace, Polearm, and Sword all improve your damage when wielding a weapon of the appropriate type. Each can be trained up to 5.
- Bare Hands improves your damage when not wielding a weapon. Note this skill can be trained to 10.
Training these skills to 'full' you can expect to see slightly better damage emotes when wielding quality weapons.
(Note, we only expect these skills to affect mud melee attacks, not guild attacks.)
Weapons (two-handed)
- Axe and Sword have a follow-on skill of Two-Handed, at a a cost of a single point.
??? Does this allow wielding 2H weapons at all? Allow you to apply your Sword or Axe skill bonus to the 2H variety? The latter seems more likely.
Weapons (damage types)
- Axe, 2H Axe, Bow, Dagger, Exotic, Lance, Polearm, Sword, and 2H Sword all support further specialization by damage type, if you think you'll be using a particular weapon more than a range of weapons. All improve the damage from wielding that type of weapon only if it does that type of damage. Again, trainable up to 5.
- You have to have max skill in a weapon class (like Polearm) before these subskills open.
Health
Focus
- Increases your natural SP regeneration.
On testing, appears to be 1/rnd on average (1-3 sp every 1-3 rounds) if you max this skill.
Fortitude
- Increases your maximum hit points by 1% per point of Fortitude.
Metabolism
- This skill helps you process food and drink faster.
??? How long does it take to get from completely stuffed to able to eat tons (falling down drunk to sober, back teeth floating to able to drink tons) normally, and with this skill maxed?
Regeneration
- Increases your natural HP regeneration.
Without any skill, your base mud regen is 1 HP/SP every 11 rounds.
This appears to raise HP regen to 1/rnd on average (about 1-3 HP every 1-3 rounds) if you max this skill.
Spirit
- Increases your maximum spell points by 1% per point.

