Golden Land Game Elements
Part 3: Skills
2002-01-27
In this series of Golden
Land features we cooperate with publisher Russobit and developer
Burut to tackle a single element of the game at a time. The
feature is split up in an overview of the feature and a short
Q&A to get more detailed information about some of the mentioned
aspects.
Overview
Skills are divided into three types – magic, combat and
daily skills. Each of these groups have 9 skills each.
Having achieved a new level, the hero gets skillpoints that
he can distribute to any skill. Each new level takes one more
point in accordance with the previous one. Thus, you will need
one point for the 1st level, 2 – for 2nd level, 3 –
for third and so on. The maximal level for any skill is 15.
Except raising your abilities connected with this or that skill
the hero can get additional abilities (so called perks) when
reaching certain skill levels (1,5,10 and 15). To get the perk
you’ll have to find someone in the game that will raise
your status for certain skill (“apprentice-master”
system).
Magic Skills
The following magic skills are available:
- Magic of Shadows
The spells of this school are mostly connected with creature
summoning and specific defense.
- Magic of Nature
Healing skills, remove curse spells and interaction with nature
are part of this school..
- Magic of Gods
This school uses the power of various gods.
- Magic of Elements
Is one of the most aggressive schools. Mostly these are combat
spells that use the energies of fire, ice and lightning.
- Magic of Light
Powerful spells meant for both healing and for damaging the
enemies.
- Magic of Dark
Dark magicians were always inventive and able to find every
means to make someones live into a a hel.
- Charm
Skills that enhances magic schools and influences the speed
of magic energy restoration.
- Alchemy
Enables you to make new potions and create objects with the
help of magic.
- Shrewdness
Influences your knowledge of the nature of things. The man
that posesses this skill will notice much more interesting
things around.
Combat Skills
The following magic skills are available:
- Sword Wielding
Allows using one of the most perfect weapons – blades.
- Crushing weapon wielding
Enables to cause more damage with sticks, cudgels and hammers.
- Staff Wielding
Seeming simple, staffs have magic powers. You will need this
skill to use these powers.
- Shooting weapons
The choice of those preferring ranged combat and ranged weapons
like bows, crossbows and rifles.
- Spear wielding
A middle-ranged weapon that will inflict even more damage
in the hands of the master.
- Throwing weapons
Improves your abilities with sarts, throwing axes, knives
and stones.
- Hand-to-hand combat
Punches can become very serious when developed carefully.
- Martial art
Influences critical hits, misses and hits to certain body
parts
Daily useful
The following magic skills are available:
- Tactics
The skill that influences the amount of action points and
the optimization of their usage
- Path finding
Helps you to move on the global map, avoid unpleasant encounters,
get more information about your enemies and to find more interesting
places.
- Sorcery
Increases your ability to be healed and resistance to poisons.
- Eloquence
I nfluences the way you talk to other characters allowing
you to get new quests and more info.
- Trade
If you develop this skill properly you will be able to make
better deals and learn about novices from merchants.
- Robbery
Gives you the control of the most profitable but dangerous
professions.
- Breaking in
The knowledge of how to open doors, chests and other locked
containers may come in very handy.
- Forgery
One of the most interesting skills that allows you to create
new things from various materials, modify old ones and repair
them.
- Athleticism
Influences your endurance, allowing to carry more, absorb
damage partially and cause less traumas for your body.
| Q & A
RPGDot: How are levels of skills implemented.
Does a new level just make you better at something or does it
also introduce new effects and different animations (if applicable).
Burut: When getting a new skill level the
hero gets a certain amount of action points that he can distribute
for skills. Every next level will require one more point than
the previous one. This way, to raise your skill from 4th to
5th level you will have to spend 5 points and from 12th to
13th level you will need 13 points.
Skill level influences the hero’s characteristics and
when reaching certain levels allows to get new abilities such
as series of hits. They are combined from the ones available
for the hero. The skills improve the hero’s abilities
but the visualization remains unchanged.
RPGDot: How many perks are there? Do you get
to choose from any perk when reaching the proper skill level
or only perks related to that skill?
Burut: There are four perks for each skill
that you will get on certain levels. We have made a lot of
skills covering all fields on knowledge and that allows the
player to develop the branches he needs, so there’s
no need to choose perks for each skill.
RPGDot: Can you save skill points to assign
them to a skill at a later stage when you have collected multiple
skill points or do you have to spend them when you get them.
Burut: Since the number of points needed
to raise a certain level grows and sometimes it is hard to
distribute all points fully, we have made possible to save
the points to use them later.
RPGDot: What are the 'costs', if any, for using
a skill. Does it cost you action points for example or does
it take something else or are they freely useable.
Burut: I can’t say that all skills
require one certain resource because of their variety. For
example, for magic skills you will need Energy, for blacksmiths
work you will need various materials and for alchemy - reagents.
Also there are skills that are more like passive, I mean the
ones like Pathfinding or Athletism.
RPGDot: Are there skills that are required
in certain parts of the game or to finish the game?
Burut: There are no skills that would be
super important on a certain stage of the storyline because
it would feel like we were ordering you to use this or that
and this is the thing we try to avoid at all costs (why would
someone learn how to break in, only to open a certain “storyline
door”). The skills exist to make this or that stage
of the game easier, that’s the point in them.
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