Skills
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Added by JosephJShortA skill grants an ability or buff to a character or a party. The level of the skill determines its potency. Each of a character's skills can be increased from level 0 to level 10. There are 24 skills.
Each skill has a base attribute. A character's level of a skill cannot surpass one third of their level in its base attribute (except through the use of Books). For example, Tactics has a base attribute of Intelligence; if Intelligence is level 9, Tactics cannot surpass level 3. For players, initial skill levels are dictated by your character's background and may exceed this limitation.
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Type
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The type of a skill determines how it affects the party. There are three types of skills:
- Party skill
- A party skill grants an ability to the party as a whole. The level of a party skill is chosen from the party member who has the highest level in that skill, regardless whether it is the player or a companion. If another party member also has the same party skill trained to level 2 or higher, a bonus may be awarded (see below).
- Leader skill
- Like a party skill, a leader skill grants an ability to a party. However, only the party-leader's level in the skill is used.
- Personal skill
- A personal skill grants an ability to an individual party-leader or companion. In general this ability only benefits the individual. However, in the case of 'Trainer', the whole party benefits from bonus experience. Therefore multiple companions with 'Trainer' can be used to give a greater advantage to the party.
Party Skill Bonuses
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If the player character and one other companion have at least level 2 in the same party skill, a bonus will be awarded to the total level. The member who has the highest level in that skill will determine the party skill base value, while the member with the second highest level in that skill will grant level bonuses according to the chart:
| Skill Level | Bonus |
|---|---|
| 0-1 | (+0) |
| 2-4 | (+1) |
| 5-7 | (+2) |
| 8-9 | (+3) |
| 10 | (+4) |
Note that party skill bonuses are only awarded once; this means it is generally a waste of points to train the same skill in more than one party member, although some redundancy is useful in case some members leave the party or are temporarily incapacitated (i.e., wounded). This also means that party skills can obtain a maximum level of 14 when two members are trained up to level 10.
Assignment of Skill Points
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When a character levels up they are granted a skill point. To assign a player's character's skill points use the 'Character' screen. To assign a companion's skill points:
- Select their name on the 'Party' screen;
- Click 'Talk';
- Select 'What can you tell me about your skills?'.
List of Skills
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| Name | Type | Attribute | Effect |
|---|---|---|---|
| Ironflesh | Personal | Strength | Increases hit points by 2. Maximum of 20 additional hit points. |
| Power Strike | Personal | Strength | Increases melee damage by 8%. Maximum of 80% more damage. |
| Power Throw | Personal | Strength | Increases throwing damage by 10%. Some thrown weapons require a few points in Power Throw to use (e.g. axes, javelins). Maximum 100% more damage |
| Power Draw | Personal | Strength | More powerful bows have a minimum Power Draw requirement to use. Power Draw also adds 14% to each hit with the bow, until four levels beyond the bow’s minimum Power Draw requirement; for example, if the bow’s Power Draw requirement is 2, then a skill level of 2 will add 28%, while a skill level of 6 will add 84%, while any level beyond 6 will still add 84%. Finally, higher Power Draw makes powerful bows easier to use by improving your accuracy and the time you can keep your aim steady while the bow is drawn. Maximum of 140% more damage. |
| Weapon Master | Personal | Agility | Each skill level adds 40 points (starting from 60) to your weapon proficiency limits. Beyond this limit, you cannot increase weapon proficiencies by investing points into them. Weapon proficiencies can also be increased with practice, even beyond the limit set by Weapon Mastery, but the rate of increase will slow down as you get further from the limit. |
| Shield | Personal | Agility | Each point reduces the damage to your shield takes when blocking a hit by 8%. It also increases your shield’s effective size versus ranged attacks and improves how quickly you can block with a shield. |
| Athletics | Personal | Agility |
Increases your base running speed, either making a lightly encumbered character run faster than normal, or letting a heavily encumbered character move at normal speed. This skill also improves your overland speed on the map if you are not mounted. Encumberance has a much larger effect than this skill is able to overcome at higher weight levels, meaning completely unarmored Looters can still outrun a heavily armed and armored man or woman on foot even if he or she has 10 points in this skill. |
| Riding | Personal | Agility | All horses have a minimum riding requirement; this skill also increases your speed and agility while sitting astride a steed, but only up to a certain point. Even at 10, this skill will not allow a Sumpter Horse to outrun a Courser or a War Horse to outmaneuver a Sarranid Horse. This skill also improves your overland speed on the map if you are mounted on a horse. Couched lance damage is directly affected by this skill, provided the horse ridden is actually fast enough to allow for it. Acceleration and deceleration are also benefitted by this skill, allowing a horse to reach top speed or stop in less than three steps at higher levels. |
| Horse Archery | Personal | Agility | Reduces accuracy and damage penalties for using a ranged weapon from a moving horse. Note that no penalties are applied if you are mounted but not moving. |
| Looting | Party | Agility | Increases amount looted at villages (ex. Cows) and after battles by 10%, and decreases the time needed to loot a village. |
| Trainer | Personal | Intelligence | At midnight of each day, a hero with the Trainer skill adds experience to every other party member of a lower level than himself. Higher ranks in Training add more experience to each party member. This skill is applied for every hero that is in the party that is a higher level than other members of the party. |
| Tracking | Party | Intelligence | A single point in Tracking allows you to see tracks left by other parties on the world map. Additional points let you spot tracks from a greater distance and make each track reveal more information as well as last longer before fading. |
| Tactics | Party | Intelligence | Every two levels of this skill increases your starting battle advantage by 1. Battle advantage determines how many soldiers you can have on the battlefield at the start of a battle and how large your reinforcements will be. This skill will also let you retreat from a battle with fewer casualties. |
| Path-finding | Party | Intelligence | Increases Party speed on the map by 3%. |
| Spotting | Party | Intelligence | Increases sight on the map by 10%. |
| Inventory Management | Leader | Intelligence | Increases Inventory capacity by 6. |
| Wound Treatment | Party | Intelligence | Each point adds 20% to your party’s healing speed; it also allows crippled horses to be healed automatically if they are in your inventory. Crippled horses will still take time to heal, however so patience is necessary. |
| Surgery | Party | Intelligence | Each point adds a 4% chance that a party member, when struck down, will be knocked unconscious instead of dying. This chance is added to a base chance of 25%. Also, the chance applies only to regular troops, since heroes always survive anyway. |
| First Aid | Party | Intelligence | Each point will allow your hero characters to regain 5% of the health they’ve lost during a particular skirmish or battle. Note that this is added to a base rate of 10%. This skill does not apply until a period of time has passed since it was last used (obviously, only so many bandages can be applied to a man or woman before no more good can come from it). |
| Engineer | Party | Intelligence | This is used to determine how quickly you can build siege machinery. It also affects the speed and cost at which improvements can be built at a fief which you own. |
| Persuasion | Personal | Intelligence | Increases the chance that other people will accept your point of view. This lowers the cost of the optional bribe required for successful persuasion. Increases the chance of prisoners accepting to join your army by 4%. Also increases the chance of routed enemies surrendering when offered the choice of capture or death. |
| Prisoner Management | Leader | Charisma | Increases maximum number of prisoners by 5. This skill also reduces the chance of prisoners escaping from your party once captured. An incredible profit can be turned out after every battle with the help of this skill. |
| Leadership | Leader | Charisma | Increases maximum number of troops by 5, decreases troop wages by 5%, increases party morale by 5% and decreases the chance that a recruited prisoner escapes by 5%. |
| Trade | Party | Charisma | Decreases trade penalty by 5%. |
With Fire & Sword
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| Name | Type | Attribute | Effect |
|---|---|---|---|
| Grenade Throwing | Personal | Strength | Each point to this skill increases your throwing damage by 10%. Additionally, the damage radius is increased by 1 stride for every 2 levels. |
| Shooting from Horseback | Personal | Agility | Reduces damage and accuracy penalties for shooting and throwing from horseback, and you will less frequently fall out of the saddle. |