by TeckXKnight » Fri Sep 04, 2015 11:20 am
Here's a pm I sent to someone else on the topic:
Combat skills (Unarmed, Melee) determine combat weight. If your combat weight is 10 and your opponents is 10, attacking them will deal 0 damage but you'll break their defense. If your weight is 10 and theirs is 5, you'll break their defense and deal some damage. I hope that makes sense. It is both your attack and defense.
Marksman increases the speed at which you aim your bow when aiming.
Exploration x Perception determines what foragables you can see when exploring. With 10 perception and 2 exploration you can see spindly taproots. With 8 exploration you can see tons of taproots, nettles, dandelions, etc.
Survival determines the quality of foragables, animal products, and resources like clay and dirt. Quality increases the value of items. A q10 item has a 1.0x multiplier. A q40 item has a 2.0x multiplier. So a q1 nettle shirt gives +1 Survival, q10 gives +2, and q40 gives +4. Same deal for curiosities. A q10 dragonfly gives 800 learning points and a Q90 gives 2400 learning points without increasing mental weight, experience cost, or study time.
Stealth lets you hide crimes. Stealth x Intelligence. =)
Every other skill improves quality in something. Carpentry helps wood goods, sewing helps clothes, smithing helps metal goods, etc..
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I apologize but I'm too tired to reply with what stats do, such as Strength, Perception, etc. at the moment so someone else will have to help you.
Edit: Survival hardcaps foraged goods, not softcaps like the poster above said.