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Initial Skill Point Distribution Edit

During character creation, the Skills' starting levels are calculated by taking the average of a few related Stats as shown in the second table below, and multiplying it with a predefined number of skill points according to the first table below.

As of 3.18, there are no "bonus" points for putting points into a skill that you have 0% in at character creation (such as agriculture for the Seal-Tribe). However (again, as of 3.18), there does seem to be a (likely unintended) feature where if you put a point into such a skill, then take it out, then put it in again, you can put up to two points into the skill, rather than being limited to just one.

Here are the values as of 3.18 (stable), using ini_skills.txt in the installation folder (many were verified manually, to insure that ini_skills.txt matches the game behavior, which it does).

Kaumo Driikki Kiesse Reemi Sarto Island Koivu Kuikka Owl Seal
LORE & CRAFT SKILLS
Agriculture 1 3 3 3 4 2 4 1 0 0
Building 3 4 4 4 4 3 3 2 1 1
Cookery 3 4 3 4 3 3 3 3 3 3
Herblore 2 1 2 3 1 1 1 3 4 2
Fishing 3 3 3 2 2 4 2 4 2 4
Hideworking 3 1 3 2 2 1 2 3 4 3
Ritual 3 3 3 4 3 3 3 4 4 5
Timbercraft 2 1 4 3 2 2 2 1 1 1
Physician 2 1 2 2 3 2 1 3 3 3
Trapping 2 2 2 3 2 1 2 2 1 0
Tracking 4 0 3 2 2 1 3 3 4 3
Survival 4 1 3 2 1 2 2 3 4 5
Weatherlore 2 1 2 2 3 5 2 3 3 4
Carpentry 2 2 2 2 2 4 2 3 2 2
PHYSICAL SKILLS
Skiing 4 3 3 3 3 3 3 3 4 3
Stealth 4 2 4 4 3 3 3 4 4 4
Climbing 3 2 3 3 2 3 3 4 4 4
Swimming 2 2 2 1 2 3 2 1 0 0
COMBAT SKILLS
Dodge 5 4 4 4 5 4 4 4 5 4
Shield 2 4 2 3 3 2 3 1 1 1
Dagger 4 2 3 3 4 3 3 3 3 3
Sword 2 4 2 3 3 1 3 1 1 1
Club 3 3 3 3 3 3 3 3 3 4
Axe 3 3 4 4 3 3 3 2 2 1
Flail 1 2 2 3 3 1 3 0 0 0
Spear 4 3 3 3 3 2 3 3 3 5
Bow 4 2 3 3 3 3 3 4 5 3
Crossbow 1 3 1 1 2 1 2 0 0 0
Unarmed 4 2 3 3 4 3 3 3 4 3
TOTALS
Lore/Craft 36 27 39 38 34 34 32 38 36 36
Physical 13 9 12 11 10 12 11 12 12 11
Combat 33 32 30 33 36 26 33 24 27 25
Overall 82 68 81 82 80 72 76 74 75 72

Stats/Skills Relationship Edit

Each of the skills has a "base" value determined by averaging the stats listed in the table below. Some skills use the same stat more than once in this average, as indicated. Example: The base value for Hideworking is (Smell/Taste+Touch+Dexterity+Dexterity)/4, rounded down.

This base value is then multiplied by your tribe value (from the table above) to determine the starting value of that skill. Additionally, if you invest a character creation point in a skill, it will increase by an amount equal to the base value (effectively increasing your tribe value by 1).

Here are the relevant stats as of 3.18 (stable), using ini_skills.txt from the game installation folder.

Skill Stats
Agriculture Will Intelligence Endurance Dexterity
Building Intelligence Strength Touch
Cookery Touch Smell/Taste
Herblore Intelligence Touch Smell/Taste
Fishing Will Dexterity Touch
Hideworking Smell/Taste Touch Dexterity
Ritual Intelligence Will Hearing
Timbercraft Strength Dexterity Agility
Physician Intelligence Will Touch
Trapping Dexterity Touch Intelligence
Tracking Hearing Smell/Taste Eyesight
Survival Intelligence Strength Dexterity Will
Weatherlore Eyesight Smell/Taste Touch Intelligence
Carpentry Dexterity Touch
Skiing Dexterity Agility
Stealth Will Touch Agility
Climbing Strength Dexterity Agility Touch
Swimming Strength Endurance Agility
Dodge Eyesight Speed Agility
Shield Strength Dexterity Agility Eyesight
Dagger Dexterity Touch Agility
Sword Strength Dexterity Agility
Club Strength Agility
Axe Strength Agility
Flail Strength Dexterity Touch Agility
Spear Strength Agility
Bow Strength Dexterity Eyesight
Crossbow Dexterity Eyesight Touch
Unarmed Strength Speed Agility

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