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Difference between revisions of "40d Talk:Skill"

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:::: Okay, looks much better now. I liked it before because I switch weapons when my guys hit Adept Wrestler, and it's easier to look at it that way. --[[User:Squeegy|Squeegy]] 16:28, 1 November 2008 (EDT)
 
:::: Okay, looks much better now. I liked it before because I switch weapons when my guys hit Adept Wrestler, and it's easier to look at it that way. --[[User:Squeegy|Squeegy]] 16:28, 1 November 2008 (EDT)
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== Split "Skill" & "Profession" into 2 pages? ==
 +
 +
Some recent (re-)analysis of the code has shown that the Profession of a dwarf has as much influence on moods as skills do.  Previously, "profession" has been considered largely redundant, a confusing add-on that served no purpose, and was redundant and largely meaningless in the game - no so, apparently.
 +
 +
See this thread in forum: http://www.bay12games.com/forum/index.php?topic=35257.0
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Altho' they're clearly related, they are not at all the same - so should they have separate pages, to reinforce their distinctions?  Having professions redirect here could be misleading, or worse.  Especially phrases like ''"Professions" determine only the color of the dwarf..."'' - clearly false. At the very least, some parts of the current page need to be re-written to reflect that much. --[[User:Albedo|Albedo]] 00:28, 9 May 2009 (UTC)

Revision as of 00:28, 9 May 2009

Skill Notes

Miner
Allows a Dwarf to strike the earth at a more rapid pace.
Wood Cutter
Carpenter
Mason
Engraver
Building Designer
Weaponsmith
Bowyer
Armorsmith
Metalsmith
Furnace Operator
Wood Burner
Metal Crafter
Stone Crafter
Wood Crafter
Bone Carver
Gem Cutter
Gem Setter
Mechanic
Fisherdwarf
Miller
Thresher
Grower
Herbalist
Brewer
Cook
Weaver
Clothier
Dyer
Allows a dwarf to dye with honor.
Trapper
Ambusher
Butcher
Tanner
Leatherworker
Fish Dissector
Animal Dissector
Fish Cleaner
Cheese Maker
Milker
Animal Trainer
Animal Caretaker
Soaper
Lye Maker
Potash Maker
Glassmaker
Wrestler
Axedwarf
Swordsdwarf
Macedwarf
Hammerdwarf
Speardwarf
Marksdwarf
Shield User
Armor User
Siege Engineer
Siege Operator
Pump Operator
Swimmer
Gives you a small amount of hope that this dwarf will not drown.
Persuader
Negociator
Typo in the game: ought to be "Negotiator." (Note: Toady has openly noted to fixing this on his dev log.)
Liar
"It's not a carp, it's a gibbon, I swear!"
Intimidator
Judge of Intent
Appraiser
Organizer
Record Keeper
Conversationalist
Comedian
Flatterer
Consoler
Pacifier

Skill Ranks Notes

  1. Not Skilled, Dabbling
  2. Novice
  3. Named, Titular
  4. Competent
  5. Proficient
  6. etc.
It's looking like it's the same as before for rank names. --Shades 05:01, 1 November 2007 (EDT)

User Notes and Changes

Renditelitan 22:01, 29 October 2007 (EDT)

Moved this to the talk page for discussion on what should go on the main skills page User:Alfador. I hope you don't mind. Anyone have ideas on how to categorize the all the skills? Also, would making the list of skills in their place in the game time frame make since? Like founding skills vs. town skills?
It would make sense; Proficient and below are founding skills, Dabbling and anything above Proficient are fortress skills. (Also anything Adamantine-oriented if that's still in.) And of COURSE I don't mind, I'm ecstatic that someone more skilled in wiki format than I took it upon themselves to make something more useful out of my rudimentary list! Alfador 23:02, 29 October 2007 (EDT)

Should we put lists of activities that improve a skill for every skill, or just for the ones that aren't immediately obvious like those new noble skills? --BahamutZERO 16:13, 30 October 2007 (EDT)

I think it's important to enumerate all the activities that give skill, and it would be nice to get numbers on the skill increases for these actions as well. It's especially important to note ALL information for what gives or doesn't give skill points for the new noble skills, but everything is useful. Like, for a miner, do ramps and channels give mining skill? Do floodgates? Does a fisherdwarf get fisherdwarf skill for constructing a fishery? If we can enumerate all possible sources of skill points for a given skill, I think we should definately do so. --Sowelu 16:52, 30 October 2007 (EDT)

One thing we might also want is a listing of what skills are USED by what job tasks. For example: whatever skill is used by the "Strand Extraction" labor, which presumably fulfills "Extract Metal Strands" manager tasks... well, presumably that's the new version of the old Adamantine skills, Adamantine Smelting having been assumed to have been unified with other smelting skill. But whatever skill that is, it can't be had from the starting screen, and so is not listed here. This will naturally require LOTS of testing on the part of all of us, since we're no longer guaranteed to even have a magma flow in a given region, much less pits and adamantine. --Alfador 10:20, 31 October 2007 (EDT)
I almost think that that kind of data should be made into a separate list, as well as listed under each skill's individual page. Lets's not clutter this one up that much. Also, anyone FOUND pits/addy yet? I'm almost certain it's too early for that, but one never knows.--Draco18s 05:07, 1 November 2007 (EDT)
It might be useful to have a table which lists each skill's impact on speed and quality of production. For example, an increase in Mining Skill improves both speed (tiles/tick) and quality (odds of leaving useful material behind). Skill points in woodcutting improve speed but not quality; some of the farm-related tasks like plant processing always produce an identical amount and quality, and can be safely left to be done by dabblers with no impact on productivity.
"Also, anyone FOUND pits/addy yet?" Yes. --Alfador 09:10, 1 November 2007 (EDT)
Yes, and there's horrible things under it. Possibly also the adamantine-triggered monarch. --BahamutZERO 15:38, 1 November 2007 (EDT)

Should skills be a category?--BahamutZERO 19:43, 31 October 2007 (EDT)

I made one anyway. --JT 21:31, 31 October 2007 (EDT)

This is too specific

This list is specific to Fortress Mode. It's missing some of the Adventure Mode skills, like Bowman and such, and lists the dwarven names for skills. --JT 21:31, 31 October 2007 (EDT)

administrator

Is there really such a profession? I have been trying to get a dwarf to gain this job title without luck so far. Has anyone managed to do it? VengefulDonut 15:22, 20 December 2007 (EST)

Yes, my leader got the title Administrator briefly from raising his Organizer skill. However, he became a Clerk once his Record Keeping skill surpassed it. --Doniazade 13:54, 10 May 2008 (EDT)

military skills

Shouldn't the weapon skills be classified under their own color/military profession? A swordsdwarf is not a blue peasant, it's a colored military unit. Or is this only for un-drafted military units? It might confuse a newbie. --DDouble 23:43, 3 January 2008 (EST)

Trader

Dwarves which have Appraise (probably others too) skill is called a Trader. It's written in purple, like administrator. --Someone-else

The four "admin" jobs don't really have a single "super"-profession like the others. A dwarf that has those skills is called either

  • Architect (Building Designer)
  • Trader (Appraiser) aka the Broker
  • Administrator (Organizer) aka the Manager
  • Clerk (Record Keeper) aka the Bookkeeper

In that order (I may have Administrator and Clerk the other way around). This means that one with all 4 skills on novice, will be called an Architect. If he only had the bottom 3 skills, he'd be called a Trader. And so on. Sergius 21:19, 30 April 2008 (EDT)

Legendary +#

I thought this was totally unnecessary, and it off-balanced the chart anyway. I left the comment about legendary past the first but got rid of it in the skill chart. If it's not displayed anyway, why bother including it?

--Squeegy

There is a definite in-game difference between Legendary and Legendary+x, just as there is a difference between all other skill levels. Especially because it isn't displayed in-game, it's critical to document here that actual maxed-out skills require 60% more experience than just "legendary".--Maximus 01:21, 14 October 2008 (EDT)
Well, if you find a way to even the chart, feel free to add it. I just thought it looked bad and wasn't that necessary. --Squeegy
Luckily, the total number is evenly divisible by three, so, done.--Maximus 11:34, 14 October 2008 (EDT)
Okay, looks much better now. I liked it before because I switch weapons when my guys hit Adept Wrestler, and it's easier to look at it that way. --Squeegy 16:28, 1 November 2008 (EDT)

Split "Skill" & "Profession" into 2 pages?

Some recent (re-)analysis of the code has shown that the Profession of a dwarf has as much influence on moods as skills do. Previously, "profession" has been considered largely redundant, a confusing add-on that served no purpose, and was redundant and largely meaningless in the game - no so, apparently.

See this thread in forum: http://www.bay12games.com/forum/index.php?topic=35257.0

Altho' they're clearly related, they are not at all the same - so should they have separate pages, to reinforce their distinctions? Having professions redirect here could be misleading, or worse. Especially phrases like "Professions" determine only the color of the dwarf..." - clearly false. At the very least, some parts of the current page need to be re-written to reflect that much. --Albedo 00:28, 9 May 2009 (UTC)