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Habeeb
- Posts: 15
- Joined: Wed Jul 29, 2009 11:20 pm
Skill Values
What does each skill value directly affect?
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Donnie
- Posts: 17
- Joined: Sat Feb 20, 2010 12:09 am
Re: Skill Values
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.
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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Chakravanti
- Posts: 3345
- Joined: Sat Aug 29, 2009 3:38 am
Re: Skill Values
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.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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UnrealJake
- Posts: 317
- Joined: Sat Feb 13, 2010 11:22 am
- Location: To your left, no your OTHER left.
Re: Skill Values
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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Bigfish
- Posts: 170
- Joined: Fri Aug 21, 2009 6:46 pm
Re: Skill Values
You may have a quick look hereHabeeb wrote:What does each skill value directly affect?
Last edited by Bigfish on Tue Feb 23, 2010 4:10 pm, edited 1 time in total.
How quality works: viewtopic.php?f=7&t=3057
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Habeeb
- Posts: 15
- Joined: Wed Jul 29, 2009 11:20 pm
Re: Skill Values
A link to this thread?Bigfish wrote:You may have a quick look hereHabeeb wrote:What does each skill value directly affect?
I guess that's pretty cool.
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burgingham
- Posts: 8486
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Re: Skill Values
I guess he wanted to refer to the thread that can be also found in his sig.
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Bigfish
- Posts: 170
- Joined: Fri Aug 21, 2009 6:46 pm
Re: Skill Values
burgingham wrote:I guess he wanted to refer to the thread that can be also found in his sig.
How quality works: viewtopic.php?f=7&t=3057
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martinuzz
- Posts: 381
- Joined: Sat Dec 19, 2009 12:41 pm
Re: Skill Values
It seems survival influences the creation of bone saws, but not axes.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.
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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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Skill Values
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.
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.