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Ask your administrator if you think this is wrong. ====== Skill System ====== Skills, stats, and gains on Beyond Sosaria. ===== Caps ===== ==== Per-skill cap ==== * The default cap on any single skill is **100.0**. * New characters are created with every skill already at **100.0**, and each skill's individual cap left at 100.0. * A power scroll raises the cap of a single skill to the scroll's value and immediately sets the skill to that new cap. * Most Power Scrolls are Progressive and must be consumed in order to increase skill caps. ^ Power scroll ^ New skill cap ^ | 105 scroll | 105.0 | | 110 scroll | 110.0 | | 115 scroll | 115.0 | | 120 scroll | 120.0 | A scroll has no effect if your current cap on that skill is already at or above the scroll's value. ==== Total (character-wide) skill cap ==== * The total skill cap is **20000.0 skill points** across all skills combined (Effectively Infinite). * New characters are created with this full 20000.0 total cap available. * When consuming power scrolls to increase your cap, Your current skill value will be increase to match the new cap. ==== Stat caps ==== ^ Stat ^ Default cap ^ Enhanced cap ^ | Strength | 125 | 150 | | Dexterity | 125 | 150 | | Intelligence | 125 | 150 | | **Total stat cap** | **300** | | * New characters start at Str/Dex/Int = 100 with a total stat cap of 300. * Stat scrolls (statballs) raise the total stat cap above 300. ===== Skill Gain ===== NOTE: This section is not part of normal game-play. Skills will be set to caps throughout game play on Beyond Sosaria. ==== Per-attempt gain unit ==== Each successful skill check in a normal region grants **0.1 skill points** per gain event. ==== Gain chance formula ==== Whenever you pass a skill check, the game rolls a chance to actually gain. That chance is built from: - How much room you have left under your **total** skill cap. - How much room you have left under that **skill's individual** cap. - The difficulty of the check (harder checks gain better; on a success the bonus is half of (1 − chance)). - A per-skill **GainFactor** (1.0 for all base skills). The final value is clamped between **0.01** and **1.00**. Controlled pets get their computed gain chance doubled before that clamp, so pets gain roughly twice as often as players in the same situation. On a failed check, you can still gain in the pre-AOS rule set (a bonus of 0.2 × (1 − chance) is added), but under the AOS rule set in effect on this shard, **failures contribute nothing** to gain chance. ==== Early game ramp ==== * Any skill at or below **10.0** gains automatically on a successful check, without rolling the chance formula. * While at or below 10.0, each gain event awards **1 to 4 tenths** (0.1 to 0.4) of a skill point instead of the usual 0.1. ==== Bonus multipliers ==== ^ Source ^ Effect on a single gain event ^ | Mondain's Legacy enhanced-skill quest active | gain multiplied by 2 to 4 | | Scroll of Alacrity on the matching skill | gain replaced with 2 to 5 tenths | | Skill Mastery Whispering from a master in range (pets only) | pet gain replaced with 2 to 5 tenths | | Controlled pet | gain chance doubled before clamp | ==== Glacial Skill System (GGS) ==== If you go a long time without gaining on a skill, GGS gives you a guaranteed gain on the next successful check for that skill. GGS is **active on this shard**. The delay between GGS gains depends on two things: * The skill's current base, in bands of 5 points (0.0–4.9, 5.0–9.9, ..., 115.0+). * Your total skills, which selects a column: ^ Total skills ^ GGS column ^ | Under 3500.0 | Column 0 (fastest) | | 3500.0 to 6999.9 | Column 1 | | 7000.0 or higher | Column 2 (slowest) | Delays scale from **1, 3, or 5 minutes** at the lowest skill band up to **540, 1440, or 2580 minutes** (9 / 24 / 43 hours) at the 115.0+ band, depending on your column. ===== Skill Locks and Decay ===== Every skill has one of three lock states: **Up**, **Down**, or **Locked**. ^ Lock ^ Behaviour ^ | Up | Skill is allowed to gain. | | Down | Skill will not gain. May be lowered to make room when another skill gains. | | Locked | Skill cannot gain and cannot be lowered. | * Only skills set to **Up** can gain. * When a gain would push you above the total skill cap, the game tries to bleed off points from a **Down**-locked skill before recording the gain. The chance of that happening on any given gain is (current total ÷ total cap), so the closer you sit to 20000.0, the more reliably a Down-locked skill will be trimmed. * If no eligible Down-locked skill is available, the gain is simply blocked. * There is **no time-based skill decay**. Decay only happens when another skill is actively gaining and needs the room. ===== Stat Gain and Stat Locking ===== After a successful skill gain, the game rolls separately for a stat gain using the skill's Str/Dex/Int weights. * The base chance to attempt a stat gain is **5.0% for players** and **5.0% for controlled pets** per qualifying skill gain. * Each skill has a **primary** and a **secondary** stat. The lock on those two stats determines which (if any) is targeted: * Both stats Up: secondary on a 1-in-4 roll, primary otherwise. * Only one stat Up: that stat is targeted. * Neither stat Up: no stat gain. * A stat gain increments the target by 1, respecting the individual stat caps (Str/Dex/Int 125 default, 150 enhanced). * If your total stat cap is reached, the game looks at the two other stats set to **Down**, picks the one with the **lower current value**, and lowers it by 1 before raising the target by 1. * A stat can only be lowered if its lock is set to **Down** and its current value is **greater than 10**. ==== Stat-gain time delay ==== Per-stat cooldown between gains is **0.5 seconds** for both players and pets on this shard. ===== Anti-Macro and Skill-Loss Conditions ===== * **Anti-macro tracking is disabled** on this shard. When it is enabled elsewhere, it allows 3 attempts on the same target or location within a 5-minute window before further attempts are ignored for gain purposes. * **Faction skill loss** (when applicable) blocks all gains while in effect. * **Gargoyles cannot gain Archery.** Non-Gargoyles cannot gain Throwing. * **Jail regions** block all skill gains. * **Dead pets** cannot gain. * Focus only gains on a creature when the pet-training system is enabled and the creature is controlled. ===== Skill-Cap Modifiers Outside the Core Engine ===== * Raising a per-skill cap through 105 / 110 / 115 / 120 with a power scroll grants the matching Character achievement tier. * Veteran reward eligibility uses the total skill cap value (20000.0 here). * No additional system on this shard raises the total skill cap above 20000.0. * Fishing from a Tokuno Galleon adds **+1.0** to your effective Fishing value when computing the skill check chance. ===== Tips for Players ===== * Soulstones can be used to remove a skill if you do not want it for a build. * If you are wearing a shield, **Bushido** will interfere with your ability to block successfully, Utilize a soulstone to remove Bushido.