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== Access ==
 
 
Could somebody please, for the desperate n00bs (like myself), explain how to view skills at the beginning of this page?  I can find nothing about how to access the skills menu, only its applications.  Thank you.
 
: Done. [[User:Kalon|Kalon]] 00:16, 23 September 2011 (UTC)
 
 
 
== Migrants ==
 
== Migrants ==
  
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Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. "Only" as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)
 
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. "Only" as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)
 
:I think this holds true. My Expert Armorsmith (Very Rusty) produced a basic copper mail shirt and at rusty he produced only a well crafted. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)
 
 
::I have observed that dwarves with rusty skills won't do work in workshops that have their profile set above some minimum, probably dabbling, even if the skill to be used is of a sufficiently high level. It could mean that (rusty) and (very rusty) skills temporarily set the skill level to dabbling until the (rusty) and (very rusty) tags are removed. --[[User:Teddy|Teddy]] 22:27, 18 March 2011 (UTC)
 
 
:::Workshop profiles can definitely be used to see what level the rusty/very rusty skill has been reduced to - doesn't appear to be Dabbling every time (my Accomplished yet Rusty armorsmith refused to go back into his assigned workshop until its minimum profile had been dropped to Skilled), but certainly means the workshop minimum might indicate effective skill levels of rusty higher-level skills.--[[User:jhxmt|jhxmt]] 18:00, 15 January 2012 (UTC)
 
  
 
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)
 
I *think* that skills out of use for an extremely long time start to fall in levels - my bookkeeper was a High Master Fish Dissector when he turned up a few years back, he's now a Master Fish Dissector. I'll keep a better eye on this and report back.--[[User:Nimblewright|Nimblewright]] 21:56, 12 August 2010 (UTC)
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It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)
 
It looks like rust comes off in layers.  I just watched as my Proficient (very rusty) architect designed two buildings.  After the first he was merely rusty, and after the second he was simply Proficient.  It's a single sample, but still.  --[[User:Oddrune|Oddrune]] 22:56, 10 September 2010 (UTC)
:Again I think this is true, since my expert (very rusty) armorsmith became just rusty after making one mailshirt and the just expert after a second. --[[User:Egodeus|Egodeus]] 19:45, 15 January 2011 (UTC)
 
 
I didn't notice any affect on my medic staff due to "rusty" skills, They still worked as though their skills were normal.  I didn't think to check xp earned, I have noticed atrophy(loss of skill lvl) in my other fortresses after reaching "very rusty".  I'm Incorporating a "danger room" and I'll monitor xp earned. --Nordak
 
 
Do legendary skills rust? I usually disable mining on my legendary miners, but haven't seen any rust yet.--[[User:Droid|Droid]] 16:41, 30 October 2010 (UTC)
 
:They certainly do - I've had dwarves go moody and become legendary wood crafters, and they eventually rusted below legendary. --[[User:Quietust|Quietust]] 17:54, 30 October 2010 (UTC)
 
 
I have noticed that higher level skills seem to rust faster in some way than lower level skills. My Proficient Diagnostician/Adequate Wound Dresser/Novice Suturer/Surgeon/Bone Doctor Chief Medical Dwarf gained the (very rusty) tag on his Diagnostician level pretty quickly, while the rest of his medical skills remained at (rusty) until they started to be used three years after arrival. The same applied to my Skilled Weaponsmith/Competent Armorsmith/Metalsmith. --[[User:Teddy|Teddy]] 22:37, 18 March 2011 (UTC)
 
  
 
== Bugs? Mainly with modding ==
 
== Bugs? Mainly with modding ==
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: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)
 
: The first part, the table, is a good suggestion. The second part: In the nobles screen, when replacing nobles dwarves are sorted by most skill related to that position. Other than that, I think you need something like Dwarf Therapist to compare stats easily. [[User:Calite|Calite]] 03:22, 8 October 2010 (UTC)
 
== Immigrant combat Skills ==
 
 
When looking for dwarves to draft in Dwarf Therapist, I noticed that dwarves immigrating with relatively high military skills mostly have high civilian skills. Can anyone verify? --[[User:Blur|Blur]] 13:47, 25 December 2010 (UTC)
 
 
== Adventure Mode Skills vs. Fortress Mode Skill Categories ==
 
 
A search for "skill" or "skills" points to this page. Yet this page is categorized for Fortress Mode according to dwarf jobs. I think this arrangement can be slightly confusing for newbie Adventure Mode players.
 
 
Also, I do realize that a page for [[Knapper]] does not exist yet. But the [[Knapper]] link is currently listed under "Other Jobs". There is no Fortress Mode job that uses the Knapper skill... is there? If not, perhaps [[Knapper]] should be moved to the "Miscellaneous" category?
 
 
Finally, I could not seem to get the [[Knapper]] skill to work in vanilla DF in Adventure Mode. I tried holding a small stone in each hand, with nothing else in my hands, but there was no option to knap with them from the "x" perform action menu. I did put 5 points into Knapper at character creation to start out as "Novice". Is there some other requirement? Does it require certain types of hard stone, such as flint or obsidian? --[[User:Thundercraft|Thundercraft]] 22:28, 11 February 2011 (UTC)
 
 
:The [[Knapper]] skill is not used in Fortress Mode as of current, and neither is the [[Alchemy]] skill which also is listed under "Other Jobs". The "Miscellaneous" category, however, is reserved for skills that aren't jobs.--[[User:Teddy|Teddy]] 22:47, 18 March 2011 (UTC)
 
 
== Traits Changing In-Game ==
 
 
There's a Verify tag on the statement "Traits can not be modified in-game", so I thought I'd throw in Toady One on the subject from Oct 2008:
 
 
http://www.bay12games.com/dwarves/spoilers/101908.txt
 
 
"... most of the personality facets are have range of values without a notion of improvement or betterness necessarily being included".
 
 
Obviously this is ancient in DF terms, and only shows state of mind, not iron law. Cf. the first statement in the text, "The names are preliminary or even known to be crap in some cases", and all nineteen are exactly the same as today. XD --[[User:Knaveofstaves|Knaveofstaves]] 06:24, 16 April 2011 (UTC)
 
 
== Skill level impact ==
 
 
A rather major piece of information appears to be either completely missing, or vaguely mentioned in various places - namely the effect of each skill on the labor outcome.
 
 
Since I have no idea how to edit a wikitable, and neither a complete understanding of the issue (just started playing, which is how I came across this omission in the first place), I would appreciate your help with rectifying this situation. So far I've gathered the following information (though cannot guarantee it's accuracy) - please review, edit, and merge with the labor table on the info page once the listing is completed and verified.
 
 
The results of my digging through (I apologize for the poor formatting, complete novice at this). I tried to refrain from assumptions and base the below only on clear statements in subsequent pages or discussions:
 
 
 
*Category: Labors:      Affects Work Quality:            Affects Work Speed:
 
 
 
Mining
 
 
    * Mining                  Chance of ore/gem drop          Yes
 
 
Woodworker
 
 
    * Carpentry              Yes                              Yes
 
    * Crossbow-making        Yes                              Yes
 
    * Wood cutting            ?                                ?
 
 
Stoneworking
 
 
    * Masonry                Yes                              Yes
 
    * Stone detailing        Engraving only                  Yes? (Both Engraving and Smoothing?)
 
 
Hunting/Related
 
 
    * Animal training        ?                                ?
 
    * Animal care            ?                                ?
 
    * Hunting                  ^Skill level impacts the speed of a hunting (Ambushing) dwarf
 
    * Trapping                Created Traps only?              ?
 
    * Small animal dissection ?                                ?
 
 
Healthcare
 
 
    * Diagnosis              ?                                ?
 
    * Surgery                ?                                ?
 
    * Setting bones          ?                                ?
 
    * Suturing                ?                                ?
 
    * Dressing wounds        ?                                ?
 
    * Feed patients/prisoners ?                                ?
 
    * Recovering wounded      ?                                ?
 
 
Farming/Related
 
 
    * Butchery                ?                                Yes
 
    * Tanning                ?                                Yes
 
    * Farming (fields)        Produced Stack size              Yes
 
    * Dyeing                  Yes                              Yes
 
    * Soap making            No                              Yes
 
    * Wood burning            ?                                Yes
 
    * Potash making          No                              Yes
 
    * Lye making              No                              Yes
 
    * Milling                No                              Yes
 
    * Brewing                ?                                ?
 
    * Plant gathering        Produced Stack size?            ?
 
    * Plant processing        No?                              Yes? 
 
    * Cheese making          ?                                ?
 
    * Milking                ?                                Only milking vermin-type creatures?
 
    * Shearing                ?                                Yes?
 
    * Spinning                ?                                Yes?
 
    * Cooking                ?                                ?                 
 
    * Pressing                ?                                ?
 
    * Beekeeping              ?                                ?
 
 
Fishing/Related
 
 
    * Fishing                ?                                Yes
 
    * Fish cleaning          ?                                ?
 
    * Fish dissection        ?                                ?
 
 
Metalsmithing
 
 
    * Furnace operating      No                              Yes                           
 
    * Weaponsmithing          Yes                              Yes
 
    * Armoring                Yes                              Yes
 
    * Blacksmithing          Yes                              Yes
 
    * Metalcrafting          Yes                              Yes
 
 
Jewelry
 
 
    * Gem cutting            Large gems & gem crafts only    Yes
 
    * Gem setting            Yes                              Yes
 
 
Crafts
 
(I read it somewhere that skill level affects both quality and speed of "all crafts," but thought this could use additional verification)
 
 
 
    * Leatherworking          Yes                              Yes?
 
    * Woodcrafting            Yes                              Yes
 
    * Stonecrafting          Yes                              Yes?
 
    * Bone carving            Yes                              Yes?
 
    * Glassmaking            ?                                ?
 
    * Weaving                Yes                              Yes?
 
    * Clothesmaking          Yes                              Yes
 
    * Strand extraction      No                              Yes
 
    * Pottery                ?                                ?
 
    * Glazing                Yes?                            ?
 
    * Wax working            ?                                ?
 
 
Engineering
 
 
    * Siege engineering      Yes?                            ?
 
    * Siege operating        ?                                Speed of reloading
 
    * Mechanics              Yes?                            ?
 
    * Pump operating          ?                                ?
 
 
Other Jobs
 
 
    * Architecture            "Low" impact on value?          No
 
    * Alchemy - N/A
 
    * Cleaning - not a skill per se
 
 
Hope this makes some sense :)
 
--[[User:Sheepify|Sheepify]] 03:01, 30 April 2011 (UTC)
 
:Thank you for the !!SCIENCE!!, this is awesome. Watch out for items that might have a quality level invisible to the player, they were believed to exist in 40d. See [[v0.31_Talk:Brewer]] for a few lines of discussion. --[[User:Knaveofstaves|Knaveofstaves]] 04:17, 30 April 2011 (UTC)
 
: I wonder at the decision to move this to Skills when the Labor page already has the table (unmodified), the issue is similar to something already discussed (http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki_talk:Redundancy) and it would be '''helpful''' to new players such as myself. It was far more likely to be completed where the data partially existed. Frankly, I cannot see any issues with having this information duplicated in both main Labor and Skill page (again, text above is from Labor page), as well as included in the side tables summary for each individual skill... but, in the best NewYawk tradition, "whatever." Reminded me why I don't do wikipedia edits, either.
 
:--[[User:Sheepify|Sheepify]] 18:12, 30 April 2011 (UTC) the (briefly) !!SCIENCE!! Guy
 

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