Proficiencies

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In FS, the skill-system works via Proficiencies and Combat Skills, each filling their own role. Proficiencies can be split in two categories, being the knowledge proficiencies and the combat proficiencies. Both are primarily gained via professions, but the rules for them vary slightly.


Before obtaining a proficiency, 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.
  • list profession lists all professions.
  • rpinfo <profession> provides basic info about a profession, most notably which proficiencies are granted by them.


Once you have decided on a set of professions, simply buy <profession> anywhere outside of a shop. You can have six professions at most, each giving up to 10 points in the attached proficiencies, with the first two being free, and subsequent ones costing small amounts of experience. Keep in mind that any given proficiency can only reach 60% of the max level via professions, so buying any beyond that is a waste of proficiency.


After having purchased six professions, further training in proficiencies is possible via the training-page on the web-interface (http://flexiblesurvival.com/index?training). Training a proficiency past 10 points will infer 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 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.


Thematically, all proficiencies mark prowess in their given field, no matter which type. For example, rpinfo medicine. As we can see, medicine would allow the character to have a certain degree of medical expertise. Contrast rpinfo first aid, which doesn't bring expanded medical knowledge in and of itself, but instead allows a more efficient use of medicine in stressful situations such as combat. The first is a knowledge-proficiency, the second a combat-proficiency.


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.


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

To use roles, a few commands are of note, being:

  • role <role> turns a role on or off. Of course, you need to have active role-slots available to turn a role on. If you don't have the role, you will learn it instead.
  • role <combat skill> will activate all roles with the specified skill.
  • role/lock <role> locks a role to your account at a price of 3 mako, freeing up a known role-slot, and allowing all your characters access to the role at any time.


A notable exception to the role-system is a Feral Mode character, having been given pre-defined skillsets depending on their feral training.