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Abilities are scores used to determine your proficiency with a given task, and together with Attributes, acts as caps for many crafting recipes.

Note that much of this information is outdated; equipment does not give you modifications by default, you must apply a Gilding that supplies the modification.

Unarmed Combat

Equipment that modifies Unarmed Combat

(At quality 10:)

Melee Combat

Equipment that modifies Melee Combat

(At quality 10:)


(info ripped out of the old marksmanship page. please merge)

is an incrementable skill that affects your ability to create and use Wooden Bows and Ranger's Bows, and to use Slings. Like all incrementable skills, new players start with level 1. Reincarnated characters will start with a percentage of their ancestor's skill level, depending on their position on the Tradition/Change slider. It requires 100 * (current skill level + 1) LP to increase skill level. So, going from level 1 to level 2 requires 200 LP, and going from level 60 to level 61 requires 6100 LP.


When using a ranged weapons in combat, Abilities affects only the aiming speed, nothing else (weapon and ammunition quality may cap this, see Archery for details). Maximum damage is set by: Base Weapon Damage * sqrt(qWeapon/10) + Base Ammunition Damage * sqrt(qAmmunition/10). Minimum damage is set by: 0.5 * (pPerception/tAgility) * Maximum Damage, where pPerception is the perception of the player and tAgility is the agility of the target. Note that Slings do not gain any damage from their ammunition.


When crafting a Wooden Bow or Ranger's Bow, if the quality of the item to be crafted would be greater than your Abilities skill, then the quality is added to your skill value and the result halved. Abilities has no effect on the crafting of stone or bone arrows, which are soft-capped by your Survival skill.

e.g. If you use quality 50 string and branches to make a Wooden Bow and your Abilities skill is 40, then the quality of the final product will be (50 + 40)/2 = 45.


  • Determines the visibility of Foragables with [math] Perception*Exploration [/math]
  • Criminal Acts, leave behind a Scent that can be seen if the trackers [math] Perception*Exploration [/math] is more than half that of the perpetrators [math] Intelligence*Stealth [/math]

Equipment that modifies Exploration

(At quality 10:)


Stealth is used to determine how visible your scents are when you commit a crime. The criminal's Intelligence*Stealth is weighed against the tracker's Perception*Exploration. The tracker will only be able to see the criminal's scents if he has at least half the criminal's Int*stealth, and will only see them half the time if they are equal, similar to seeing forgeables. The criminal's Int*stealth will also affect the tracker's pie slices when tracking them, from a very precise direction to a very broad one, and affects the cool down of a scent when used. The higher the criminal's int*stealth is compared to the trackers per*exp, the longer it will take to cool down.

Note: Your own scents do not care that they came from you. So, depending or you attribute levels, you might not see your own scents.

  • Determines visibility of scents based on [math] Perception*Exploration [/math] vs [math] Intelligence*Stealth [/math]
  • Makes the tracking pie slice wider/less precise.
  • Increases cool-down on scents left by the player.

Equipment that modifies Stealth

(At quality 10:)


  • Determines the softcap of most leather/fabric clothing items with [math]\sqrt {Sewing*Dexterity} [/math]

Equipment that modifies Sewing

(At quality 10:)


  • Determines the softcap of metal items with [math]\sqrt{Strength*Smithing}[/math]
  • Determines the softcap of jewelry with [math]\sqrt{Psyche*Smithing}[/math]
  • Smithing does not affect the quality of wrought iron, steel, or bronze.

Equipment that modifies Smithing

(At quality 10:)


  • Masonry governs all things related to pottery, ceramics, and stoneworking.
  • Hard caps the quality of stone mined from cave walls, dug clay, stone from stone grounds, and foraged clay.

Equipment that modifies Masonry

(At quality 10:)

  • None at the moment


Carpentry also refers to the skill, Carpentry.

  • Determines the softcap of wooden items, notably boards with [math]\sqrt{Dexterity*Carpentry}[/math]


  • Determines the softcap of bread dough with [math]\sqrt{Perception*Cooking}[/math]
  • Determines the quality of baked goods and other foods with [math]\sqrt{Dexterity*Cooking}[/math]

Equipment that modifies Cooking

(At quality 10:)


Farming also refers to the non-incrementable skill, Farming.

  • Increases the quality of the seeds/plants you harvest (randomized +5\-5).
  • You cannot grow up plants of a quality rating higher than your skill value + 3.

Equipment that modifies Farming

(At quality 10:)


  • Increases the hardcap a character has on the quality of herbs picked.
  • Determines the quality of meat, bones and hide when butchering with [math]\sqrt{Survival*ToolQ}[/math]
  • Used to craft Stone Axe , Bone Saw , and fishing gear
  • Some gathered ground-resources (water, soil, etc) are hardcapped by your survival, including water from wells. Note some are hardcapped by Masonry instead as of W10.

Equipment that modifies Survival

(At quality 10)


  • Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks.
  • Used to be a cap with Survival and Perception for Pitbaked_Goods.

Equipment that modifies Lore

(At quality 10:)


  • Skills in the character sheet can also be changed by scrolling the mouse wheel while moused over their -/+ buttons.