Talk:Skills

From Ring of Brodgar
Jump to navigation Jump to search

Unverified

If anyone wants to help update this, please feel free.--Ricky (talk) 19:12, 12 October 2016 (EDT)


  • Silkfarming may be needed for Druidic Rite, as the latter affects silk filaments. --Turtlesir (talk) 09:11, 19 November 2015 (EST)
  • Gardening may be required for Forestry. --Turtlesir (talk) 05:24, 11 March 2016 (EST)

The skill tree image

Hey kitsune, that's one sexy skill tree. Did you use any specific program to make that, or did you make it by hand? Either way it looks great.

As a side note: if that skill tree is 100% accurate, I'll go through later and ensure the skill pages match the image.

--Ricky (talk) 05:13, 17 December 2018 (EST)


Just Adobe Illustrator by hands - same for cheeses.

We use that 'Skill Tree' to share info about skill tree(you can change it if find some mistake) - can't sure it's 100% accurate.

--Kitsuneg (talk) 17 December 2018 (EST)


Farming is not required for Deep Artifice. --(Turtlesir 26 February 2019) (moved from image talk)

Starting Skills, Required By.

The starting skills, "Oral Tradition", "Primitive Tools" & "Wilderness Survival", have "Required By" items. Although it seem logical for some of those items to be there (some other items do not look logical). The issue with this is that: 1) this is somewhat of a judgement call, and 2) if maintained it seems kinda inconsistent to also have items that are flagged as not requiring any skills(None). --.MvGulik. 18:06, 31 October 2021 (UTC)

Setting those to "None" until some alternative better idea comes along. --.MvGulik. 20:11, 26 April 2022 (UTC)

Potential "required Skill" issue.

I'm starting to see to meany items that, to be activated, seem to require a skill (foraging in this case) that's way lower than the minimal skill one might expect.
For example the Wooden Roadsign, which needs wooden blocks, can be build while only having the foraging skill. (The foraging skill might not be needed either - to be checked)
While the need for wooden blocks suggest that it would at least need the lumberjacking skill.
Its of course the discovery-teaching features in the game that allow for discovering items, while bypassing the skill that "normally" would be needed to generate/discover said items.
So issue-1 would be. What minimal skill to use in the items infobox. The "technical minimal" skill, or the "hermit-path minimal" that would exclude/ignore the discovery-teaching feature.
And potential issue-2. Is the technical minimal skill currently needed (in related cases), not a result of "no skill adjustment on already existed items" after the discovery-teaching features where added.
The most informational option would be to add both of them (in related cases). ... But that's also the most expensive(work load) option, which I'm currently not entertaining.
... more data needed.
--.MvGulik. 21:12, 26 April 2022 (UTC)

Other example:
Although to find(?:unchecked) or pickup stinging nettle in the wild one needs the foraging skill. Getting the Stinging Nettle discovery by other means (learning or garden Pot) enables the crafting of: (for a hearthling with the basic 3 skills only)

  • Nettle Pants (Stinging Nettle)
  • Nettle Shirt (Stinging Nettle)

Potentially also:

  • Bark Reinforcement (bark, string)
  • Sprucecap (Spruce Bough x2, String)

The required Foraging skill on those 4 items is as such a derived skill. The real requirement here would be the Stinging Nettle discovery.
(a derived skill would be needed: if your the only hearthling in a otherwise unpopulated world)
I figure a lot of specified required skills are actual derived skills. Which would make it the current RoB default.
--.MvGulik. 08:17, 4 July 2022 (UTC)

... Those derived, non mandatory, skills could potentially be specified as "(advisory)" skills. Without the "required::" part. And would be related, and limited, to skills needed in relation to the needed materials. ... First things first. Collection some data (low priority though) ... --.MvGulik. 22:01, 11 August 2022 (UTC)


Not 100% sure yet, but it seems logical. For build items that truly require a particular skill (other than just the discovery of the related materials). Those structures also can't be repaired without that skill. ie: Alternative backwards skill checking method. --.MvGulik. 16:53, 12 July 2022 (UTC)