From The Mana World

This article is currently only a proposal

The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.

Weapon Skills

(we're discussing the expansion of this section in the forum. Look for the skills thread in Suggestions)

  • Short Blades - Short Swords, knives
  • Long Blades - Scimitars, Bastard Swords, Greatswords
  • Hammers - axes, greataxes, maces, and warhammers
  • Archery - bows, slings, guns?
  • Whip - Whips, chained weapons
  • Staves - Scythes, canes, etc.
  • Throwing - Javelin, boomerang, throwing knives
  • Piercing - Spears, glaives, and rapiers
  • Hand to Hand / Glove - Martial arts fighting

Magic Skills

  • Fire Magic (Epyri)
  • Water Magic (Merene)
  • Earth Magic (Geon)
  • Air Magic (Izurial)
  • Light Magic (Lumine)
  • Dark Magic (Tenebrae)
  • Time Magic (Chronos)
  • Space Magic (Teless)
  • Mana Magic (Gen)

Craft Skills

  • Metalworking - Make things from metal
  • Woodworking - Make things from wood
  • Jeweler - Make accessories and other items with gold/gems
  • Alchemist - Make items that have spell charges
  • Cook - Make items with recovery or enhancing effects
  • Tailor - Make cloth weapons, armor, and accessories from animal parts
  • Artisan - (possibly if there are collectible or asthetic items or accessories in game, they need to be made too)
  • Synthesis - Upgrading weapons and armor with mana orbs (see EquipmentSystem)

General Skills

  • Running - Allows players to sprint for longer (only if we use SoM style sprinting)
    this skill will survive)
  • Searching - Allows players to detect invisible enemies and traps.
  • Sneak - Lowers the range in which enemies will detect the character and attack him.
    (Assuming he doesn't attack them first, at which point this doesn't matter)
  • Trading - Allows players to buy merchandise from stores cheaper (1% per level, up to level 10)
  • Intimidate - keeps lower-level monsters from attacking you first.
  • Athletics - helps to determine performance in physically active minigames.

Combat Skills

  • Dodge - improves how often the character can dodge enemy attacks
  • Critical - improves the rate of critical hits
  • Accuracy - negates the effect of dodge skill for opponents
  • Block/Parry - improves the rate of blocking and parrying attacks (blocking is based on this and weapon skills, unlike dodge, which is just based on dodge and Agl.)
  • Magic Aura - Improves the stick time of enhancing magics (in conjunction with caster's magic level)
  • Counter - improves the rate of automatic counterattacks when you block/parry

Resistance Skills

(There will be one for every status effect)

  • Poison - reduces the time you stay poisoned and may prevent poison sometimes
  • Silence - reduces the time you stay silenced and may prevent silence sometimes
  • Petrify - reduces the time you stay petrified and may prevent petrification sometimes
  • Paralyze - reduces the time you stay paralyzed and may prevent Paralysis sometimes
  • Blind - reduces the time you stay blinded and may prevent blind sometimes
  • Zombie - reduces the time you stay undead and may prevent zombie sometimes
  • Slow - reduces the time you stay slowed and may prevent slow sometimes
  • Critical - reduces the damage inflicted on the character by critical hits (as relative to normal hits)

Elemental Resistance Skills

  • Fire - Reduces the effect of fire attacks on the character.
  • Water - Reduces the effect of water attacks on the character.
  • Earth - Reduces the effect of earth attacks on the character.
  • Air - Reduces the effect of air attacks on the character.
  • Light - Reduces the effect of light attacks on the character.
  • Dark - Reduces the effect of dark attacks on the character.
  • Time - Reduces the effect of time attacks on the character.
  • Space - Reduces the effect of space attacks on the character.
  • (Resistance to mana element is the average of all these)

Hunt Skills

  • Insects - Increases damage against insects

http://img202.exs.cx/img202/4166/dmgincreaseinsects9lq.gif

  • Birds - Increases damage against birds

http://img8.exs.cx/img8/7831/dmgincreasebirds7gc.gif

  • Lizards - Increases damage against lizards & dragons
  • Amorphs - Increases damage against slimes

http://img202.exs.cx/img202/6195/dmgincreaseslimes7qe.gif

  • Undead - Increases damage against undead and ghosts

http://img202.exs.cx/img202/3305/dmgincreaseghostsundead8zo.gif

  • Machines - Increases damage against machines
  • Arcana - Increases damage against elementals and arcana (magic-made creatures)
  • Humanoids - Increases damage against goblins, soldiers, ninjas, etc.
  • Plantoids - Increases damage against plants.

Stat Skills

  • Strength - Calculates the derived stat, Attack Power
  • Vitality - Calculates the derived stat, Hit points
  • Fortitude - Calculates the derived stat, Defense
  • Mentality - Calculates the derived stat, Magic Power
  • Awareness - Calculates the derived stat, Magic Defense
  • Mana - Calcluates the derived stat, Mana points
  • Dexterity - Calulates the derived stats, accuracy% and evasion%

Skill Type Groups and level gaining Each skill you gain in the major group makes other skills in the group harder to master. The groups are as follows:


Offensive Sphere: Weapons, Combat, Magic Resistance Sphere: Status Resistance, Elemental Resistance Knowledge Sphere: Hunt, Craft Stat Sphere: Stat

These groups are exempt from the gain penalty: General

the penalty is decided by this formula: (courtesy of imorgado)

( base * (lvl ^ 1.2 ) ) / ( 50 / ( summ of all skills in group/ number of skills in group ) )

Whis way, only if the player has skills above the median rate (50) it becomes harder to upgrade others in the same sphere.