Legacy:Skills: Difference between revisions

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==Non-incrementable Skills==
==Non-incrementable Skills==


See [[:Category:Skills|Skill List]]. Also see the [http://www.havenandhearth.com/portal/res/skills.png skill tree].
See [[:Category:Legacy Skills|Skill List]]. Also see the [//www.havenandhearth.com/portal/res/skills.png skill tree],  [//ringofbrodgar.com/wiki/File:Skill_Tree_White.png with ingame icons], or this [[File:Legacy-Skill Tree Test.png|300px]] one.


==Incrementable Skills==
==Incrementable Skills==


===Unarmed Combat===
===Unarmed Combat===
''Unarmed Combat also refers to the non-incrementable skill, [[Unarmed Combat]].''
''Unarmed Combat also refers to the non-incrementable skill, [[Legacy:Unarmed Combat|Unarmed Combat]].''
*Affects the effectiveness of moves in combat whose weights are affected by Unarmed Combat (such as punches and dodging).
*Affects the effectiveness of moves in combat whose weights are affected by Unarmed Combat (such as punches and dodging).


===Melee Combat===
===Melee Combat===
*Affects the effectiveness of moves in combat whose weights are affected by Melee Combat while fighting with weapons such as Stone axe, Battleaxe of the Twelfth Bay, Militia Sword and Soldier's Sword. e.g. Sting, Valorous Strike.
*Affects the effectiveness of moves in combat whose weights are affected by Melee Combat while fighting with weapons such as Stone axe, Battleaxe of the Twelfth Bay, Militia Sword and Soldier's Sword. e.g. Sting, Valorous Strike.
*Also affects the chance of blocking with shield.
*Also affects the chance of blocking with shield.


===Marksmanship===
===Marksmanship===
*Increased speed of aiming with sling and bows.
*Increased speed of aiming with sling and bows.
*Softcaps the crafting of bows.
*Softcaps the crafting of bows.


===Exploration===
===Exploration===
*In conjunction with [[Perception]], determines how often you will find [[Foraging|herbs]] and other items in different areas.
*In conjunction with [[Legacy:Perception|Perception]], determines how often you will find [[Legacy:Foraging|herbs]] and other items in different areas.
*When anyone commits criminal acts in Haven and Hearth, they will probably leave behind a scent. Exploration determines how easy it is to find those scents, and how frequently they may be used to track the perpetrator (Perception*Exploration).
*When anyone commits criminal acts in Haven and Hearth, they will probably leave behind a scent. Exploration determines how easy it is to find those scents, and how frequently they may be used to track the perpetrator (Perception*Exploration).


===Stealth===
===Stealth===
*Influences visibility and quantity of crimes scents, which you leave (Intelligence*Stealth). See [[Stealth]]
*Influences visibility and quantity of crimes scents, which you leave (Intelligence*Stealth).
 


===Sewing===
===Sewing===
*Increases the softcap a character has on the quality of leather and silk items that are crafted.
*Increases the softcap a character has on the quality of leather and silk items that are crafted.
*You cannot craft items of a higher quality rating using sewing recipes higher than your skill value (sqrt(Dexterity*Sewing)).
*You cannot craft items of a higher quality rating using sewing recipes higher than your skill value (sqrt(Dexterity*Sewing)).


===Smithing===
===Smithing===
*Increases the softcap a character has on the quality of smithing production.
*Increases the softcap a character has on the quality of smithing production.
*You cannot craft items of a higher quality rating using smithing recipes higher than your skill value (sqrt(Strength*Smithing)).
*You cannot craft items of a higher quality rating using smithing recipes higher than your skill value <math>sqrt(Strength*Smithing)</math>.
*sqrt(Psyche*Smithing) affect quality of jewelry recipes.
*You cannot craft jewelry of a higher quality rating than your skill value <math>sqrt(Psyche*Smithing)</math>.
*Smithing does not appear to affect quality of [[Bar of Wrought Iron | wrought iron]], [[Bar of Steel | steel]] and alloys ([[Bar of Bronze | bronze]]).
*Smithing does not affect the quality of [[Legacy:Bar of Wrought Iron |wrought iron]], [[Legacy:Bar of Steel |steel]], or [[Legacy:Bar of Bronze |bronze]].
 


===Carpentry===
===Carpentry===
''Carpentry also refers to the non-incrementable skill, [[Carpentry]].''
''Carpentry also refers to the non-incrementable skill, [[Legacy:Carpentry|Carpentry]].''
*Increases the softcap a character has on the quality of many wooden items, mainly [[Board | boards]].
*Increases the softcap a character has on the quality of many wooden items, mainly [[Legacy:Board | boards]].
*You cannot craft items of a higher quality rating using carpentry recipes higher than your skill value.
*You cannot craft items of a higher quality rating using carpentry recipes higher than your skill value.


===Cooking===
===Cooking===
*Increases the softcap a character has on the quality of all cooking recipes that do not involve [[Oven | ovens]]. e.g. [[Bread Dough | Bread dough]], not [[Bread | bread]] itself.
*Increases the softcap a character has on the quality of all cooking recipes that do not involve [[Legacy:Oven | ovens]]. e.g. Affects the quality of [[Legacy:Bread Dough | Bread dough]], not [[Legacy:Bread | bread]] itself.
:Note that the softcap on the quality of [[Roasted Meat | Roasted Meat]] is determined by Survival, not cooking.
*Stat can be raised by wearing a [[Legacy:Chef's Hat | Chef's Hat]].
:Stat can be raised by wearing a [[Chef's Hat | Chef's Hat]].
*Note that the softcap on the quality of [[Legacy:Roasted Meat | Roasted Meat]] is determined by [[Legacy:Skills#Survival|Survival]], not cooking.


===Farming===
===Farming===
''Farming also refers to the non-incrementable skill, [[Farming]].''
''Farming also refers to the non-incrementable skill, [[Legacy:Farming|Farming]].''
*Increases the quality of the seeds/plants you harvest (randomized +5\-5).
*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.
*You cannot grow up plants of a quality rating higher than your skill value + 3.


===Survival===
===Survival===
*Increases the softcap a character has on the quality of herbs picked.
*Increases the [[Legacy:hardcap|hardcap]] a character has on the quality of herbs picked.
*Increases the quality of meat, bones, and hides taken from animals.
*Increases the quality of meat, bones, and hides taken from animals.
*You cannot craft items of a higher quality rating using survival recipes higher than your skill value.
*You cannot craft items of a higher quality rating using survival recipes higher than your skill value.
*Survival recipes: fishing gear, ranged weapons, roasted meat, boiled egg.
*Survival recipes: fishing gear, ranged weapons, roasted meat, boiled egg, cone cow.
*The hardcap for Survival is 200. There is no benefit in going above 200.
*All gathered ground-resources (water, soil, clay, etc) are hardcapped by your survival. (''Exception: Water from a [[Legacy:Well|Well]]'')
[[Category:Skills]]
 
[[Category:Content]]
==Notes==
*Skills in the character sheet can also be changed by scrolling the mouse wheel while moused over their -/+ buttons.

Latest revision as of 10:07, 4 November 2022

Non-incrementable Skills

See Skill List. Also see the skill tree, with ingame icons, or this Legacy-Skill Tree Test.png one.

Incrementable Skills

Unarmed Combat

Unarmed Combat also refers to the non-incrementable skill, Unarmed Combat.

  • Affects the effectiveness of moves in combat whose weights are affected by Unarmed Combat (such as punches and dodging).

Melee Combat

  • Affects the effectiveness of moves in combat whose weights are affected by Melee Combat while fighting with weapons such as Stone axe, Battleaxe of the Twelfth Bay, Militia Sword and Soldier's Sword. e.g. Sting, Valorous Strike.
  • Also affects the chance of blocking with shield.

Marksmanship

  • Increased speed of aiming with sling and bows.
  • Softcaps the crafting of bows.

Exploration

  • In conjunction with Perception, determines how often you will find herbs and other items in different areas.
  • When anyone commits criminal acts in Haven and Hearth, they will probably leave behind a scent. Exploration determines how easy it is to find those scents, and how frequently they may be used to track the perpetrator (Perception*Exploration).

Stealth

  • Influences visibility and quantity of crimes scents, which you leave (Intelligence*Stealth).

Sewing

  • Increases the softcap a character has on the quality of leather and silk items that are crafted.
  • You cannot craft items of a higher quality rating using sewing recipes higher than your skill value (sqrt(Dexterity*Sewing)).

Smithing

  • Increases the softcap a character has on the quality of smithing production.
  • You cannot craft items of a higher quality rating using smithing recipes higher than your skill value .
  • You cannot craft jewelry of a higher quality rating than your skill value .
  • Smithing does not affect the quality of wrought iron, steel, or bronze.

Carpentry

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

  • Increases the softcap a character has on the quality of many wooden items, mainly boards.
  • You cannot craft items of a higher quality rating using carpentry recipes higher than your skill value.

Cooking

  • Increases the softcap a character has on the quality of all cooking recipes that do not involve ovens. e.g. Affects the quality of Bread dough, not bread itself.
  • Stat can be raised by wearing a Chef's Hat.
  • Note that the softcap on the quality of Roasted Meat is determined by Survival, not cooking.

Farming

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.

Survival

  • Increases the hardcap a character has on the quality of herbs picked.
  • Increases the quality of meat, bones, and hides taken from animals.
  • You cannot craft items of a higher quality rating using survival recipes higher than your skill value.
  • Survival recipes: fishing gear, ranged weapons, roasted meat, boiled egg, cone cow.
  • All gathered ground-resources (water, soil, clay, etc) are hardcapped by your survival. (Exception: Water from a Well)

Notes

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