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v0.31 Talk:Skill

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Migrants

You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.

Teacher/Leader/Student

Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)

Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.

Skill levels

Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except "No label" got replaced by "Adequate", and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the "Adequate" change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment. I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --Ramperkash 16:17, 6 April 2010 (UTC+2)


Level XP
Dabbling 1??
Novice 500??
Adequate 1100??
Competent 1800??
Skilled 2600??
Proficient 3500??
Talented 4500??
Level XP
Adept 5600??
Expert 6800??
Professional 8100??
Accomplished 9500??
Great 11000??
Master 12600??
High Master 14300??
Level XP
Grand Master 16100??
Legendary 18000??
Legendary+1 20000??
Legendary+2 22100??
Legendary+3 24300??
Legendary+4 26600??
Legendary+5 29000??
I can now confirm that the skill levels remained the same (up to Legendary at least), except that the "Adequate" prefix replaced the "No-label" one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --Ramperkash 17:26, 7 April 2010 (UTC)
They appear to be unchanged when I look at them in Dwarf Therapist. Garanis 17:42, 7 April 2010 (UTC)
This would not go on this page, it would go on experience.--Albedo 21:46, 7 April 2010 (UTC)

A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here Cpad 02:32, 10 April 2010 (UTC)

Quality Skills

I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.

Affects Quality: Architect (cannot have mood) Mason Engraver (cannot have mood) Mechanic Carpenter Bowyer Siege Engineer Cook Trapper (for making traps) Weaponsmith Armorsmith Blacksmith Metal Crafter Bone Carver Stone Crafter (though, who cares, amirite?) Wood Crafter (even more useless) Leatherworker Weaver Gem Cutter Gem Setter

Otherwise Important: Miner (get all them gems) Planter (for fat stacks) All medical All military Judge of Intent Appraiser

Just speed: Organizer Record Keeper Soap Maker All others

This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --Zombiejustice 17:00, 13 April 2010 (UTC)

skill penalties

I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty. I'll add it to the article provisionally. Could someone else verify?

  • Toady commented that as of 31.08, this should only apply to "starving" people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8). What have your mining experiences been in 31.08? -- Creidieki 05:34, 28 June 2010 (UTC)
    • I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.75.164.146.98 02:40, 27 July 2010 (UTC)

Layout

Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -Dezbro 03:02, 1 August 2010 (UTC)

Skill Rust

I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -Kogan Loloklam 14:02, 7 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. Elfy 22:57, 9 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.--Nimblewright 21:56, 12 August 2010 (UTC)

Bugs? Mainly with modding

Would putting in a bug section be out of place if the bugs are solely on the modding side? Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? KaelemGaen 14:59, 12 August 2010 (UTC)

I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. Speed112 16:32, 12 August 2010 (UTC)