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Skill points

Initial Skill Point Distribution Edit

During character creation, the Skills' starting levels are calculated by taking the average of one, two or three related Stats as shown in the table below, and multiplying it with a predefined number of skill points according to this table. Verified as of version 3.13-patch 1.

Kaumo Driikki Kiesse Reemi Sarto Island Koivu Kuikka Owl Seal
Agriculture 2
Physician 1
Cookery 3 3 3 3 3 3 3 1 1 1
Ritual 4
Survival* 4 0 2 3 2 2 2 2 5 2
Timbercraft 3 1 1 2 1 2 1 1 3 1
Fishing 2 2 3 2 2 3 2 4 3 4
Weatherlore 2 2 2 2 2 2 2 4 4 4
Carpentry 1 3 1 2 1 1 1 1 1 1
Foraging* 0 0 3 2 0 0 4 4 4 2
Hideworking 1 0 1 4 2 0 0 2 3 1
Tracking 3 0 3 1 2 0 0 0 0 0
Trapping 2 1 1 1 1 1 1 1 2 1
Building 3 1 1 1 1 1 1 1 1 1
Climbing 4 4 4 4 4 4 4 4 4 2
Skiing 2
Swimming 0 2 2 1 1 4 1 2 0 0
Dodge 5
Shield** 3 2 3 3 3 3 3 0 0 0
Dagger 4 3 4 3 3 4 4 4 1 4
Sword** 3 2 3 2 3 3 3 0 0 0
Club 4
Axe 2 2 3 3 2 2 2 3 3 3
Flail 1 1 1 1 1 1 2 1 1 1
Spear 3 3 2 1 1 3 4 1 2 1
Bow 2 2 2 2 3 2 3 3 3 2
Crossbow 3 2 3 3 3 3 3 3 3 3
Unarmed 3
total 70 57 69 67 62 65 67 63 65 55

Notes: * 1 additional point when opened, ** 2 additional points when opened, bold best and underlined worst


Stats/Skills Relationship Edit

Note: These numbers haven't been verified since version 2.80. There's reason to believe that they are still correct, though. However, the listing is incomplete due to new skills.

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


Each skill point will raise the respective skill a number of percentiles equal to the sum of stats according to the table above, divided by three and rounded down to the nearest integer.

E.g. if Strength is 18 and Dexterity is 15, each point given or invested in the club skill will increase the mastery level by (2×18 + 15)/3 = 17 percentiles.

Note that because of the rounding down, a Dexterity of 16 or 17 would yield the same result as 15 in the above example, yet a Dexterity of 17 would yield one point more than 16 for the sword skill as Dexterity is used twice there.

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