DARK
PAWNS

A Multi-User DungeonEST. 1994

World » Skills

Skills

Dark Pawns features a rich, dual-layered skill and magic model. Mortals grow stronger through direct combat experience, mental study, and dedicated training near guildmasters.


The Dual-Layer Architecture

To maintain high mechanical fidelity with legacy game engines while adding depth, character skills operate on two distinct, synchronized layers:

Layer 1: Core CircleMUD Skills

The baseline game mechanics. Every combat skill and stealth check is calculated directly through this layer. Skills are represented as raw proficiencies ranging from 0 to 100. Level requirements are strictly gated by your class.

Layer 2: The SkillManager

A modern progression overlay. Characters possess a pool of Skill Points and a maximum number of Skill Slots (default 10). You must use skill points to unlock skills in the SkillManager before they can be practiced or used in the game command loop.


Learning & Practice

Unlocking a Skill

To unlock a new skill, you must visit a class guildmaster. Learning requires:

  1. Character Level: Your level must meet the skill's difficulty ranking.
  2. Stat Thresholds: Combat skills require $\ge 10$ Strength/Dexterity; Magic skills require $\ge 12$ Intelligence/Wisdom; Utility skills require $\ge 8$ Dexterity/Intelligence.
  3. Skill Points: You must spend points equal to the skill's difficulty.
  4. Available Slots: You must have an empty slot (maximum of 10 slots used, unless expanded).

Improving Your Proficiency

There are two distinct paths to mastery:

  • Use-Based Improvement: Successfully executing a skill in the world (e.g., scoring a hit with backstab or hiding from sight) grants a chance to improve. The improvement check is driven by a combination of your Intelligence and Wisdom stats. As your proficiency grows higher, the window for automatic improvement becomes smaller.
  • Guildmaster Practice: You can deliberately practice at a class guildmaster. Typing practice <skill> near a guildmaster adds practice points. Once practice points cross 100, your character attempts a level-up check based on stats and level versus the skill's difficulty. A success levels up the skill.

Proficiency Titles

Your level of mastery (0 to 100) displays with the following titles:

Level Scale Title Description
0 Unlearned The character has no knowledge of this skill.
1–24 Novice Basic understanding; success rate is highly unpredictable.
25–49 Apprentice Developing muscle memory; moderate success in combat.
50–74 Journeyman Highly competent; able to reliably teach others.
75–89 Expert Exceptional speed and recovery in high-stakes situations.
90–99 Master Renowned specialist; near-flawless execution.
100 Grandmaster Peak mortal capability; legendary speed and precision.

Core Skill Registries

Below are the default skills wired into the Dark Pawns game engine, organized by type:

1. Combat & Offensive Skills

Skill Command Gated Classes Minimum Level Description
backstab Thief, Assassin 1 A highly lethal strike executed from stealth behind a target.
bash Warrior, Paladin, Ranger 3 A heavy shield or body blow designed to knock a target down.
kick Most Classes 1 A quick, tactical foot strike dealing minor damage.
trip Thief, Assassin 9 Sweeping a target's legs, incapacitating them for several combat ticks.
headbutt Warrior, Paladin, Ranger 5–7 A forceful head strike dealing moderate damage with a minor stun.
rescue Warrior, Paladin, Ranger 3–5 Divert a monster's attention to protect a fragile party member.

2. Stealth & Utility Skills

Skill Command Gated Classes Minimum Level Description
sneak Thief, Assassin 2 Move silently through rooms, evading aggressive monster triggers.
hide Thief, Assassin, Ranger 5–10 Melt into the shadows, making yourself completely invisible to onlookers.
steal Thief, Assassin 3 Filch gold or items from another humanoid's inventory.
pick_lock Thief, Assassin 4 Bypass locked doors or chest security mechanisms without a key.

3. Advanced Combat (C-10 Spec)

These represent highly advanced combat options unlocked by seasoned combatants:

  • disembowel — A brutal, bleeding slash dealing massive ongoing damage.
  • dragon_kick / tiger_punch — Special high-tier unarmed martial arts styles.
  • subdue / sleeper / neckbreak — Advanced chokeholds and finishing strikes.
  • ambush — Strategic offensive initiation from hiding.
  • parry — Dynamic weapon deflection to block incoming attacks.
  • escape / retreat — Controlled disengagement from active combat.

4. Magic Domains

Spellcasters study eight distinct fields of magical spellcraft, gating their spell selection:

  • Evocation (Direct combat damage, fireballs, lightning)
  • Abjuration (Wards, shields, protection spells)
  • Conjuration (Summoning entities and physical resources)
  • Divination (Identity checks, scanning, locating objects)
  • Enchantment (Target buffs, weapon charging)
  • Illusion (Invisibility, mirror images)
  • Necromancy (Lifetap, raising corpses, rot curses)
  • Transmutation (Flesh altering, speed buffs)