Abilities: Difference between revisions

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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.
''For the similarly named modifier, see [[Glossary#Learning_Ability]]''


Note that much of this information is outdated; equipment does not give you modifications by default, you must apply a [[Gilding]] that supplies the modification.
[[Abilities]] are your Learned skills, and as such are bought using Learning Points. All abilities start at 1, and cost:<br>
<math>100LP*(current level + 1)</math><br>
Learned skills are nonrefundable, so choose wisely. Like [[Attributes]], Abilities can be buffed or debuffed by [[Wounds]] and [[Equipment]]


==Unarmed Combat==
__TOC__
*Determines the effectiveness of [[Unarmed Combat]] moves.
[[Category:Guide]]
 
==Combat Abilities==
===Unarmed Combat===
*Determines the effectiveness of [[Unarmed Combat]] [[Combat moves|moves]]


===Equipment that modifies Unarmed Combat===
Equipment which modifies Unarmed Combat
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statCUA::!0]] | ? statCUA = Stat
*[[Cutthroat Cuirass]] (+3)
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Melee Combat==
===Melee Combat===
*Determines the effectiveness of [[Melee Combat]] moves.
*Determines the effectiveness of [[Melee Combat]] moves.


===Equipment that modifies Melee Combat===
Equipment which modifies Melee Combat
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statCMC::!0]] | ? statCMC = Stat
*[[Cutthroat Cuirass]] (+5)
| link=all | limit=100 | mainlabel=equipment | order=asc
*[[Dragon Helm]] (+5)
| default = :<i style="color:gray;">(Nothing found)</i>
 
}}
==Marksmanship==
 
{| class="wikitable mw-collapsible mw-collapsed"
!
|-
|
(info ripped out of the old marksmanship page. please merge)
 
 
is an '''incrementable skill''' that affects your ability to create and use [[Bow|Wooden Bows]] and [[Ranger's Bow]]s, and to use [[Sling]]s. Like all incrementable skills, new players start with level 1. Reincarnated characters will start with a percentage of their [[Death|ancestor's]] skill level, depending on their position on the [[Personal Beliefs|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.
 
==Combat==
When using a ranged weapons in combat, {{PAGENAME}} 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 [[Attributes#Perception|perception]] of the player and tAgility is the [[Attributes#Agility|agility]] of the target. Note that Slings do not gain any damage from their ammunition.
 
==Crafting==
When crafting a Wooden Bow or Ranger's Bow, if the quality of the item to be crafted would be greater than your {{PAGENAME}} skill, then the quality is added to your skill value and the result halved. {{PAGENAME}} has no effect on the crafting of stone or bone arrows, which are soft-capped by your [[Skills#Survival|Survival]] skill.
 
e.g. If you use quality 50 string and branches to make a Wooden Bow and your {{PAGENAME}} skill is 40, then the quality of the final product will be (50 + 40)/2 = 45.
 
 
 
|}


===Marksmanship===
*Increases damage dealt by range weapons by comparing your [[Perception]]*[[Marksmanship]] with target [[Agility]]*[[Marksmanship]]
*[[Softcap]] for crafting the [[Hunter's Bow]] , [[Sling]] , [[Bone Arrow]] and [[Stone Arrow]].


*Increases aim speed of the [[Hunter's Bow]] and [[Sling]]
Equipment which modifies Marksmanship
*[[Softcap]] for crafting the [[Hunter's Bow]] , [[Sling]] , [[Bone Arrow]] and [[Stone Arrow]].
{{#ask: [[Category:Equipment]] [[statCMM::!0]] | ? statCMM = Stat
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Exploration==
==Non Combat Abilities==
===Exploration===
*Determines the visibility of [[Foraging|Foragables]] with <math> Perception*Exploration </math>
*Determines the visibility of [[Foraging|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>
*[[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===
Equipment which modifies Exploration
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statEXP::!0]] | ? statEXP = Stat
*[[Ranger's Pants]] (+5)
| link=all | limit=100 | mainlabel=equipment | order=asc
 
| default = :<i style="color:gray;">(Nothing found)</i>
==Stealth==
}}
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.


===Stealth===
*Determines visibility of [[scent]]s based on <math> Perception*Exploration </math> vs <math> Intelligence*Stealth </math>
*Determines visibility of [[scent]]s based on <math> Perception*Exploration </math> vs <math> Intelligence*Stealth </math>
*Makes the tracking pie slice wider/less precise.
*Makes the tracking pie slice wider/less precise.
*Increases cool-down on [[scent]]s left by the player.
*Increases cool-down on [[scent]]s left by the player.
*Your own scents do not care that they came from you. So, depending on you attribute levels, you might not see your own scents


===Equipment that modifies Stealth===
Equipment which modifies Stealth
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statSTL::!0]] | ? statSTL = Stat
*[[Cutthroat Cuirass]] (+5)
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


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


===Equipment that modifies Sewing===
Equipment which modifies Sewing
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statSEW::!0]] | ? statSEW = Stat
*[[Clothier's Thimble]] (+5)
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Smithing==
===Smithing===
*Determines the [[softcap]] of metal items with <math>\sqrt{Strength*Smithing}</math>
*Determines the [[softcap]] of metal items with <math>\sqrt{Strength*Smithing}</math>
*Determines the [[softcap]] of [[jewelry]] with <math>\sqrt{Psyche*Smithing}</math>
*Determines the [[softcap]] of jewelry with <math>\sqrt{Psyche*Smithing}</math>
*Smithing does not affect the quality of [[Bar of Wrought Iron |wrought iron]], [[Bar of Steel |steel]], or [[Bar of Bronze |bronze]].
*Smithing does not affect the quality of [[Bar of Wrought Iron|wrought iron]], [[Bar of Steel|steel]], or [[Bar of Bronze|bronze]].
 


===Equipment that modifies Smithing===
Equipment which modifies Smithing
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statSMT::!0]] | ? statSMT = Stat
*[[Forge Ring]] (+10)
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Masonry==
===Masonry===
*[[hardcap]]s the quality of [[clay]] gathered
*Masonry governs all things related to pottery, ceramics, and stoneworking.
*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.
*Hard caps the quality of stone and ore mined from cave walls, clay and stone dug from the ground, and foraged clay.


Equipment which modifies Masonry
{{#ask: [[Category:Equipment]] [[statMAS::!0]] | ? statMAS = Stat
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


===Equipment that modifies Masonry===
===Carpentry===
(At quality 10:)
*Determines the [[softcap]] of wooden items, notably [[board]]s with <math>\sqrt{Dexterity*Carpentry}</math>
* None at the moment


==Carpentry==
Equipment which modifies Carpentry
''Carpentry also refers to the skill, [[Carpentry]].''
{{#ask: [[Category:Equipment]] [[statCRP::!0]] | ? statCRP = Stat
*Determines the [[softcap]] of wooden items, notably [[boards]] with <math>\sqrt{Dexterity*Carpentry}</math>
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Cooking==
===Cooking===
*Determines the [[softcap]] of bread dough with <math>\sqrt{Perception*Cooking}</math>
*Determines the quality of [[Baking|baked goods]] and other foods with <math>\sqrt{Dexterity*Cooking}</math>
*Determines the quality of [[Baking|baked goods]] and other foods with <math>\sqrt{Dexterity*Cooking}</math>
*Determines the [[softcap]] of many cooked foods with <math>\sqrt{Perception*Cooking}</math>
*Some inedible products like [[Bone Glue]] and [[Candleberry Wax]] also use <math>\sqrt{Perception*Cooking}</math>




===Equipment that modifies Cooking===
Equipment which modifies Cooking
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statCOK::!0]] | ? statCOK = Stat
*
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Farming==
===Farming===
''Farming also refers to the non-incrementable skill, [[Farming]].''
*Allows the quality of the seeds/plants to increase after planting (with a randomized range of -2 to +5 final quality). If seed quality is greater than farming skill, the crop quality will always be less than or equal to seed quality (randomized range of -2 to 0).
*Increases the quality of the seeds/plants you harvest (randomized +5\-5).
*Used as a [[softcap]] for many craftable items, such as [[Straw Doll]].
*You cannot grow up plants of a quality rating higher than your skill value + 3.
*Softcap products from butchering tamed animals (hides, meat, entrails, bones).


For the unlockable skill and general information, see [[Farming]].


===Equipment that modifies Farming===
Equipment which modifies Farming:
(At quality 10:)
{{#ask: [[Category:Equipment]] [[statFRM::!0]] | ? statFRM = Stat
*
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Survival==
===Survival===
*Increases the [[hardcap]] a character has on the quality of herbs picked.
*[[hardcap]]s the quality of [[:Category:Forageables|Forageables]] a character has picked.
*Determines the quality of meat, bones and hide when butchering with <math>\sqrt{Survival*ToolQ}</math>
*[[hardcap]]s the quality of [[Water]](''generally'') and Soil
*[[softcap]]s the quality of meat, bones and hide when butchering with <math>\sqrt{Survival*ToolQ}</math>
*[[softcap]]s the quality of [[:Category:Spitroast Meat|Spitroast Meat]]
*Used to craft [[Stone Axe]] , [[Bone Saw]] , and [[Fishing|fishing gear]]
*Used to craft [[Stone Axe]] , [[Bone Saw]] , and [[Fishing|fishing gear]]
*Some gathered ground-resources (water, soil, etc) are [[hardcap]]ped by your survival, including water from wells. Note some are hardcapped by Masonry instead as of W10.
*Expand fishing menu when using [[Primitive Casting-Rod]]
*Increases quality of [[Reeds]] collected with Sharp tool used




===Equipment that modifies Survival===
Equipment which modifies Survival
(At quality 10)
{{#ask: [[Category:Equipment]] [[statSRV::!0]] | ? statSRV = Stat
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


==Lore==
===Lore===
*Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks.
*Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks.
*Used to [[softcap]] quality of many crafted items.
*Majority of crafted curiosities use Lore in their softcap formula.
*[[Authority]] gained equals base LP gained multiplied with <math>\frac{\sqrt{Charisma*Lore}}{10}</math>
*More uses are intended to be implemented later


Equipment which modifies Lore
{{#ask: [[Category:Equipment]] [[statLRE::!0]] | ? statLRE = Stat
| link=all | limit=100 | mainlabel=equipment | order=asc
| default = :<i style="color:gray;">(Nothing found)</i>
}}


===Equipment that modifies Lore===
==Quick Facts==
(At quality 10:)
*


 
=== Ability Level Costs, From First Level ===
==Notes==
{| class="wikitable"
*Skills in the character sheet can also be changed by scrolling the mouse wheel while moused over their -/+ buttons.
|+<math>Cost(lvl) = 50lvl^2 + 50lvl - 100</math>
 
| '''Level'''
[[Category:Skills]]
|'''Cost (LP)'''
[[Category:Guide]]
|-
|5
|1,400
|-
|10
|5,400
|-
|25
|32,400
|-
|50
|127,400
|-
|100
|504,900
|-
|250
|3,137,400
|-
|500
|12,524,900
|-
|1,000
|50,049,900
|}

Latest revision as of 05:19, 15 May 2024

For the similarly named modifier, see Glossary#Learning_Ability

Abilities are your Learned skills, and as such are bought using Learning Points. All abilities start at 1, and cost:

Learned skills are nonrefundable, so choose wisely. Like Attributes, Abilities can be buffed or debuffed by Wounds and Equipment

Combat Abilities

Unarmed Combat

Equipment which modifies Unarmed Combat

equipmentStat
Cutthroat Cuirass3
Goat Mask3
Grand Troll Helm10
Whaler's Jacket5

Melee Combat

Equipment which modifies Melee Combat

equipmentStat
Bone Greaves5
Cutthroat Cuirass5
Dragon Helm5
Mammoth Guard10
Meteoring5
Snakeskin Boots2
Thane's Ring10

Marksmanship

Equipment which modifies Marksmanship

(Nothing found)

Non Combat Abilities

Exploration

  • Determines the visibility of Foragables with
  • Criminal Acts, leave behind a Scent that can be seen if the trackers is more than half that of the perpetrators

Equipment which modifies Exploration

equipmentStat
Fox Hat2
Grass Cape1

Stealth

  • Determines visibility of scents based on vs
  • Makes the tracking pie slice wider/less precise.
  • Increases cool-down on scents left by the player.
  • Your own scents do not care that they came from you. So, depending on you attribute levels, you might not see your own scents

Equipment which modifies Stealth

equipmentStat
Bandit's Mask2
Cutthroat Cuirass5
Druid's Cloak15
Snakeskin Boots5

Sewing

  • Determines the softcap of craftable leather/fabric items with

Equipment which modifies Sewing

equipmentStat
Clothier's Thimble5

Smithing

  • Determines the softcap of metal items with
  • Determines the softcap of jewelry with
  • Smithing does not affect the quality of wrought iron, steel, or bronze.

Equipment which modifies Smithing

equipmentStat
Forge Ring10

Masonry

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

Equipment which modifies Masonry

equipmentStat
Boreworm Mask5
Cave Coral Ring5

Carpentry

  • Determines the softcap of wooden items, notably boards with

Equipment which modifies Carpentry

equipmentStat
Beaver Cap2

Cooking

  • Determines the quality of baked goods and other foods with
  • Determines the softcap of many cooked foods with
  • Some inedible products like Bone Glue and Candleberry Wax also use


Equipment which modifies Cooking

equipmentStat
The Perfect Hole2

Farming

  • Allows the quality of the seeds/plants to increase after planting (with a randomized range of -2 to +5 final quality). If seed quality is greater than farming skill, the crop quality will always be less than or equal to seed quality (randomized range of -2 to 0).
  • Used as a softcap for many craftable items, such as Straw Doll.
  • Softcap products from butchering tamed animals (hides, meat, entrails, bones).

For the unlockable skill and general information, see Farming.

Equipment which modifies Farming:

equipmentStat
Druid's Cloak5
Druid's Ring5
Goat Mask5
Reindeer Cape3
Straw Hat3

Survival


Equipment which modifies Survival

(Nothing found)

Lore

  • Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks.
  • Used to softcap quality of many crafted items.
  • Majority of crafted curiosities use Lore in their softcap formula.
  • Authority gained equals base LP gained multiplied with
  • More uses are intended to be implemented later

Equipment which modifies Lore

equipmentStat
Adderfang Amulet2
Darkwood Ring3
Druid's Ring5
Mask of the Green Man20
Rabbit's Foot Necklace5

Quick Facts

Ability Level Costs, From First Level

Level Cost (LP)
5 1,400
10 5,400
25 32,400
50 127,400
100 504,900
250 3,137,400
500 12,524,900
1,000 50,049,900