Difference between revisions of "Section 10 - Skills"
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'''Spell Penetration''' [ {{Red}} ]: Spell Penetration improves the ability of your spells to penetrate barriers and unit resists (Unit resist function potentially removed, Unconfirmed), this skill is mainly focused on for helping win attacks, but with the unit spell penetration it is also a great aid on defense allowing many powerful red spells (stun, gravity pull, etc.) to effect enemies more often, improving your army's capabilities. | '''Spell Penetration''' [ {{Red}} ]: Spell Penetration improves the ability of your spells to penetrate barriers and unit resists (Unit resist function potentially removed, Unconfirmed), this skill is mainly focused on for helping win attacks, but with the unit spell penetration it is also a great aid on defense allowing many powerful red spells (stun, gravity pull, etc.) to effect enemies more often, improving your army's capabilities. | ||
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− | '''Undead Mastery''' [ {{Black}} ]: Undead Mastery improves the strength and durability (AP/Counter/Life) of your undead units as you put points into this skill. This skill also causes the spell "Touch of Necromancy" to improve the units it provides at level 10 (Wraith) and level 15 (Lich). These units come in lesser numbers than the zombies, but are much more useful units. The +1 initiative effect of this skill at level 20 is in the process of being | + | '''Undead Mastery''' [ {{Black}} ]: Undead Mastery improves the strength and durability (AP/Counter/Life) of your undead units as you put points into this skill. This skill also causes the spell "Touch of Necromancy" to improve the units it provides at level 10 (Wraith) and level 15 (Lich). These units come in lesser numbers than the zombies, but are much more useful units. The +1 initiative effect of this skill at level 20 is in the process of being changed (as servers reset, expect this change to take effect). This skill is commonly touted as the most powerful skill for 1 single unit: Liches. |
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'''Spell Mastery''' [ {{Blue}} ]: Spell Mastery reduces the casting cost of ALL spells, the effect though is greatest for spells the opposite colors of your own, and weakest for your own color. At level 20 this skill reduces ALL casting costs by 1. This is a very powerful skill, especially for the blue mage that uses red or green spells (any color can invest in this - so if you're black, it reduces the casting cost of white/green spells the most - while as blue it reduces the cost of red/green the most) | '''Spell Mastery''' [ {{Blue}} ]: Spell Mastery reduces the casting cost of ALL spells, the effect though is greatest for spells the opposite colors of your own, and weakest for your own color. At level 20 this skill reduces ALL casting costs by 1. This is a very powerful skill, especially for the blue mage that uses red or green spells (any color can invest in this - so if you're black, it reduces the casting cost of white/green spells the most - while as blue it reduces the cost of red/green the most) |
Revision as of 03:16, 11 January 2007
Skills are still relatively new, so many changes are likely to occur to them over time. This section should not be used as a sole source of skill information. Instead the information presnted in the two official announcement sections for TR should take priority (General Announcements and Programming Announcements) The forum sections linked will always be the most up to date source of information, regardless of the guide/faqs on the UBB or Wiki.
Skills
Legendary Artificer [ ]: Legendary Artificer improves the effectiveness of many items, up to 100% at level 20. Some items are unboostable, or limited in the amount they can be boosted due to balance issues. This skill is currently in beta testing as of this update, and not available on the official servers.
Animal Mastery [ ]: Animal Mastery improves the strength and durability (AP/Counter/Life) of your animals as you put points into this skill. (Following is Unconfirmed) It is said to give a +1 initiative effect to animals at level 20, much like the original Undead mastery provided to Undead. This is a good skill if you plan on using an animal heavy army, although even with this skill animals usually cannot compete with the sheer power available in treefolk.
Spell Penetration [ ]: Spell Penetration improves the ability of your spells to penetrate barriers and unit resists (Unit resist function potentially removed, Unconfirmed), this skill is mainly focused on for helping win attacks, but with the unit spell penetration it is also a great aid on defense allowing many powerful red spells (stun, gravity pull, etc.) to effect enemies more often, improving your army's capabilities.
Undead Mastery [ ]: Undead Mastery improves the strength and durability (AP/Counter/Life) of your undead units as you put points into this skill. This skill also causes the spell "Touch of Necromancy" to improve the units it provides at level 10 (Wraith) and level 15 (Lich). These units come in lesser numbers than the zombies, but are much more useful units. The +1 initiative effect of this skill at level 20 is in the process of being changed (as servers reset, expect this change to take effect). This skill is commonly touted as the most powerful skill for 1 single unit: Liches.
Spell Mastery [ ]: Spell Mastery reduces the casting cost of ALL spells, the effect though is greatest for spells the opposite colors of your own, and weakest for your own color. At level 20 this skill reduces ALL casting costs by 1. This is a very powerful skill, especially for the blue mage that uses red or green spells (any color can invest in this - so if you're black, it reduces the casting cost of white/green spells the most - while as blue it reduces the cost of red/green the most)
Grand Enchanter [ ]: Grand Enchanter boosts the spell level of all of your enchantments based on the points into this skill. This skill is of great use if you are heavily reliant on enchantments. At level 10 it reduces enchantment casting costs by 1 turn, at level 20 it reduces it by another turn (cumulatively: 2 turn reduction). This skill has a few bugs related to certain enchantments that are still being corrected, but it is still a decent skill if you wish to use it.
Legendary Commander [ ]: Legendary Commander improves your units' offensive capabilities, by boosting their primary attack and counter. This is weaker than Animal Mastery and Undead Mastery, in that it only boosts AP/Counter and doesn't give additional effects, but it is nice in that it effects ALL of your units regardless of race. This skill works much like the hero ability Valor.
Augment Summoning [ ]: Augment Summoning increases the units you gain from summoning spells, as well as from enchantments such as Blood Ritual, Black Sabbath, and Nature's Favor. This skill is very nice if you're not sure which skill to invest in, or find yourself unable to summon enough units for defense. This skill has no other effect than boosted summon rates.
Grand Conquerer [ ]: Grand Conquerer increase the amount of land you 'capture', by subtracting it from the land destroyed. An example to better explain:
You siege a 3000 acre mage and have 15000+ units surviving (enough for max capture/destroy).
With 0 Grand Conquerer you would: capture 100 acres, destroy 200 acres.
With 6 Grand Conquerer you would: capture 120 acres, destroy 180 acres.
Basically this skill doesn't increase the amount you can remove from an enemy, but it does help you gain more when you do beat an enemy. This skill works on both sieges AND regulars.
Barrier Proficiency [ ]: Barrier proficiency gives a passive boost to barrier resistance FOR FREE (essentially free barriers). The increase is minor, but around 6k land could easily save you a signifigant amount of mana on maintaining maximum barriers (even just 1000 mana per turn saved is a signifigant amount - equating to about 150k, 180k, or 200k per run depending on server saved).
Removed Skills
God's Favored [ ]: God's favored made it easier for you to get favor from gods, at level 10 it doubled the duration of favor, at level 15 it allowed you to atone from hatred (much like disfavor), and at level 20 allowed favors to not expire with time (ie permanent favor unless you get disfavor). This skill was removed at the same time as "Combat Casting". This one was not replaced by any skill. [Skill Removed]
Barrier Proficiency [ ]: Barrier proficiency allows you to utilize a greater quantity of barriers to protect your kingdom. Most colors can only use 2.5% of their land as barriers (giving 75% spell resistance), with Barrier Proficiency you can raise this cap signifigantly. This skill is commonly complained about as being "underpowered" because you have to build the additional barriers to feel the effect (so at 80%, you'd need a little under 2.7% of your land as barriers to reach 80% barrier resistance), many whites opted to use other skills. Note: This skill is slotted to be replaced by a skill in development called "Legendary Artificer".
Combat Casting [ ]: Combat Casting reduces the chances of spell casting failure, at level 20 it negates ALL spell casting failures. This skill only existed in testing resets, and was removed in favor of Animal Mastery during the period of time for bug fixing. Replaced by "Animal Mastery" Prior to skills officially becoming a permanent part of the game. [Skill Removed]
Skill Point Generation
Skill Research Points generate the skill points you use to gain skill levels. When you attain a certain number of Skill "Research Points", you generate 1 skill point, and when you put enough skill points into a skill, you gain a skill level.
Skill Research Points: You can generate up to 1 Skill Research point per acre of land. A system is currently being phased in that removes the need of guilds to do this (so it would become 1 acre = 1 skill research point per turn). To get 1 skill point, you need to generate a predetermined number fo these skill research points - 125,000 on App, 250,000 on Server, and 500,000 on blitz were the official numbers at the release of the skill system, I have not tested to see if it has changed (but it is fairly close to accurate still).
- Under the old system, 1 guild would generate 10 skill research points per turn, limited to 1 per acre maximum (so 10% guilds = max generation). [Included because this has't been phased out completely as of this edit]
Skill Points: Skill Points are needed to level a skill. A system is currently being phased in that removes the cap on the number of skill points you can store (prior to this change you could only store 5 skill points at 1 time). It takes 1 turn to spend 1 skill point, and it can take several skill points (depending on the current level of the skill) to gain a skill level.
Skill Level: Determines the potency of a skill. The number of skill points to raise a skill's level is determined by 3 factors: Current Skill Level, Amount invested towards next level, and color of skill. On-Color and Plain skills use the chart below, Off-Color skills require 2x the skill points (shown in parenthesis).
Skill Level | Next Level | Total Investment |
0 | 0 (0) | 0 (0) |
1 | 1 (2) | 1 (2) |
2 | 2 (4) | 3 (6) |
3 | 3 (6) | 6 (12) |
4 | 4 (8) | 10 (20) |
5 | 5 (10) | 15 (30) |
6 | 6 (12) | 21 (42) |
7 | 7 (14) | 28 (56) |
8 | 8 (16) | 36 (72) |
9 | 9 (18) | 45 (90) |
10 | 10 (20) | 55 (110) |
11 | 11 (22) | 66 (132) |
12 | 12 (24) | 78 (156) |
13 | 13 (26) | 91 (182) |
14 | 14 (28) | 105 (210) |
15 | 15 (30) | 120 (240) |
16 | 16 (32) | 136 (272) |
17 | 17 (34) | 153 (306) |
18 | 18 (36) | 171 (342) |
19 | 19 (38) | 190 (380) |
20 | 20 (40) | 210 (420) |
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