Skills

From Cod

So maybe you've been wondering just what your skills do?

For excessively detailed information on the learning difficulty, lag time, and mana costs of spells, see Skills/Raw Data.

Contents

Common Skills

Name Effects
artifice This skill is checked against when a player uses a wand, scroll, staff, or rod item. A failed skill check results in a wasted charge or a wasted item.
recall This allows the player to use the "recall" command. The skill% of recall doesn't matter and this command can't be used past level 16.
2x-cut Gives the player a chance to execute an extra attack, depending on dexterity and weapon weight.
3x-cut Gives the player a chance to execute yet another attack, depending on dexterity and weapon weight.
dual wield Allows the player to wield an extra weapon in their off-hand, gaining an extra attack. The secondary weapon has to be lighter than the primary one.

Knight Skills

Active Skills

Name Damage Damtype Notes
bash 2 to (2 x user size) + ((level) / 10) Bash Chance to hit depends on a lot of things. A successful Bash will knock the target down and daze them for three rounds.
rescue -- -- This skill causes everything attacking the target to start attacking the user instead.
fling 3 x weapon depends on weapon Disarms the user. Requires a short piercing weapon.
hammerhand weapon + (weapon x skill%/50) Bash Hits every enemy target in the room beyond the first with decreasing amounts of damage, down to about half. Knocks the last target down like Bash. Requires a Melee-type weapon.
entangle (level)/2 to (level) Slash Has a (skill x 2/3) chance to slow the enemy and decrease their dexterity by 1 to 4 for 6 pulses. Has a skill/2 chance to knock the target down without doing any damage. If this check fails or the target is already down, it does damage instead. Requires a long slashing weapon.
jump about (level) * 3 Pierce Can only be used outdoors on the ground. A failed skill check results in 1/50 the user's hp lost (user stumbles and doesn't leave the ground). A successful check followed by a failed check results in 1/20 the user's hp lost (user jumps but misses the target on descent), but this can happen even at 100%. Requires a long piercing weapon.
runic -- -- Applies the 'Runic' flag to a weapon for 6 pulses. The weapon will absorb one offensive spell and then go back to normal (unless it wears off first).

Passive Skills

Name Effects
shield block Chance to block is (skill%/ 3). Lower-leveled defenders have a slightly higher chance to block successfully. Requires something in the wear_shield slot to work (item type doesn't matter).
phalanx Chance to block an attack against an ally is ((shieldblock skill% + phalanx skill%) / 7). Requires a shield like shield block.
enhanced damage Has a (skill%) chance to add 0% to (skill%/2) extra damage to any normal attack.
concussive blow Has a (skill%/2) chance to reverse the effects of the target's armor, doing no less than normal damage, and no more than triple damage. Requires a short bashing weapon.
shining strike Has a (skill%/2) chance to do add an extra 20% damage to any attack, but this damage is all Silver-type. Requires a short slashing weapon.
countercarom Has a (skill% x 2/3) chance to reverse an enemy's attack. Only works against attacks that use one of the 'arrow' damtypes. Does not require a projectile weapon, but the 'arrow' damage type is uncommon.

Warrior Skills

Active Skills

Name Damage Damtype Notes
bash 2 to (2 x user size) + ((level) / 10) Bash Chance to hit depends on a lot of things. A successful Bash will knock the target down and daze them for three rounds.
kick about (level) x 3/4 Bash If dexterity is over 17, has a chance to do another hit for about (level) / 2. If dexterity is over 23, has a chance to do ANOTHER hit for about (level) / 2.
smash weapon Bash An extra attack that completely ignores the target's armor. (but, bad armor can increase damage, so this may do less than a normal attack)
berserk -- -- Berserk heals the user significantly (about [level x 7] hp) and increases their hitroll and damroll by 10 for 4 to 8 pulses, but worsens their armor by 15, halves their ability to save versus spells, and makes the user really hungry when it wears off. Berserk works more often when the user's HP is low. It won't stack with the Frenzy affect. You can't cast spells while berserk.
warcry -- -- Increases the target's strength by 4.
disarm -- -- Knocks a weapon out of the target's hand. Requires a weapon to use. Works more often for dexterous, high-level fighters fighters with high weapon skill.
overpower about (level) x 5/6 bash Does full damage and has very little cooldown against enemies that are dazed (EG by Bash or Trip or Lucent Beam). Does 2-12 damage and is very slow otherwise.
lunge about (level) x 2 Pierce Requires a weapon.
suplex Depends on victim size Bash Sometimes sends the victim into nearby rooms. Victims thrown this way can hit people in those rooms for even more damage. Does (2 + (victim size x 2)) d (5 x attacker level / 2 x (1 / (victim size + 1))) damage.
defend -- -- Cuts all damage by 3/4 for one pulse.

Passive Skills

Name Effects
parry Has a skill%/4 chance to block normal attacks. Requires a weapon in the main hand.

Styles

The "style" command is used to switch between styles, and has its own skill%, which increases the effectiveness of all styles.

Name Chance of Working Effects
Human Brawling (style% + brawling%) / 4 Has 4 possible extra attacks, working depends on presence of the eyes, tail, feet, and arms parts. Most attacks do about (level)/4 bash damage but the eyes one does pierce and can cause Blind for one pulse.
Giganto Wrestling (style% + wrestling%) / 6 Has a 75% chance to apply a grapple and a 25% chance to do a bodyslam for about (level)/3 bash damage. Grappled opponents cannot attack normally. Ending a grapple does about (level) bash damage.
Saiyan Karate (style% + karate%) / 4 Does about (level)/3 bash damage.
Koopa Boxing (style% + boxing%) / 6 Has a 50% chance of doing about (level)/4 bash damage. Has a 25% chance of doing about (level)/6 bash damage. Has a 25% chance of doing about (level)/2 bash damage.
Moogle Capoiera (style% + capoiera%) / 4 Does about (level)/4 bash damage.
Hylian Aikido (style% + aikido%) / 4 Works on defense instead of on attack. Has a skill% x 2/3 chance to block an attack and do 1/4 counter damage, OR if skill > 75%, has a 50% chance to do 3/4 damage, and a 50% chance to do half damage.
Matango Breakdancing (style% + breakdancing%) / 6 Does about (level)/6 bash damage. Has a 33% chance to try to cause Confuse.

Thief Skills

Active Skills

Name Damage Damtype Notes
sneak -- -- Gives the user the Sneak flag for [character level] pulses, which keeps people and most mobs from seeing the character move between rooms.
steal -- -- Lets the character remove things from the target's inventory. The user can steal (1 to [Level])% of a mob's gold and silver (calculated seperately), too.
trip about 0.5 x ((victim size * 2) + (attacker level / 10)) Bash Successful hits knock the target down and daze for three rounds. Can't be used on floating/flying targets.
backstab weapon x (3 + level/8) Pierce Can't be used when the target is below 33% hp. Needs a short piercing weapon.
hide -- -- Hides the user, preventing them from being seen at all. However, the user doesn't know if it worked, and ANY command will un-hide them.
dirt kicking 2 to (2+ level/5) Earth Blinds the target and gives them a -15 penalty to hitroll for 2 pulses. Doesn't work in water or mid-air, works less often indoors.
pick lock -- -- Allows the player to open doors and containers without an appropriate key. Some can't be picked, however.
pry -- -- Lets the player remove items from the target's Shield or Hold slot, causing them to fall onto the ground.
palm -- -- Exactly like the "take" command, but nobody else in the room will see what happened. A failed check only gives the normal message.
envenom -- -- Applies the Poison flag to a weapon for a random number of pulses, up to half the character's level. The strength of the poison is random, but the level of the affect is not more than the envenomer's level. Can also poison food and beverages.
circle weapon x 1.5 weapon Does an instantaneous extra attack at 1.5x damage with very little delay, but it can only be used immediately after a round in which you successfully dodged an attack.
doppelganger none -- Takes 10% of the user's HP to make a clone while the real attacker flees. The clone has half the user's HP and the same armor but does no damage.
firetrap none -- Prevents characters from fleeing. Characters immune to fire ignore it, though.
gptoss logarithmic, based on user's money Non-elemental Damage done is about (log10(user cash) x level) x (100 ± (log10(user cash) x 10 / (user cash/5))). Drains (total cash)/(5 + (skill/20)) cash.
fumes based on number of exits Poison Does more damage in rooms with less exits and against targets lower level than the user. Hits all applicable targets with poison-type damage and also tries to apply the poison affect at 3/4 the user's level. Can be resisted for half damage.

Passive Skills

Name Effects
dodge Gives a skill%/4 chance to avoid normal attacks.
haggle Lets the player spend less money in shops. Nonsentient shopkeepers can't be haggled with.
sense hidden Allows the player to see hidden objects and characters.
peek When Looking at another character, the user can see their full inventory (but not wealth or inside containers).
smokescreen Has a skill% chance to hide the direction the thief flees in.
Gilgame Heart Has a skill% chance to give the thief silver equal to damage taken.
critical Gives the user a skill%/10 chance to cause double damage with any normal attack or backstab.

Wizard Skills

Passive Skills

Name Effects
surecasting Can be toggled on and off with the "surecast" command. With this skill active, the caster will not fail to cast a spell, but may instead be completely drained of mana.

Priest Skills

Active Skills

Name Effects
discern Applies the Detect_good and Detect_evil flags to the user until turned off (with the same command).

Geomancer Skills

Active Skills

Name Effects
camouflage Like the Hide skill, but the chance of working also depends on the overgrowth level of the room the Geomancer is in.

Passive Skills

Name Effects
nature empathy Gives the Geomancer a skill% chance to increase recovery rates depending on the overgrowth level of the room they're in (4/3 with one level of overgrowth, up to double with full overgrowth).

Summoner Skills

Active Skills

Name Effects
rescue This skill causes everything attacking the target to start attacking the user instead.
fallback This skill causes everything attacking the user to start attacking the target instead! But it can only be used with groupmates.

Passive Skills

Name Effects
leadership Allows the Summoner to have up to 4 pets once practiced above 50%.
preeminence Allows the Summoner to have up to 5 pets once practiced above 50%.
  • Summoners without either of these skills are still allowed to have more pets than anyone else (three instead of two).
  • Summoners who have for some reason practiced Preeminence without practicing Leadership will still be restricted to three pets, but why would you do that?
  • Taking these skills as remort abilities is not advised as they only work for those who are currently Summoners.

Racial Skills

Active Skills

Name Effects
pray This skill can heal the user, heal the user's entire party, restore the mana of the user's party, damage an enemy (for holy or negative damage equal to a first-tier spell, depending on the user's level), blind everyone, confuse everyone, raise the strength of everyone, or do nothing.
spore This skill poisons the target for 4-8 pulses, depending on character level. At level 20 or higher, it has a 50% chance to try to blind the target. At level 40 or higher, it also has a 50% chance to try to confuse the target.
pumpkin The user of this skill loses 1/5 of their current HP to lower the target's maximum HP by 1/3 for 30 pulses. Higher Constitution increases the chance of working.

Old Skills

Name Effects
4x-cut/5x-cut Used to give even more attacks. These do nothing now though.
Wands/Staves/Scrolls Used to be used for specific item types. These have been merged into the Artifice skill.
fast healing Increases HP regeneration up to double depending on skill%.
meditation Increases MP regeneration up to double depending on skill%.
circle Does a normal attack at 150% normal damage + [Level]/10 extra. Requires a weapon.
solar flare Exactly like dirt kick but with different echoes.
kamehameha Doesn't do anything anymore!

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