A Grimdark Fantasy Roleplaying Experience

Skills (OUTDATED)

Below is a directory of skill pages in included in the Skill Compendium. The Skill Compendium automatically updates with each server restart, meaning the most up-to-date information can be found there regarding any in-game kill. While playing, you can access the menu to purchase or view existing skills by clicking “Skills” on the Paperdoll.

In the Skill Compendium, you will find a detailed listing of all currently available skills within Requiem. Each skill has been organized into its appropriate category for easy reference. By clicking on a skill name, you can reference the cost of the skill, details as to how the skill works, and the Perks that you may purchase for the skill.

Combat

Combat Skills involve all skills that, unsurprisingly enough, deal directly with martial combat in one way or another. A student of Combat Skills concentrates their studies on various skills that bolster the student's ability to utilize weapons and combat tactics in the pursuit of inflicting the maximum possible amount of damage upon their target. Encompassing such weapons as the sword, the mace, the axe and the bow, this category concentrates on the practical use of these weapons as well as general tactics and strategical thinking. Combat Skills involve all skills that, unsurprisingly enough, deal directly with martial combat in one way or another. A student of Combat Skills concentrates their studies on various skills that bolster the student's ability to utilize weapons and combat tactics in the pursuit of inflicting the maximum possible amount of damage upon their target. Encompassing such weapons as the sword, the mace, the axe and the bow, this category concentrates on the practical use of these weapons as well as general tactics and strategical thinking.

List of Combat skills:


Lore

Lore Skills revolve around skills that are mostly composed of knowledge in a certain topic or field of study. Students of Lore Skills enjoy access to skills, abilities and traits that allow them to properly identify items, weapons and armor, to conduct research in creating new schematics and recipes for crafting, and the mastery of languages and cultures of the many peoples of the Decusian Republic. Lore Skills revolve around skills that are mostly composed of knowledge in a certain topic or field of study. Students of Lore Skills enjoy access to skills, abilities and traits that allow them to properly identify items, weapons and armor, to conduct research in creating new schematics and recipes for crafting, and the mastery of languages and cultures of the many peoples of the Decusian Republic.

Talents

Talent Skills cover a wide variety of various skills that are recognized as both innate and learned capabilities one can master. Students of Talent Skills focus their study on talents such as Skinning, Fishing, Muscianship and others. Talent Skills cover a wide variety of various skills that are recognized as both innate and learned capabilities one can master. Students of Talent Skills focus their study on talents such as Skinning, Fishing, Muscianship and others.

Trade

Trade Skills focus upon skills that are related to or directly support the various arts of crafted items and wares, such as armor, clothing, tools or even potions. Skills such as Alchemy, Blacksmithy, Tailoring and others fall under the realm of Trade Skills. Trade Skills focus upon skills that are related to or directly support the various arts of crafted items and wares, such as armor, clothing, tools or even potions. Skills such as Alchemy, Blacksmithy, Tailoring and others fall under the realm of Trade Skills.

List of Trade skills:


Magic

Magic Skills involve all skills that are related in some form or another to magic and mystical arts. Students of Magic Skills concentrate their studies on various traits and abilities that bolster the student’s magical aptitude, be it in an offensive or defensive capability. Skills such as spell schools, techniques and magical resistance are all classified under the Magic category. Magic Skills involve all skills that are related in some form or another to magic and mystical arts. Students of Magic Skills concentrate their studies on various traits and abilities that bolster the student’s magical aptitude, be it in an offensive or defensive capability. Skills such as spell schools, techniques and magical resistance are all classified under the Magic category.

List of Magic skills:


Roguish

Roguish skills center around skills that are of specific use to rogues, knaves and thieves. Students of Rogue Skills often find themselves concentrating on such traits and abilities as Hiding and moving stealthily, the picking of locks using the Lockpicking skill, the application of Disguises, and more. Roguish skills center around skills that are of specific use to rogues, knaves and thieves. Students of Rogue Skills often find themselves concentrating on such traits and abilities as Hiding and moving stealthily, the picking of locks using the Lockpicking skill, the application of Disguises, and more.

List of Roguish skills:

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The New

Skills classified under The New center around skills that are most commonly associated with technology and Decusian sciences, such as Allopathy, Firearms, and other fledging technologies and sciences. Skills classified under The New center around skills that are most commonly associated with technology and Decusian sciences, such as Allopathy, Firearms, and other fledging technologies and sciences.

Skill System


Skill Cap

A character begins with a skill cap of 700 points, plus an extra 100 points of Talent skills (skinning, geology and horticulture) which does not count toward the total of 700. In so many words, you start with a cap of 800 skills: 100 for gathering (skinning, geology, horticulture), and another 700 for fighting, crafting, and more gathering. Skill cap can be increased by spending animus. This feature carries with it a heavy cost. From 700 to 735, each additional skill cap point costs 5 animus. Beyond that, the cost increases exponentially. According to experienced player, it is reasonable to expect increasing your skill cap to 800, but you should also expect anything beyond that point to be much slower.

Skill Gain

Each skill begins with a cap of 100, just like in the original game. Skills can be increased through use or by spending animus. Outside of grandmastery (see below), spending animus does not increase the cap of a skill. Instead, it helps you train the skill by increasing it over time. Skill increase can be purchased for Animus in the skill menu. On average, this new method takes around thirty-five in-game HRS to complete if a purchase from zero to one-hundred was made using Animus.

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For skills below from zero to 40%, acquisition will be at a rate of 1.0% skill per ten minutes.
For skills between 40% and 60%, acquisition will be at a rate of 0.8% skill per ten minutes.
For skills between 60% and 80%, acquisition will be at a rate of 0.6% skill per ten minutes.
For skills between 80% and 90%, acquisition will be at a rate of 0.4% skill per ten minutes.
For skills between 90% and 95%, acquisition will be at a rate of 0.2% skill per ten minutes.
For skills between 95% and 100%, acquisition will be at a rate of 0.1% skill per ten minutes.

Purchases of skill should be considered to be a purchase in a skill’s potential cap. Purchased skill can be “outpaced” by practical skill use, and thus purchasing skill should be done in a strategic method to avoid wasting Animus. For example, if a skill is “purchased” to 45% from 40%, and through use it is raised to 42%, skill value will only be raised to 45% and not 47%.

Up to four skills can be trained at one time based on a default score of 10 INT. Additional skills can be learned depending on the character’s INT stat, with total skills learnable at one time as [3 + (INT/10)]. To note, this calculation is based on the INT value and not the character’s raw INT, thus boosting agents, food bonuses, spell bonuses and other buffs can assist in acquiring a more “learned” state.

Skill costs increases as does the skill. On top of this, each skill is considered to have either an easy, medium, or hard difficulty. As a rule of thumb, gathering skills are considered easy, combat and magic skills are considered medium, and crafting skills and stratagems are hard. When looking at the official skill compendium, a skill indicating “1% skill = 1 animus” means the skill is in the easy category, while “1% skill = 3 animus” means it is in the hard category. This number indicates the average cost, not the absolute cost.

The Animus cost curve for purchasing skill takes into account the potential gains a skill will still complete as opposed to the current skill value one may possess (IE: If a skill is at 25 and 25% is still waiting to be acquired via. automation, purchasing skill will be at a 50% value vs. 25%.)

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Easy skills cost 1 anima per skill point from 0 to 100.

Cost for purchasing skill for a medium skill is:

0 to 20 skill: 1 animus for 1 skill point
20 to 80 skill: 2 animus for 1 skill point
80 to 100 skill: 3 animus for 1 skill point

Cost for purchasing skill for a hard skill is:

0 to 20 skill: 1 animus for 1 skill point
20 to 40 skill: 2 animus for 1 skill point
40 to 60 skill: 3 animus for 1 skill point
60 to 80 skill: 4 animus for 1 skill point
80 to 100 skill: 5 animus for 1 skill point


Skill Gain Speed

Skill Gain from normal, practical use in-game has been substantially re-engineered to perform more fairly. All skills are now categorized as either an “Accelerated” or a “Normal” skill in relation to how easy it is to gain from use. This classification is based on a skill’s overall theme in relation to the shard and the skill’s reliance on special materials in order to “gain”.

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Skills that fall into the new Accelerated gain tier are as follows:

Agriculture
Alchemy
Artisanry
Blacksmithing
Carpentry
Cooking
Engineering
Geology
Horticulture
Tailoring
Skinning
Allopathy
Poisoning

All other skills fall into the Normal tier of skill gain.


Grandmastery

When purchasing a skill Grandmastery Perk using animus, the cap for that skill increases to 120. Between 100 and 120, this skill cannot be increased through use or anima purchase. The only skill gain is Skills above 100% is through an automatic 0,2% gain every real life day. In other words, once you purchase the perk, there is nothing you can do to increase the rate at which you will go from 100 to 120 skills. You just have to wait 100 days.

Unlocking a skill grandmastery also allows you to boost that skill beyond 100 with items. For instance, if you have clothes which give you +10 carpentry, you will be able to get 110 “buffed” carpentry after unlocking the grandmastery.