Difference between revisions of "Proficiencies"

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(More info: Removed roles from the equation.)
(Changed all mention of old professions and proficiencies to fit the new system, redid the disclaimer at the top of the page to warn newer users about outdated or obsolete information, redid much of the 'More Info' section.)
 
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In FS, the skill-system works via Proficiencies and Combat Skills, each filling their own role.
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'''Older versions of this page had to be rewritten after the [[Skill proficiency rework]], in which: professions were removed entirely, many proficiencies were removed, there's no longer any distinction between combat and knowledge proficiencies, and there's now an entirely different system of level caps, training, and mechanical skills. As such, all information on 'professions' needs reviewing or rewriting, and may be inaccurate if seen on the wiki or in-game.'''
Proficiencies can be split in two categories, being the knowledge proficiencies and the combat proficiencies. Both are
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primarily gained via professions, but the rules for them vary slightly.
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 +
In FS, the skill system works off a set of proficiencies chosen during character creation, and altered by the use of [[Perks]], [[Edges]], and training on the web menu. <br />
 +
While having no mechanical benefits (outside of [[Social Actions]] and repairing <b>Precious Items</b>) by themselves, they do play a large part in roleplay, especially judged scenes. <br />
 +
<br />
 +
Skill training begins on the web interface, where one can select up to 8 Hobbies, 4 Interests, and 2 Specialties ([[Perks]] and [[Edges]] may alter these amounts)<br />
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Skill starting levels and caps are as follows:
 +
{| class="wikitable"
 +
|-
 +
! Mastery !! Starting !! Cap
 +
|-
 +
| None || 0 || 10
 +
|-
 +
| Hobby || 10 || 20
 +
|-
 +
| Interest || 20 || 30
 +
|-
 +
| Specialty || 25 || 40
 +
|}
 
   
 
   
 
==List of Proficiencies==
 
==List of Proficiencies==
Proficiencies that increase the chance of acquiring salvage have a light blue background.
 
 
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 13: Line 28:
 
! scope="col" | Description
 
! scope="col" | Description
 
|-
 
|-
  | Acrobatics || Your skill in being nimble, quick, and precise with your movements, allowing you to perform flips, handstands, hold your balance and other tricky movements.
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  | [[Academics]] || A general measure of your intelligence and book smarts. Enjoy your STEM training! This also covers classical reading. Did you know Loki's genderfluid? Let me tell you about it... (A combination of older knowledge proficiencies, namely [[Comprehension]], [[History]], [[Economics]], [[Legends]], [[Management]], [[Theology]], and [[Xeno]])
|-
 
| Armor || Your skill at using shields, armor, or just stationary objects to reduce an enemy's ability to hit you or the impact of such a hit.
 
 
|-
 
|-
  | Brawling || Your skill with fighting with your body, be it with punching, kicking, biting, or other related abilities. Each point in this proficiency will increase the damage and status magnitude of brawling attacks by 0.2% ...
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  | [[Acrobatics]] || Your skill in being nimble, quick, and precise with your movements, allowing you to perform flips, handstands, hold your balance and other tricky movements.  
 
|-
 
|-
  | Climbing || The ability to scale a mountain side or make it up a rope, if it involves ascending or descending without the use of flight, you are climbing.  
+
  | [[Armor]] || Your skill at using shields, armor, or just stationary objects to reduce an enemy's ability to hit you or the impact of such a hit.  
 
|-
 
|-
  | Comprehension || You have a very broad education! Or, at least, more than typical. When you try to learn new things, they come much easier to you. This Skill slightly reduces your direct costs for raising your skills. More importantly, it reduces the number of skill levels you are considered to have when the costs to raise your other skills are calculated. The magnitude of this reduction scales as you improve the skill, maxing out at 25% at Comprehension 60 (achievable through the perk Jack Of All Trades).
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  | [[Athletics]] || Your general ability to exert your muscles. Climb, run, jump long distances, or grab a barbell and toss it across the room! (A combination of the older physical proficiencies, namely [[Climbing]], [[Running]], and [[Strength]])
|- style="background: #AADDFF;"
 
| Computer || Knowledge of computers enables a user to access and bypass computer systems. When the information you need is on a secured terminal, you'll be glad you have this skill along. Also increases chance of builder nanite collection with a collector. Also increases rate of Electronic salvage.
 
 
|-
 
|-
  | Deceit || Knowledge of how to lie, disguise yourself, or otherwise hide who you are, what you mean, and what your intentions are.  
+
  | [[Computer]] || Knowledge of computers enables a user to access and bypass computer systems. When the information you need is on a secured terminal, you'll be glad you have this skill along.  
|- style="background: #AADDFF;"
 
| Design || Sometimes, you just need to make something up! This ability allows you to apply the Rules of Cool in a montage creation sequence resulting in what's needed to push the plot forward. Often combined with other skills. Such creations are for plot purposes, you cannot make your own equipment. Design also increases your odds of salvaging mechanical salvage.  
 
 
|-
 
|-
  | Economics || Where there's a will, there's probably a few creds involved. Economics helps to see the lines drawn by way of revenue. Very helpful for plots involving corporations, smugglers, and swindlers. In game, it increases freecred profits from battle, and if you are subscribed, you get double the effect. In addition, you can talk down prices in shops that allow for haggling.  
+
  | [[Deceit]] || Knowledge of how to lie, disguise yourself, or otherwise hide who you are, what you mean, and what your intentions are.
 +
|-
 +
| [[Design]] || Sometimes, you just need to make something up! This ability allows you to apply the Rules of Cool in a montage creation sequence resulting in what's needed to push the plot forward. Often combined with other skills. Such creations are for plot purposes, you cannot make your own equipment.  
 
|-
 
|-
  | Empathy || The ability to read people, understand hidden meanings, and otherwise uncover the truth in what is really going on. Also, your suave demeanor gets you more pay for building social connections.  
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  | [[Empathy]] || The ability to read people, understand hidden meanings, and otherwise uncover the truth in what is really going on.  
 
|-
 
|-
  | Evasion || Your ability to dodge, maneuver, and avoid blows entirely.  
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  | [[Evasion]] || Your ability to dodge, maneuver, and avoid blows entirely.  
 
|-
 
|-
  | First Aid || Your capacity to give emergency, immediate aid to someone in a dire situation. Quickly apply bandages, hypos, and use other tools to provide quick medical attention to address the immediate concerns of an ally recently injured while not exactly in a safe situation.  
+
  | [[Fortitude]] || Fortitude determines your physical endurance, your ability to ignore pain, and your ability to recover quickly.
 +
|-
 +
| [[Installation]] || Your understanding of pre-Promethean technologies and their upkeep. This skill lets you repair computers and electronics and complicated mechanical work.  
 
|-
 
|-
  | Fortitude || Fortitude determines your physical endurance, your ability to ignore pain, and your ability to recover quickly. Increases your out of combat HP and Energy Recovery, and boosts energy recovery from powers.  
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  | [[Intimidation]] || Sometimes there isn't time to win over a crowd when all you need is one guy to shut up and get out of the way. Intimidation works well at cowing people into giving you what you want. It's faster than socializing, but leaves harder feelings.  
 
|-
 
|-
  | History || Written facts about the past. What nation came after what nation, who developed the Promethean virus(RSX Industries&Zephyr Inc) and who founded Fairhaven? Knowing the past can unlock the secrets of the present(and eke out some hints from the director). This also increases the quality/value of trinkets found at times after battle.
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  | [[Marksmanship]] || Your skill with fighting with ranged weapons, such as firearms, crossbows, and grenades.  
|- style="background: #AADDFF;"
 
| Installation || Your understanding of pre-Promethean technologies and their upkeep. This skill lets you repair computers and electronics and complicated mechanical work. This also increases your Energy salvage rates. This proficiency also makes items cheaper to keep going, reducing the salvage they need for ongoing upkeep.  
 
 
|-
 
|-
  | Intimidation || Sometimes there isn't time to win over a crowd when all you need is one guy to shut up and get out of the way. Intimidation works well at cowing people into giving you what you want. It's faster than socializing, but leaves harder feelings. In addition, you can talk down prices in shops that allow for haggling.  
+
  | [[Medicine]] || What a terrible case of Valvonian Flu you have there... When plot related maladies befall you or your fellow adventurers, you're there to figure out the cure. You might not always have the cure on hand, but you at least know where to find it.
 
|-
 
|-
  | Legends || Folk lores, wild bar tales, and whispered rumors can keep an adventurer alive! Legends is a great skill to have when fishing for a hint from a sneaky Director while plumbing in any kind of ruins or 'lost' area. Legends also provides a discount when summoning prime creatures, both a freecred reduction and less vials required. In addition, you are more able to identify rare artifacts, making the value of trinkets found after battle greater as skill is increased.  
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  | [[Melee]] || Your skill with fighting with handheld, close range, weapons. Examples include daggers, swords, axes and maces.  
 
|-
 
|-
  | Management || Your ability to read, interpret, enforce, manipulate, and understand the various rules and laws of the land. Cut through the red tape and understand the law, bringing in violators, or understanding how to bend without breaking yourself. Having this skill reduces your tax rate, normally 10%, increases your shop size if you own one, and gives your group even more freecred from fighting (Without you losing any more!)
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  | [[Negotiation]] || Your ability at fast talk and persuasion. With this, you find it easier to get others to see your side of things and eventually join you.
 
|-
 
|-
  | Marksmanship || Your skill with fighting with ranged weapons, such as firearms, crossbows, and grenades. Each point in this proficiency will increase the damage and status magnitude of ranged attacks by 0.2%.  
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  | [[Perception]] || Your ability to detect the movements and actions of others in the environment around you.
 +
|-
 +
| [[Research]] || What you don't know, is probably written down somewhere. Knowing how to scour the information nets and read books quickly can uncover the next part of the plot.
 
|-
 
|-
  | Medicine || What a terrible case of Valvonian Flu you have there... When plot related maladies befall you or your fellow adventurers, you're there to figure out the cure. You might not always have the cure on hand, but you at least know where to find it. When using healing abilities outside of combat, they are more effective.  
+
  | [[Security]] || Traps, Mechanical Locks? Not a problem for you! You're quite good at spotting cameras and traps, and working out how to bypass all those things designed to keep people LIKE YOU out.
 
|-
 
|-
  | Melee || Your skill with fighting with handheld, close range, weapons. Examples include daggers, swords, axes and maces. Each point in this proficiency will increase the damage and status magnitude of melee attacks by 0.2%.  
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  | [[Sexual]] || Knowledge of sex, be it on the giving or receiving end. Besides making friends happy, it can be used to make new friends or change minds in the bizarre nanite world we live in. Some mutant strains won't listen to any other form of diplomacy.  
 
|-
 
|-
  | Negotiation || Your ability at fast talk and persuasion. With this, you find it easier to get others to see your side of things and eventually join you. In addition, you can talk down prices in shops that allow for haggling.  
+
  | [[Stealth]] || Your ability to hide, sneak, or otherwise avoid detection. As a note, attempting rapid movement, such as running, would give a penalty to this roll. How much of a penalty is up to the judge.  
 
|-
 
|-
  | Perception || Your ability to detect the movements and actions of others in the environment around you.
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  | [[Survival]] || Where do you pitch a tent? How do we find water? It's getting really cold up here! Survival experts know what to do when the environment turns deadly.
|- style="background: #AADDFF;"
 
| Research || What you don't know, is probably written down somewhere. Knowing how to scour the information nets and read books quickly can uncover the next part of the plot. Also increases odds of finding Chemical Salvage. Also increases drop rates of infection nanites(with a proper collector)
 
 
|-
 
|-
  | Running || Your ability to move quickly. Acceleration and top speed are both affected by your skill here. This proficiency assists you when attempting to flee combat.  
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  | [[Underworld]] || Who's selling, who's buying, and who's a rotten snitch? The Underworld helps when dealing with unsavory characters and avoiding ending up the fall man for someone else's grand desires.  
 
|-
 
|-
  | Security || Traps, Mechanical Locks? Not a problem for you! You're quite good at spotting cameras and traps, and working out how to bypass all those things designed to keep people LIKE YOU out. NOTE: In the web patrol puzzle game, security helps to avoid setting off traps, giving you more chances to find the right space.
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  | [[Willpower]] || Your mental fortitude to avoid compulsion, trickery, or other attempts to manipulate you, mind and body.  
|-
 
| Sexual || Knowledge of sex, be it on the giving or receiving end. Besides making friends happy, it can be used to make new friends or change minds in the bizarre nanite world we live in. Some mutant strains won't listen to any other form of diplomacy.
 
|-
 
| Stealth || Your ability to hide, sneak, or otherwise avoid detection. As a note, attempting rapid movement, such as running, would give a penalty to this roll. How much of a penalty is up to the judge.
 
|-
 
| Strength || Your ability to lift, push, or otherwise move heavy objects. This proficiency is heavily modified by your mass. Note: This proficiency does not reflect on your damage in any way.
 
|- style="background: #AADDFF;"
 
| Survival || Where do you pitch a tent? How do we find water? It's getting really cold up here! Survival experts know what to do when the environment turns deadly. Increases your successful flee rate and increases rate of Edible salvage. This skill also helps those in the Survivor faction to do cheaper repairs on their equipment.
 
|-
 
| Theology || Knowledge of supernatural and mystical forces, as well as their artifacts. Useful for identifying which dedication or supernatural has which effects and powers, or what a particular item is and what it represents. This skill also increases the quality of trinkets you find after a battle.
 
|-
 
| Underworld || Who's selling, who's buying, and who's a rotten snitch? The Underworld helps when dealing with unsavory characters and avoiding ending up the fall man for someone else's grand desires.
 
|-
 
| Willpower || Your mental fortitude to avoid compulsion, trickery, or other attempts to manipulate you, mind and body.
 
|-
 
| Xeno || The study of alien beings. One might have called it Anthropology, back in the day when man was the only sentient being. Does that thing breathe fire? Do those people kill on sight or deliver cookie baskets? Only properly trained Xeno Scholars know for sure.
 
 
 
A score of 10 in Xeno allows numeric hp view in +health. 20 allows you to see all the mutations a creature has when using the +mut command and upgrades <look> to see what mutant powers a creature should have, based on its mutations. Having 30 upgrades <look> to see what mutant powers it ACTUALLY has. Lastly, having 40 allows you to see the 'real' mutations of someone with Looks Human perk. Note, works just fine on players too.  
 
 
|}
 
|}
  
 
==More info==  
 
==More info==  
Before obtaining a proficiency, it is useful to look them all over:
+
Before selecting your proficiencies, it is useful to look them all over:
 
*'''list proficiency''' lists all proficiencies.
 
*'''list proficiency''' lists all proficiencies.
*'''rpinfo <proficiency>''' provides info about the chosen proficiency, primarily what it does and which professions have it.
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*'''rpinfo <proficiency>''' provides info about the chosen proficiency, primarily what it does and which professions have it.  
*'''list profession''' lists all professions.
 
*'''rpinfo <profession>''' provides basic info about a profession, most notably which proficiencies are granted by them.
 
  
 
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You can set your hobbies, interests, and specialties via the training-page on the web-interface (http://flexiblesurvival.com/index?training).<br />
Once you have decided on a set of professions, simply '''buy <profession>''' anywhere outside of a shop. You can have six
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<b>NOTE:</b> Be careful when assigning skills, as there is no 'undo' button save for a complete wipe using the <b>+mako/ProfReset</b> command in-game!<br />
professions at most, each giving up to 10 points in the attached proficiencies, with the first two being free, and subsequent
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Further training in proficiencies is possible through the same menu only after all proficiencies have been assigned. <br />
ones costing small amounts of experience. Keep in mind that any given proficiency can only reach 60% of the max level via
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Training a proficiency past 10 points will incur a token-cost, and logically, the price goes up the higher you train your proficiencies.<br />
professions, so buying any beyond that is a waste of proficiency.
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Here, you can also set a tax-rate, which means that apart of your earned freecred is invested in the chosen proficiency directly, lowering the cost of leveling over time. <br />
 
   
 
   
  
After having purchased six professions, further training in proficiencies is possible via the training-page on the
+
Thematically, all proficiencies mark prowess in their given field, with varying degrees of expertise based on the investment.<br />
web-interface (http://flexiblesurvival.com/index?training). Training a proficiency past 10 points will infer a token-cost, and
+
For example: A Hobbyist in [[Academics]] will only have passing knowledge over a broad set of subjects, while a Specialist might've studied a field like History or Economics extensively. <br />
logically, the price goes up the higher you train your proficiencies. Here, you can also set a tax-rate, which means that a
 
part of your earned freecred is invested in the chosen proficiency directly, lowering the cost of leveling over time and
 
offering a higher interest-rate the higher you set the tax-rate.
 
 
  
As noted before, the two types of proficiencies have slightly differing rules, in that you can train a knowledge-proficiency
 
up to your level, whereas you can only train a combat-proficiency up to 60% of that. If your professions would grant you more
 
than your current (mentored) level would permit, the additional points will show up once you gain a higher level, so nothing
 
is lost.
 
  
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In roleplay, each skill is rolled off 20d100 using the <b>roll <proficiency></b> command, with each point in a skill adding an additional percentage chance of a successful roll. <br />
Thematically, all proficiencies mark prowess in their given field, no matter which type. For example, '''rpinfo medicine'''. As we
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By default there is a minimum of a 5% success on any roll (10% with [[Jack of All Trades]]) and a maximum of 40% when a skill is fully trained without any other modifiers. <br />
can see, medicine would allow the character to have a certain degree of medical expertise. Contrast '''rpinfo first aid''', which
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A result of 3 would be considered basic competency, 6 would be a difficult task, 9 would be an exemplary effort, 12 would be practically supernatural, and 15 is a nigh-impossible feat. <br />
doesn't bring expanded medical knowledge in and of itself, but instead allows a more efficient use of medicine in stressful
+
At no point can any skill exceed being considered above a 60, but each hero point spent on a roll is considered an extra +5 in that respective skill in addition to modifiers added from [[Perks]], [[Quirks]], or [[Edges]]. <br />
situations such as combat. The first is a knowledge-proficiency, the second a combat-proficiency.
+
Far more detailed information including suggested skill challenges per tier, obstructions/modifiers, and other miscellany can be found under the <b>+help Getting Started/Rolling</b> command in-game!
 
 
 
Note that caps do apply. You can have 10% of proficiencies at 90-100% of the level cap, 20% at 80-90%, 20% at 70-80%, 20% at
 
60-70%, and no limits on the number under that. Each of these has the lower bound excluded. Hence, combat-proficiencies will
 
never, ever count towards your caps.
 
  
  

Latest revision as of 07:05, 1 July 2024

Older versions of this page had to be rewritten after the Skill proficiency rework, in which: professions were removed entirely, many proficiencies were removed, there's no longer any distinction between combat and knowledge proficiencies, and there's now an entirely different system of level caps, training, and mechanical skills. As such, all information on 'professions' needs reviewing or rewriting, and may be inaccurate if seen on the wiki or in-game.


In FS, the skill system works off a set of proficiencies chosen during character creation, and altered by the use of Perks, Edges, and training on the web menu.
While having no mechanical benefits (outside of Social Actions and repairing Precious Items) by themselves, they do play a large part in roleplay, especially judged scenes.

Skill training begins on the web interface, where one can select up to 8 Hobbies, 4 Interests, and 2 Specialties (Perks and Edges may alter these amounts)
Skill starting levels and caps are as follows:

Mastery Starting Cap
None 0 10
Hobby 10 20
Interest 20 30
Specialty 25 40

List of Proficiencies

List of proficiencies
Proficiency Description
Academics A general measure of your intelligence and book smarts. Enjoy your STEM training! This also covers classical reading. Did you know Loki's genderfluid? Let me tell you about it... (A combination of older knowledge proficiencies, namely Comprehension, History, Economics, Legends, Management, Theology, and Xeno)
Acrobatics Your skill in being nimble, quick, and precise with your movements, allowing you to perform flips, handstands, hold your balance and other tricky movements.
Armor Your skill at using shields, armor, or just stationary objects to reduce an enemy's ability to hit you or the impact of such a hit.
Athletics Your general ability to exert your muscles. Climb, run, jump long distances, or grab a barbell and toss it across the room! (A combination of the older physical proficiencies, namely Climbing, Running, and Strength)
Computer Knowledge of computers enables a user to access and bypass computer systems. When the information you need is on a secured terminal, you'll be glad you have this skill along.
Deceit Knowledge of how to lie, disguise yourself, or otherwise hide who you are, what you mean, and what your intentions are.
Design Sometimes, you just need to make something up! This ability allows you to apply the Rules of Cool in a montage creation sequence resulting in what's needed to push the plot forward. Often combined with other skills. Such creations are for plot purposes, you cannot make your own equipment.
Empathy The ability to read people, understand hidden meanings, and otherwise uncover the truth in what is really going on.
Evasion Your ability to dodge, maneuver, and avoid blows entirely.
Fortitude Fortitude determines your physical endurance, your ability to ignore pain, and your ability to recover quickly.
Installation Your understanding of pre-Promethean technologies and their upkeep. This skill lets you repair computers and electronics and complicated mechanical work.
Intimidation Sometimes there isn't time to win over a crowd when all you need is one guy to shut up and get out of the way. Intimidation works well at cowing people into giving you what you want. It's faster than socializing, but leaves harder feelings.
Marksmanship Your skill with fighting with ranged weapons, such as firearms, crossbows, and grenades.
Medicine What a terrible case of Valvonian Flu you have there... When plot related maladies befall you or your fellow adventurers, you're there to figure out the cure. You might not always have the cure on hand, but you at least know where to find it.
Melee Your skill with fighting with handheld, close range, weapons. Examples include daggers, swords, axes and maces.
Negotiation Your ability at fast talk and persuasion. With this, you find it easier to get others to see your side of things and eventually join you.
Perception Your ability to detect the movements and actions of others in the environment around you.
Research What you don't know, is probably written down somewhere. Knowing how to scour the information nets and read books quickly can uncover the next part of the plot.
Security Traps, Mechanical Locks? Not a problem for you! You're quite good at spotting cameras and traps, and working out how to bypass all those things designed to keep people LIKE YOU out.
Sexual Knowledge of sex, be it on the giving or receiving end. Besides making friends happy, it can be used to make new friends or change minds in the bizarre nanite world we live in. Some mutant strains won't listen to any other form of diplomacy.
Stealth Your ability to hide, sneak, or otherwise avoid detection. As a note, attempting rapid movement, such as running, would give a penalty to this roll. How much of a penalty is up to the judge.
Survival Where do you pitch a tent? How do we find water? It's getting really cold up here! Survival experts know what to do when the environment turns deadly.
Underworld Who's selling, who's buying, and who's a rotten snitch? The Underworld helps when dealing with unsavory characters and avoiding ending up the fall man for someone else's grand desires.
Willpower Your mental fortitude to avoid compulsion, trickery, or other attempts to manipulate you, mind and body.

More info

Before selecting your proficiencies, it is useful to look them all over:

  • list proficiency lists all proficiencies.
  • rpinfo <proficiency> provides info about the chosen proficiency, primarily what it does and which professions have it.

You can set your hobbies, interests, and specialties via the training-page on the web-interface (http://flexiblesurvival.com/index?training).
NOTE: Be careful when assigning skills, as there is no 'undo' button save for a complete wipe using the +mako/ProfReset command in-game!
Further training in proficiencies is possible through the same menu only after all proficiencies have been assigned.
Training a proficiency past 10 points will incur a token-cost, and logically, the price goes up the higher you train your proficiencies.
Here, you can also set a tax-rate, which means that apart of your earned freecred is invested in the chosen proficiency directly, lowering the cost of leveling over time.


Thematically, all proficiencies mark prowess in their given field, with varying degrees of expertise based on the investment.
For example: A Hobbyist in Academics will only have passing knowledge over a broad set of subjects, while a Specialist might've studied a field like History or Economics extensively.


In roleplay, each skill is rolled off 20d100 using the roll <proficiency> command, with each point in a skill adding an additional percentage chance of a successful roll.
By default there is a minimum of a 5% success on any roll (10% with Jack of All Trades) and a maximum of 40% when a skill is fully trained without any other modifiers.
A result of 3 would be considered basic competency, 6 would be a difficult task, 9 would be an exemplary effort, 12 would be practically supernatural, and 15 is a nigh-impossible feat.
At no point can any skill exceed being considered above a 60, but each hero point spent on a roll is considered an extra +5 in that respective skill in addition to modifiers added from Perks, Quirks, or Edges.
Far more detailed information including suggested skill challenges per tier, obstructions/modifiers, and other miscellany can be found under the +help Getting Started/Rolling command in-game!


As always, rpinfo provides useful info, with rpinfo <combat skill> telling what a combat skill does and where to get it, and rpinfo <class> noting the skills associated with a class. Likewise list class and list combat skill list all the classes and combat-skills, respectively.