Hi
could pls some experienced player write up how high it make sense to uncrease values of each skill?
something like:
Unarmed/Melee Combat, Marksmanship - the higher the better
Carpentry - no reason to increase above ql of trees you have access to
etc.
thank you
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Xuvian
- Posts: 38
- Joined: Tue Feb 08, 2011 9:11 pm
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hazzor
- Posts: 2245
- Joined: Sat Sep 17, 2011 11:00 am
Re: Skill values
marksman = sling/bow -double the quality of the weapon, ranger bow -triple
survival= 200 for bears, 300 for trolls (with a good enough tool)
exploration = i usually max at 100 but others might go higher
stealth = 1 unless you're going to really commit to it
smithing = i think 200 but could be wrong
carpentry = as you said, a little higher than your best tree
farming = 10 above your best crop
cooking/sewing = i have no idea, just high
survival= 200 for bears, 300 for trolls (with a good enough tool)
exploration = i usually max at 100 but others might go higher
stealth = 1 unless you're going to really commit to it
smithing = i think 200 but could be wrong
carpentry = as you said, a little higher than your best tree
farming = 10 above your best crop
cooking/sewing = i have no idea, just high
Oh boy, here I go cheesemaking again...
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Cornbread
- Posts: 292
- Joined: Thu Dec 22, 2011 6:42 pm
Re: Skill values
I always thought carpentry was your top board q not tree q :S
100 base smithing is fine, rings will do the rest.
100 base smithing is fine, rings will do the rest.

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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Skill values
Carpentry--quality of boards is all you need unless someone is willing to point on a direct example. I like to keep an extra 5 pts in there because trees are always improving.
Smithing, Sewing--I keep in line with the quality of materials I'm working with. Skills rarely raise qualities, only softcap them, but you can make up for low stats in other places that have a low related attribute by increasing the skill a bit more, such as when crafting anything needing PSY (silk, etc).
Smithing, Sewing--I keep in line with the quality of materials I'm working with. Skills rarely raise qualities, only softcap them, but you can make up for low stats in other places that have a low related attribute by increasing the skill a bit more, such as when crafting anything needing PSY (silk, etc).
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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min_the_fair
- Posts: 485
- Joined: Sun Jan 30, 2011 11:45 pm
Re: Skill values
Carpentry softcaps feather dusters and primitive dolls. I've just got round to tidying up a semi-abandoned tree farm, so cutting down a few q25ish trees and using them to make q85ish feather dusters needs significantly more carpentry than tree q (and board q with my saw, as well, no troll bones here).
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maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Skill values
Stealth is an ok skill. more or less better for bigger player who rather not be tracked by random noob's groups.hazzor wrote:~
stealth = 1 unless you're going to really commit to it
~
I also sit around lighting feast fire's so my cham is really high.
So my scents are pretty much....a full pie of tracking ;D
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