Skill Values

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Skill Values

Postby Habeeb » Sat Feb 20, 2010 11:14 pm

What does each skill value directly affect?
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Re: Skill Values

Postby Donnie » Sat Feb 20, 2010 11:24 pm

Unarmed combat: unarmed combat
Melee combat: combat with close range weapons
Marksmanship: using ranged weapons, also making those weapons
Exploration: being able to see stuff, notably plants when foraging and criminal scents when tracking crime
Stealth: leaving harder to see criminal scents when committing crimes
Sewing: anything you make with sewing, leather clothes, cloth etc.
Smithing: anything you make out of metal that is fairly coarse work like anvils, cauldrons, armor
Carpentry: anything you make out of wood including planks. This skill is a limit that brings quality down if low
Cooking: anything you bake, not anything you roast over a fire
Farming: the quality of the crops you can harvest
Survival: quality of the basic stuff you can findm such as herbs. When butchering survival and your tool quality matter.

This is a list as I understand it.
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Re: Skill Values

Postby Chakravanti » Sun Feb 21, 2010 12:33 am

Skills do not affect built objects such as anvils and cauldrons Mat Q = Object Q for all built objects (though some built objects having varying ingredients have an unknown formula for balancing the value of such ingredients). Survival also affects bone saws and axes.
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Re: Skill Values

Postby UnrealJake » Sun Feb 21, 2010 1:06 pm

Farming also effects trees.
Lothaudus wrote:D) Try and get out of the boat and be told YOU NEED SWIMMING TO CROSS DEEP WATER.
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Re: Skill Values

Postby Bigfish » Sun Feb 21, 2010 4:23 pm

Habeeb wrote:What does each skill value directly affect?

You may have a quick look here
Last edited by Bigfish on Tue Feb 23, 2010 4:10 pm, edited 1 time in total.
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Re: Skill Values

Postby Habeeb » Tue Feb 23, 2010 10:03 am

Bigfish wrote:
Habeeb wrote:What does each skill value directly affect?

You may have a quick look here

A link to this thread?

I guess that's pretty cool.
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Re: Skill Values

Postby burgingham » Tue Feb 23, 2010 12:16 pm

I guess he wanted to refer to the thread that can be also found in his sig.
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Re: Skill Values

Postby Bigfish » Tue Feb 23, 2010 4:11 pm

burgingham wrote:I guess he wanted to refer to the thread that can be also found in his sig.

:oops:
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Re: Skill Values

Postby martinuzz » Tue Feb 23, 2010 5:10 pm

Chakravanti wrote:Skills do not affect built objects such as anvils and cauldrons Mat Q = Object Q for all built objects (though some built objects having varying ingredients have an unknown formula for balancing the value of such ingredients). Survival also affects bone saws and axes.


It seems survival influences the creation of bone saws, but not axes.
As far as I can tell, the formula for axes = (branch quality + rock quality)/2, rounded down.
While the formula for bone saws seems to be ((branch quality + survival skill/2)+ bone quality)/2, rounded down.
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Re: Skill Values

Postby sabinati » Tue Feb 23, 2010 5:16 pm

axes = (branch + stone)/2, averaged down to your survival skill, rounded down
saws = (X*branch + Y*bone)/X+Y, averaged down to your survival skill, rounded down. X and Y are the weights applied to the bone and branch, Y>X.
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