Specialization

Last Update:  24 May 2004

 

"Armour specialization" -Bob Fri Apr 09 2004 18:39

Starting this boot you will be able to specialize in armours in a way similar to weapons. Armours are classed roughly into 4 classes - clothes, light, medium and heavy. See 'help specialization' for details.

Since this is mostly new code, there may still be some bugs. Use the bug command to report these. Also, be aware that the interface in the training room has changed slightly because it's just easier to code this way.

-Bob


"some weapon/specialization changes" -Bob    Sun May 23 2004 13:13

Fixed a few bugs and made some changes with armor/weapon spec increase rates for next boot. Overall, it should be easier for most people to increase spec, unless you were benefitting from bugs, in which case it could be more difficult.

Also, weapon breakage has been changed to take into account more factors than at present. In particular, certain weapons that spam a lot will tend to break more in the hands of lower level adventurers. (The breakage threshold itself was raised though) There is also a 'broken' state for weapons that have broken once. If it breaks again it will poof like it does now.

 -Bob

NB. new info from the help file re: spec, you can't gain spec by fighting stuff too much smaller than yourself. You'll have to figure out how much on your own though.

 

Specialization allows a player to gain extra bonuses in combat at the cost of flexibility. Over time, a specialist's skill with his chosen weapons or armors will increase, while his ability to use other kinds of equipment will decrease due to disuse.

There are two areas in which a player may specialize: weapons and armour.  While similar, there are a few differences in the way specialization works in the two cases that are worth noting.


Weapon Specialization

On DarkWind, weapon types are characterized by their sizes, damage types, and miscellaneous characteristics. The following lists give some examples of typical weapons and their characterizations:

Size:

Small weapons:      daggers, saps, small short swords, hand axes
Medium weapons:  larger short swords, maces, clubs, longer swords
Large weapons:      longswords, battleaxes, long maces, shorter staves
Huge weapons:       awl pikes, two-handed swords, greatbows, long staves

Damage type:

Slash:     most sword variants, naginata, some polearms
Pierce:   daggers, rapiers, spears, bows, wooden stakes
Blunt:      staves, maces, clubs, hammers, rocks
Cleave:  axes, halberds, cleavers, some polearms

Miscellaneous:

Missile:  bows, crossbows, slings, throwing daggers, darts
Pole:      most staves, halberds, spears, tridents


Note that weapons may have multiple damage types if they can be used in muliple ways. For example, shortswords can generally be used as slashing and also piercing weapons. In addition, size and miscellaneous characteristics affect a player's ability to dual wield certain weapons. Normal sized players can dual wield one large (or smaller) weapons, and one medium (or smaller) weapon. Players who are smaller or larger due to race may find their choices more limited. Missile and pole weapons can never be dual wielded.

The first step in weapon specialization is to pick a size. Although you only pick one size category, you will automatically get the next larger size as well in your specialization. Every specialist must pick a size.  Optionally, a specialist may pick one or two damage types. Choosing one damage type will give a bonus with any weapon that has that damage type, even if it's in combination with another type. If you pick two types the weapon used must have BOTH damage types to get a bonus. Finally, a specialist may also choose a miscellaneous type, which further restricts the bonus to those weapons with that miscellaneous characteristic.

The nature of weapon specialization is that the more precisely one specializes, the larger the bonus he gets. The corresonding penalty for using a weapon not in his specialization is also larger. So, while a specialization in large, cleave, pierce, polearm may give a very large bonus when using some halberds, there is a tradeoff in flexibility.

In order to specialize, you must find the specialization trainer in Darkwind city and train in the type desired. Once you've specialized, you will gain experience using that weapon. Every so often you may notice that your skill is improving with that weapon as well. When you have accumulated enough experience with your specialized weapon type, you can return to the training hall and advance your weapon specialization level.

At some point, you may choose to change your weapon specialization. Depending on the difference between your current specialization and your desired one, you may find that your skill level drops somewhat when changing your specialization. This can be done at the training hall as well.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
weapon level      cost (coins)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     10             68,704
      9             42,940
      8             26,838
      7             16,774
      6             10,484
      5              6,553
      4              4,096
      3              2,560
      2              1,600
      1              1,000
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You feel that you can progress no further without instruction.
You almost feel ready for more training.
You feel confident in the use of your weapon, but still need more learning. 
You still have some things to learn about your weapon.
You have a good deal to learn about your weapon.
You have much to learn about your weapon.



Armour Specialization

Armour specialization works much like weapon specialization but the choices are much smaller. You may choose one of four kinds armor:

clothes:    normal clothing, padded armours
light:         leather, studded leather
medium:  chain mail, scale mail
heavy:      plate mail, splint mail, banded mail


Examples from my personal experience.  I'll be happy to add more stuff to this list -- just talk to me on Darkwind or send me an email.

clothes

leather cap (clain helmet)
pair of black boots
pair of leather boots (clan boots)
padded leather helm

light

leather combat boots
leather jerkin
leather gauntlets
leather leggings
pair of elven boots
pair of leggings
pair of tough leather gloves

spelunker's backpack
winged pegasi helm

medium
Ethereal Bracers

heavy

Living Armor



The effect of armour specialization is much more pronounced in the lighter varieties of armour than the heavier ones due to the constricting nature of such heavy armours. Experienced specialists in lighter armour varieties have been known to dodge and deflect blows with such skill that their overall defense rivalled that of knights wearing the heaviest suits of plate armour.

Armour specialization is trained in the same training hall as weapon specialization in DarkWind city.

You have the following commands here:
==> train armour
==> train weapon
==> train armour <clothes|light|medium|heavy>
==> train weapon <types> (e.g. large blunt polearm)
==> untrain armour
==> untrain weapon
==> cost


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
armour level    cost (coins)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     10           68,719
      9           42,949
      8           26,843
      7           16,777
      6           10,485
      5            6,553
      4            4,095
      3            2,559
      2            1,599
      1            1,000
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


You feel that you can progress no further without instruction.
You almost feel ready for more training.
You feel confident in the use of your armour, but still need more learning. 
You still have some things to learn about your armour.
You have a good deal to learn about your armour.
You have much to learn about your armour.