On February 8:th in 2004, the fighting
skill tree was replaced by a new skill tree. This meant that the old skill
levels had to be moved to the new skills.
At the same time, the Warriors' Guild was
seperated into nine different specializations. This is my info about it
all:
Copied posts:
Ceres' NEWS announcement
A copy of Trilogys original post on Warriors'
Board (Edited by me, with the changes from this
post, due to pursuit being denied as a primary)
Ceres about weapon types
Ceres about weapon and armour standards
Ceres about teaching + "help teaching"
For Assassins, Priests, Thieves, Wizards & Witches:
Non-warriors
For (mainly) Warriors:
An
FAQ - Aces (link)
Basics, when you log on
- Airk
Specializing as a Warrior - Airk
Table of the primaries for the
Warrior specializations - Airk
Some
of the new titles - Aces (link)
Other links:
Ceres'
notes on the fighting skill tree (not new)
Discworld MUD home page
BASICS:
When you log on for the first time after the changes, most of your fighting skills will be mapped directly to new skills. The skills that does not map directly will be saved. With the "allocate" command you will be able to assign the skills that didn't map directly. A saved melee skill can be mapped to any melee skills with 0 levels and any other fighting skill can be mapped to any non-melee fighting skill with 0 levels. Warning: Do not advance any fighting skill you have at level 0 before you allocate. It has to be at level 0 or you can't assign a saved skill to it.
All warrriors will have the following skills as primaries until they choose a specialization:
"fighting.melee.dagger"
"fighting.melee.sword"
"fighting.melee.heavy-sword"
"fighting.melee.mace"
"fighting.range.thrown"
"fighting.range.fired"
"fighting.unarmed.striking"
"fighting.defence.parrying"
"fighting.defence.dodging"
"fighting.special.weapon"
"fighting.special.unarmed"
"fighting.special.tactics"
"fighting.points"
"other.evaluating.weapons"
"other.evaluating.armour"
SPECIALIZING:
After deciding which specialization you want, you need to go to their guild house and find the npc recruiter. When you join a specialization some of the specializations primary skills will not match your temporary primaries, so they will switch skill levels with the new primaries.
Here is how the skills will be switched for every specialization. The first skill is the new primary, the second skill the temporary primary:
Djelian Guard
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"fighting.unarmed.grappling"<-"fighting.unarmed.striking"
"other.direction"<-"fighting.range.thrown"
Klatchain Foreign Legion
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"other.direction"<-"other.evaluating.armour"
"other.movement.riding.camel"<-"fighting.special.unarmed"
Samrai
"crafts.arts.calligraphy"<-"other.evaluating.armour"
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.melee.polearm"<-"fighting.melee.mace"
"fighting.range.bow"<-"fighting.range.fired"
"other.movement.riding.horse"<-"fighting.range.thrown"
Imperial Guard
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.flail"<-"fighting.melee.dagger"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.unarmed.grappling"<-"fighting.unarmed.striking"
"other.movement.climbing.rock"<-"fighting.range.thrown"
Lancre Highland Regiment
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"crafts.smithing.black.weapons"<-"other.evaluating.armour"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.axe"<-"fighting.melee.heavy-sword"
"fighting.melee.polearm"<-"fighting.melee.dagger"
"fighting.range.bow"<-"fighting.range.fired"
"other.hunting.tracking"<-"other.evaluating.weapons"
"other.movement.riding.horse"<-"fighting.special.unarmed"
Hunters
"crafts.hunting.tracking"<-"fighting.unarmed.striking"
"crafts.hunting.trapping"<-"fighting.special.unarmed"
"crafts.materials.leatherwork"<-"other.evaluating.armour"
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"fighting.melee.axe"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"other.movement.climbing.tree"<-"other.evaluating.weapons"
Hublandish Barbarians
"crafts.materials.leatherwork"<-"other.evaluating.armour"
"crafts.medicine.firstaid"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.special.tactics"
"fighting.melee.axe"<-"fighting.melee.dagger"
"fighting.melee.flail"<-"fighting.melee.heavy-sword"
"fighting.melee.heavy-sword"<-"fighting.melee.sword"
"fighting.unarmed.grappling"<-"fighting.special.unarmed"
"other.movement.riding.horse"<-"other.evaluating.weapons"
Ankh-Morpork Palace Guard
"crafts.medicine.firstaid"<-"fighting.special.unarmed"
"crafts.smithing.black.weapons"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.flail"<-"fighting.melee.dagger"
Weapon Master’s Court
"crafts.medicine.firstaid"<-"fighting.special.unarmed"
"crafts.smithing.black.weapons"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.unarmed.striking"
"fighting.melee.flail"<-"fighting.melee.heavy-sword"
TABLE OF PRIMARIES/SPECIALIZATIONS:
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NON-WARRIORS
Ok, there are three categories of fighting skills after the change. I will explain all three:
1. Fighting skills that are primaries for you
These will be mapped to whatever skills are your new primaries. An
example is fi.co.me.pierce to fi.me.dagger for Assassins.
2. Non-primary fighting skill just changed position in the tree
These will map directly, like fi.co.ra.fired to fi.ra.fired
or
fi.co.sp.we
to fi.sp.we.
3. Non-primary fighting skills that were removed, changed or split
These will be saved for you to use with the "allocate" command. You
will be able to place your old melee skills into any of the new melee skills
that are at level 0. For example, an Assassin could put their old fi.co.me.sharp
levels into fi.me.polearm. For the non-melee fighting skills, you
may put them into any of the new non-melee fighting skill at level 0. For
example, you could put your old fi.co.do.range skills into fi.de.blocking.
Don't wait with allocating. Try to decide as soon as possible and then do it. Do not advance a fighting skill that is at 0 before you allocate, you will lose the ability to allcoate into that skill.
I hope that's clear enough.....