Difference between revisions of "Skills"
(Updated the titles section to reflect the new addition of titles at 100 skill.) |
(Updated the info in skill gain section with research examples to reflect accurate changes. The segment that has been striked through will be removed after a while to preserve accuracy when using the in-game wiki.) |
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You may gain skill even failing an action; though, it can vary per skill. | You may gain skill even failing an action; though, it can vary per skill. | ||
− | Stamina affects skill gain. The less stamina you have at the beginning of an action the more skill you will receive. As long as you have at least 1% stamina at the beginning of the action you will receive skill. If you perform actions at 0% stamina you receive no skill. Action time also affects skill gain. The longer the action, the more skill you gain for that action. | + | Stamina affects skill gain. <strike>The less stamina you have at the beginning of an action the more skill you will receive. As long as you have at least 1% stamina at the beginning of the action you will receive skill. If you perform actions at 0% stamina you receive no skill.</strike> |
+ | It is still possible to gain skill if you start an action while having 0% stamina, however the penalty to the skill tick is massive. | ||
+ | Here are 3 examples of skill ticks at various points of stamina usage with sleep bonus on: | ||
+ | *100% stamina -- [23:22:30] Mining increased by 0.000908 to 90.10496 | ||
+ | *60% stamina -- [23:25:42] Mining increased by 0.00161 to 90.1092 | ||
+ | *0% stamina -- [23:22:04] Mining increased by 0.000351 to 90.10405 | ||
+ | Action time also affects skill gain. The longer the action, the more skill you gain for that action. | ||
Nutrition also affects skill gain. Starting at 60% nutrition you receive a 1% bonus, continuing at 1% every 10% nutrition up to a 5% bonus at 99%. Below 40% you receive an inverse 1% penalty every 10% nutrition. | Nutrition also affects skill gain. Starting at 60% nutrition you receive a 1% bonus, continuing at 1% every 10% nutrition up to a 5% bonus at 99%. Below 40% you receive an inverse 1% penalty every 10% nutrition. |
Revision as of 05:43, 24 July 2015
Contents
Description
Skills indicate how good you are doing certain actions. The higher your skill, the more successful you are in performing that action. Depending on skills, they also affect the time to complete an action. Skill levels cap at 100 (99,999999)
Skill gain
Your skill-gain is the highest when your success chance is 50%. A lower or higher success chance lowers the amount of skill gained when succeeding. The further away from 50% success chance you are, the lower the skill gain.
Improving actions will usually give more skill than creating actions.
You may gain skill even failing an action; though, it can vary per skill.
Stamina affects skill gain. The less stamina you have at the beginning of an action the more skill you will receive. As long as you have at least 1% stamina at the beginning of the action you will receive skill. If you perform actions at 0% stamina you receive no skill.
It is still possible to gain skill if you start an action while having 0% stamina, however the penalty to the skill tick is massive.
Here are 3 examples of skill ticks at various points of stamina usage with sleep bonus on:
- 100% stamina -- [23:22:30] Mining increased by 0.000908 to 90.10496
- 60% stamina -- [23:25:42] Mining increased by 0.00161 to 90.1092
- 0% stamina -- [23:22:04] Mining increased by 0.000351 to 90.10405
Action time also affects skill gain. The longer the action, the more skill you gain for that action.
Nutrition also affects skill gain. Starting at 60% nutrition you receive a 1% bonus, continuing at 1% every 10% nutrition up to a 5% bonus at 99%. Below 40% you receive an inverse 1% penalty every 10% nutrition.
Family skills
Parent skills help the success chance of their sub-skills. Sub-skills increase the skill amount of the parent skill.
Characteristics
Each skill uses a certain characteristic. Raising the skill will automatically raise the characteristic, although at a very low rate. A high characteristic helps the success chance of all the skills that use that characteristic.
For details on which skills increase which characteristics, see the characteristics page.
Skill decay
There is no skill decay. Skill gained can only be lost by dying.
Titles
Some skills can also give titles when reaching a certain level. The usual level requirements are 50, 70, 90, and now even 100. See the titles page for more details.
'Opening' Skills
S̶o̶m̶e̶t̶i̶m̶e̶s̶ ̶c̶r̶e̶a̶t̶i̶o̶n̶ ̶o̶p̶t̶i̶o̶n̶s̶ ̶w̶o̶n̶'̶t̶ ̶a̶p̶p̶e̶a̶r̶ ̶i̶n̶ ̶t̶h̶e̶ ̶l̶i̶s̶t̶ ̶u̶n̶t̶i̶l̶ ̶a̶ ̶s̶k̶i̶l̶l̶ ̶i̶s̶ ̶'̶o̶p̶e̶n̶e̶d̶'̶,̶ ̶a̶d̶d̶i̶n̶g̶ ̶i̶t̶ ̶t̶o̶ ̶y̶o̶u̶r̶ ̶s̶k̶i̶l̶l̶s̶ ̶p̶a̶n̶e̶ ̶a̶n̶d̶ ̶i̶n̶c̶r̶e̶a̶s̶i̶n̶g̶ ̶i̶t̶ ̶f̶r̶o̶m̶ ̶0̶ ̶t̶o̶ ̶1̶.̶ ̶ ̶Y̶o̶u̶ ̶c̶a̶n̶ ̶o̶p̶e̶n̶ ̶a̶ ̶s̶k̶i̶l̶l̶ ̶b̶y̶ ̶p̶r̶a̶c̶t̶i̶c̶i̶n̶g̶ ̶i̶t̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶f̶i̶r̶s̶t̶ ̶t̶i̶m̶e̶.̶ ̶ ̶T̶h̶i̶s̶ ̶o̶f̶t̶e̶n̶ ̶m̶e̶a̶n̶s̶ ̶a̶t̶t̶e̶m̶p̶t̶i̶n̶g̶ ̶t̶o̶ ̶c̶r̶e̶a̶t̶e̶ ̶a̶n̶ ̶o̶b̶j̶e̶c̶t̶ ̶t̶h̶a̶t̶ ̶u̶s̶e̶s̶ ̶t̶h̶e̶ ̶s̶k̶i̶l̶l̶.̶ ̶ ̶E̶v̶e̶n̶ ̶i̶f̶ ̶y̶o̶u̶ ̶c̶a̶n̶c̶e̶l̶ ̶o̶u̶t̶ ̶o̶f̶ ̶t̶h̶e̶ ̶a̶c̶t̶i̶o̶n̶,̶ ̶t̶h̶e̶ ̶s̶k̶i̶l̶l̶ ̶w̶i̶l̶l̶ ̶b̶e̶ ̶o̶p̶e̶n̶e̶d̶,̶ ̶a̶n̶d̶ ̶t̶h̶e̶ ̶m̶i̶s̶s̶i̶n̶g̶ ̶c̶r̶e̶a̶t̶i̶o̶n̶ ̶o̶p̶t̶i̶o̶n̶s̶ ̶(̶p̶r̶o̶v̶i̶d̶e̶d̶ ̶y̶o̶u̶ ̶h̶a̶v̶e̶ ̶a̶ ̶m̶i̶n̶i̶m̶u̶m̶ ̶p̶e̶r̶c̶e̶n̶t̶ ̶c̶h̶a̶n̶c̶e̶ ̶o̶f̶ ̶s̶u̶c̶c̶e̶s̶s̶ ̶a̶t̶ ̶t̶h̶e̶m̶)̶ ̶w̶i̶l̶l̶ ̶a̶p̶p̶e̶a̶r̶.̶
This is no longer true. All skills will show in your skill tab from the start.
Skill list
- Alchemy
- Archery
- Axes
- Carpentry
- Climbing
- Clubs
- Coal-making
- Cooking
- Digging
- Fighting
- Firemaking
- Hammers
- Healing
- Knives
- Masonry
- Mauls
- Milling
- Mining
- Miscellaneous items
- Nature
- Paving
- Polearms
- Pottery
- Prospecting
- Religion
- Ropemaking
- Shields
- Smithing
- Swords
- Tailoring
- Thatching
- Thievery
- Toys
- Tracking
- War machines
- Woodcutting