v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Skill
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 3: | Line 3: | ||
''See also: [[Combat skill]]'' | ''See also: [[Combat skill]]'' | ||
− | [[File: | + | [[File:skill_icon.png|120px|right]]'''Skills''' are used by [[dwarves]] and other [[creature]]s to accomplish almost every task in the game. Higher levels of a skill allow a dwarf to accomplish the respective task more quickly and/or more effectively. Whenever a skill is used, [[experience]] is gained for that skill, allowing the dwarf to progress to higher skill levels. [[Creatures]] aside from dwarves may also possess skills that match what species they are (e.g. [[cat]]s and [[monkey]]s having legendary skill in climbing). |
If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled "rusty." If the rusty skill continues to remain unused, it will eventually be labeled "very rusty," or "V rusty" in-game. Skills remaining at 'very rusty' for prolonged periods of time will gradually suffer permanent experience loss. It is not possible to know in-game whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill rust|Rust]] below for more details. | If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled "rusty." If the rusty skill continues to remain unused, it will eventually be labeled "very rusty," or "V rusty" in-game. Skills remaining at 'very rusty' for prolonged periods of time will gradually suffer permanent experience loss. It is not possible to know in-game whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill rust|Rust]] below for more details. | ||
Line 91: | Line 91: | ||
All skills take (400 + 100 * the new level) experience points to gain a level, meaning Novice takes 500 experience points, and reaching Legendary from Grand Master takes 1900 experience points, or 18000 total experience. | All skills take (400 + 100 * the new level) experience points to gain a level, meaning Novice takes 500 experience points, and reaching Legendary from Grand Master takes 1900 experience points, or 18000 total experience. | ||
− | Many skills can gain practical levels beyond level 15, or "Legendary". [[Farming]], [[plant gathering]], and [[fishing]] use an older formula for calculating yields which effectively caps the skill level at "Legendary+ | + | Many skills can gain practical levels beyond level 15, or "Legendary". [[Farming]], [[plant gathering]], and [[fishing]] use an older formula for calculating yields which effectively caps the skill level at "Legendary+5", but most other crafting skills use the following formula to determine the [[quality]] of the resulting item: |
# Find the effective skill level (i.e. Novice=1, Legendary=15), ''uncapped'', with status penalties applied (see below) | # Find the effective skill level (i.e. Novice=1, Legendary=15), ''uncapped'', with status penalties applied (see below) | ||
# Roll for item quality "points": <code>rand(0..10) + rand(0..(level * 5) / 2) + rand(0..(level * 5) / 2)</code> (where <code>rand(0..N)</code> returns a number from 0 to N, inclusive) | # Roll for item quality "points": <code>rand(0..10) + rand(0..(level * 5) / 2) + rand(0..(level * 5) / 2)</code> (where <code>rand(0..N)</code> returns a number from 0 to N, inclusive) | ||
Line 108: | Line 108: | ||
#* 45-54 - Exceptional | #* 45-54 - Exceptional | ||
#* 55+ - 1/3 Masterwork, 2/3 Exceptional | #* 55+ - 1/3 Masterwork, 2/3 Exceptional | ||
− | |||
− | |||
− | |||
Labors with or without quality often have a time period associated with them, and skill levels reduce this significantly. Legendary skill can eliminate all time required to do a job down to a single action, exponentially increasing productivity. | Labors with or without quality often have a time period associated with them, and skill levels reduce this significantly. Legendary skill can eliminate all time required to do a job down to a single action, exponentially increasing productivity. | ||
Combat skills can scale upwards to a functionally impossible-to-reach degree, meaning that simply reaching Legendary in a combat skill only means they've just started climbing the ranks of the legendary warriors of ''Dwarf Fortress''. A Legendary +100 warrior will hit more regularly and deal more damage than a "mere" Legendary +10, although it takes nearly three-quarters of a million more experience points to get there. | Combat skills can scale upwards to a functionally impossible-to-reach degree, meaning that simply reaching Legendary in a combat skill only means they've just started climbing the ranks of the legendary warriors of ''Dwarf Fortress''. A Legendary +100 warrior will hit more regularly and deal more damage than a "mere" Legendary +10, although it takes nearly three-quarters of a million more experience points to get there. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Skill penalties== | ==Skill penalties== | ||
Line 149: | Line 134: | ||
:<sup>2</sup> - Does not apply to dwarves who are in a Strange Mood or are Insane | :<sup>2</sup> - Does not apply to dwarves who are in a Strange Mood or are Insane | ||
− | Notably, having multiple status ailments will result in ''' | + | Notably, having multiple status ailments will result in '''cumulative''' penalties - for example, being both Stunned and Dizzy will cause all skill levels to drop by 75%. |
== Professions == | == Professions == | ||
Line 235: | Line 220: | ||
* [[Furnace operator]] | * [[Furnace operator]] | ||
* [[Metal crafter]] | * [[Metal crafter]] | ||
− | * [[Blacksmith]] | + | * [[Blacksmith|Metalsmith]] |
* [[Weaponsmith]] | * [[Weaponsmith]] | ||
}} | }} |