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Wiki / Skills and professions

Mechanics | specification

Skills and professions

A player progresses by doing things: every action can raise several skills, and skills make up professions, which determine effectiveness. There are no character levels and no points to distribute.

70skills
13domains
51professions
0–100skill and profession level

Points and levels

A skill is a number of points from 0 to 1,000,000. The skill level follows from the points and has a fractional part. The player sees it with two decimal places.

skill level = min(100; points / 10,000) 0 pts -> 0.00 123,400 pts -> 12.34 1,000,000 -> 100.00 (maximum)

Points never decrease. There is no cap on the total of skills: a player can develop all of them, the only limit is time.

Professions

A profession is a weighted average of several skills. The weights of one profession add up to 1. A skill can belong to many professions, including ones from another domain.

profession level = sum (skill weight x skill level), clamped to 0–100
Example: Fencer

Fencer = 0.40 x Swords + 0.25 x Aim + 0.20 x Reflexes + 0.15 x Anatomy. A player with Swords 20, Aim 10, Reflexes 0 and Anatomy 4 has Fencer at level 0.40 x 20 + 0.25 x 10 + 0.15 x 4 = 11.1.

A profession does two things:

  • Effectiveness: craft success chance, taming chance and domain effects (criticals, yields, loot rarity).
  • Learning: the higher the profession relative to the target level, the harder it is to gain. Weak targets stop teaching.

Gain algorithm

Every action has a list of skills it can raise, and for each of them a weight, a base chance and base points. After the action is performed, for each skill on the list separately:

  1. Frequency limit. If this skill was rolled for this player less than 0.5 s ago, we skip it.
  2. Difficulty d. Calculated from the target level and the level of the profession assigned to the action (section "Target difficulty"). If d < 0.25, the skill does not grow.
  3. First roll: does it grow. The chance decreases with the number of points the player already has in this skill.
  4. Second roll: by how much. The maximum gain decreases exponentially with points. The gain is drawn uniformly from the range between half of the maximum and the maximum.
  5. Random rounding. The fractional part turns into an extra point with a probability equal to that part (e.g. 3.3 gives 4 with a 30% chance). The average gain does not change, and a skill with a small weight gets proportionally less, not always 1 point.
  6. Pet bonus. A pet with a skill-boosting ability multiplies the rolled points for its domain, with the same random rounding.
d = clamp(1 + (target level - profession level) / 20; 0; 2) chance = min(30%; base chance x d / (1 + points / 150,000)) maximum = base points x weight x e^(-points / 250,000) gain = random from [maximum / 2; maximum], randomly rounded

Parameters

ParameterValueMeaning
Points per level10,000level = points / 10,000
Maximum points1,000,000level 100
Chance cap30%the chance never exceeds this value
Chance decay scale150,000at 150,000 points (level 15) the chance drops by half
Gain decay scale250,000at 250,000 points (level 25) the gain drops to 37%
Difficulty span20 levelsa target 20 levels weaker than the profession gives d = 0
Difficulty threshold0.25below this d the action does not teach (a target 15+ levels weaker)
Maximum d2a target 20+ levels stronger doubles the chance
Frequency limit0.5 sone roll per player and skill
Base chance (default)30%separately for each action-skill pair
Base points (default)120separately for each action-skill pair

What the player sees

After a gain, the action bar shows the skills that grew, e.g. +0.0120 Swords (12.34): how much level was gained and the current level. The message appears at most once every 2 s. Progress is shared across all servers of the network.

Target difficulty

The coefficient d compares the target level (of a mob or blueprint) with the player's profession level. A target equal to the profession gives d = 1. A stronger target teaches faster, a weaker one slower, and one 15 or more levels weaker not at all. Resources (ores, wood) have no level and always give d = 1.

Profession \ target level15102050100
01.051.251.502.002.002.00
100.550.751.001.502.002.00
20no gain0.250.501.002.002.00
50no gainno gainno gainno gain1.002.00
100no gainno gainno gainno gainno gain1.00

Rate of gain

A skill with weight 1, base chance 30% and base points 120, target at the profession's level (d = 1). The "actions per level" column is the average number of repetitions needed to gain one level.

Skill levelChanceGainAverage per actionActions per level
030.0%60–120 pts27.0 pts370
522.5%49–98 pts16.6 pts603
1018.0%40–80 pts10.9 pts921
2511.2%22–44 pts3.7 pts2,685
506.9%8–16 pts0.8 pts11,859
755.0%3–6 pts0.2 pts44,635
904.3%2–3 pts0.1 pts94,884
993.9%1–2 pts0.1 pts147,658

A skill with weight 0.3 has the same chance but a gain three times smaller, so it grows three times slower. A target stronger than the profession (d up to 2) raises the chance, but not above 30%.

Play time to reach a level

One skill, weight 1, d = 1, 20 qualifying actions per minute, average rate.

Level10255075100
Time~5 h~26 h~153 h~633 h~2150 h

Actions

An action counts only if it has a real effect. Farm mobs never teach. Below are all actions with set weights.

Hits with an energy weapon (Pistols, Rifles) as well as magic and healing have their own actions and their own professions: Energy weapons and Magic and mana.

Sword hit

When
The player hits a mob with a sword held in the main hand.
Conditions
the target is alive, is not a player and is not invulnerable; the hit dealt more than 0 damage; the mob does not come from a farm; a hit dealt by a pet does not count
Target level
mob level; a regular Minecraft mob has level 1
Profession for difficulty
Fencer
SkillWeightBase chanceBase pointsGain at level 0
Swords Swords
1.00
30%12060–120 pts
Aim Accuracy
0.40
30%12024–48 pts
Anatomy Anatomy
0.30
30%12018–36 pts

Bow shot

When
An arrow fired by the player from a bow hits a mob.
Conditions
the same conditions as for the sword hit
Target level
mob level
Profession for difficulty
Marksman
SkillWeightBase chanceBase pointsGain at level 0
Bows Bows
1.00
30%12060–120 pts
Aim Accuracy
0.60
30%12036–72 pts
Anatomy Anatomy
0.20
30%12012–24 pts

Taking a hit

When
A mob deals damage to the player.
Conditions
damage greater than 0; the attacker does not come from a farm
Target level
level of the attacking mob
Profession for difficulty
Defender
SkillWeightBase chanceBase pointsGain at level 0
Armor Use Wearing armor
0.60
30%12036–72 pts
Evade Dodge
0.60
30%12036–72 pts
Reflexes Reflex
0.30
30%12018–36 pts

Mining an ore

When
The player mines an ore.
Conditions
a block previously placed by a player does not count
Target level
resources have no level, so d = 1
Profession for difficulty
Miner
SkillWeightBase chanceBase pointsGain at level 0
Extraction Extraction
1.00
30%12060–120 pts
Prospecting Prospecting
0.30
30%12018–36 pts

Chopping a log

When
The player chops a tree log.
Conditions
a log previously placed by a player does not count
Target level
resources have no level, so d = 1
Profession for difficulty
Lumberjack
SkillWeightBase chanceBase pointsGain at level 0
Woodcutting Tree felling
1.00
30%12060–120 pts

Craft attempt: weapon

When
Every attempt at a crafting station with a blueprint of the Weapon category, successful or failed.
Target level
blueprint level
Profession for difficulty
the profession stated on the blueprint
SkillWeightBase chanceBase pointsGain at level 0
Weapon Design Weapon design
1.00
30%12060–120 pts
Metalworking Metalworking
0.60
30%12036–72 pts
Precision Precision
0.30
30%12018–36 pts
Material Knowledge Knowledge of materials
0.30
30%12018–36 pts

Craft attempt: machine

When
Every attempt with a blueprint of the Machine category (minions, incubators, golem), successful or failed.
Target level
blueprint level
Profession for difficulty
the profession stated on the blueprint
SkillWeightBase chanceBase pointsGain at level 0
Mechanics Mechanics
1.00
30%12060–120 pts
Precision Precision
0.40
30%12024–48 pts
Material Knowledge Knowledge of materials
0.30
30%12018–36 pts

Craft attempt: material

When
Every attempt with a blueprint of the Material category, successful or failed.
Target level
blueprint level
Profession for difficulty
the profession stated on the blueprint
SkillWeightBase chanceBase pointsGain at level 0
Cooking Cooking
1.00
30%12060–120 pts
Herbalism Knowledge of herbs
0.30
30%12018–36 pts

Taming attempt

When
The player uses bait on a wild mob that can become a pet.
Conditions
every attempt counts, successful or failed; a farm mob cannot be tamed
Target level
mob level
Profession for difficulty
Animal Trainer
SkillWeightBase chanceBase pointsGain at level 0
Taming Taming
1.00
50%200100–200 pts
Animal Care Animal care
0.40
30%12024–48 pts

Crafting from blueprints

Every attempt at a crafting station rolls skill gains according to the blueprint category (the "Craft attempt" actions above). The target level is the blueprint level, and difficulty is calculated from the profession written on the blueprint. Success chance, product quality, blueprint quality and the blueprint list: Blueprints and crafting.

Taming

A wild mob that has its own pet is tamed with bait. The bait is consumed on every attempt. The chance depends on the Trainer profession and the mob level.

taming chance = clamp(30% + (Trainer - mob level) / 50; 5%; 90%)
Trainer \ mob level110203050
028%10%5%5%5%
1048%30%10%5%5%
2578%60%40%20%5%
5090%90%90%70%30%
10090%90%90%90%90%

Every attempt, successful or not, rolls a gain for Taming and Care (the "Taming attempt" action).

All skills

For each skill: which actions raise it and with what weight, and which professions it counts toward. A skill without set weights has a described source it is meant to grow from.

Combat

professions affect: accuracy and criticals, damage multiplier, dodge, damage reduction, healing
SkillRaised byIn professions (weight)
Swords
Swords
Sword hit weight 1.00Blademaster 0.45
Fencer 0.40
Axes
Axes
axe hits (weights to be determined)Berserker 0.45
Axeman 0.40
Spears
Spears
spear hits (weights to be determined)Impaler 0.45
Lancer 0.40
Bows
Bows
Bow shot weight 1.00Longbowman 0.45
Marksman 0.40
Crossbows
Crossbows
crossbow shots (weights to be determined)Arbalist 0.45
Sharpshooter 0.40
Battle Magic
Battle magic
battle magic attacks (weights to be determined)Battlemage 0.45
Spellweaver 0.40
Aim
Accuracy
Sword hit weight 0.40
Bow shot weight 0.60
Marksman 0.35
Sharpshooter 0.35
Gunslinger 0.35
Spellweaver 0.35
Marksman 0.35
Axeman 0.25
Lancer 0.25
Fencer 0.25
Longbowman 0.20
Arbalist 0.20
Battlemage 0.20
Pistoleer 0.20
Rifleman 0.20
Berserker 0.10
Impaler 0.10
Blademaster 0.10
Harpooner 0.10
Reflexes
Reflex
Taking a hit weight 0.30Axeman 0.20
Defender 0.20
Lancer 0.20
Fencer 0.20
Marksman 0.15
Sharpshooter 0.15
Gunslinger 0.15
Spellweaver 0.15
Marksman 0.15
Berserker 0.10
Impaler 0.10
Blademaster 0.10
Anatomy
Anatomy
Sword hit weight 0.30
Bow shot weight 0.20
Longbowman 0.35
Berserker 0.35
Arbalist 0.35
Battlemage 0.35
Pistoleer 0.35
Rifleman 0.35
Impaler 0.35
Blademaster 0.35
Medic 0.30
Axeman 0.15
Lancer 0.15
Fencer 0.15
Marksman 0.10
Sharpshooter 0.10
Gunslinger 0.10
Spellweaver 0.10
Marksman 0.10
Evade
Dodge
Taking a hit weight 0.60Defender 0.45
Armor Use
Wearing armor
Taking a hit weight 0.60Defender 0.35
First Aid
First aid
healing yourself and others (weights to be determined)Medic 0.70
Pistols
(weights to be determined)Pistoleer 0.45
Gunslinger 0.40
Rifles
(weights to be determined)Rifleman 0.45
Marksman 0.40

Crafting

professions affect: blueprint success chance and product quality
SkillRaised byIn professions (weight)
Metalworking
Metalworking
Craft attempt: weapon weight 0.60Armorsmith 0.30
Toolsmith 0.30
Weaponsmith 0.30
Weapon Design
Weapon design
Craft attempt: weapon weight 1.00Weaponsmith 0.40
Armor Design
Armor design
armor blueprints (weights to be determined)Armorsmith 0.40
Toolmaking
Toolmaking
tool blueprints (weights to be determined)Toolsmith 0.45
Weaving
Weaving
fabric blueprints (weights to be determined)Tailor 0.60
Mechanics
Mechanics
Craft attempt: machine weight 1.00Engineer 0.60
Precision
Precision
Craft attempt: weapon weight 0.30
Craft attempt: machine weight 0.40
Engineer 0.25
Tailor 0.20
Armorsmith 0.15
Weaponsmith 0.15
Bowyer 0.10
Toolsmith 0.10
Material Knowledge
Knowledge of materials
Craft attempt: weapon weight 0.30
Craft attempt: machine weight 0.30
Tailor 0.20
Armorsmith 0.15
Engineer 0.15
Toolsmith 0.15
Weaponsmith 0.15

Carpentry

professions affect: chance and quality of wooden blueprints, arrows with bonuses
SkillRaised byIn professions (weight)
Woodworking
Woodworking
wooden blueprints (weights to be determined)Carpenter 0.50
Shipwright 0.40
Bowyer 0.30
Construction
Construction
chests, doors, boats (weights to be determined)Shipwright 0.60
Bowyery
Bowyery
bows, arrows, shafts (weights to be determined)Bowyer 0.60
Furniture Making
Furniture making
decorations and furniture (weights to be determined)Carpenter 0.50

Alchemy

professions affect: potion strength and duration, extra portion, food with bonuses
SkillRaised byIn professions (weight)
Brewing
Potion brewing
potion brewing (weights to be determined)Apothecary 0.40
Alchemist 0.40
Herbalism
Knowledge of herbs
Craft attempt: material weight 0.30Apothecary 0.40
Alchemist 0.20
Cook 0.20
Herbalist 0.20
Enhancing
Enhancing
enhancing potion power and duration (weights to be determined)Alchemist 0.40
Apothecary 0.20
Throwables
Thrown potions
thrown potions (weights to be determined)–
Cooking
Cooking
Craft attempt: material weight 1.00Cook 0.80

Enchanting

professions affect: higher enchantment levels, lower cost, fewer failed enchantments
SkillRaised byIn professions (weight)
Weapon Enchanting
Weapon enchanting
weapon enchanting (weights to be determined)Enchanter 0.30
Armor Enchanting
Armor enchanting
armor enchanting (weights to be determined)Enchanter 0.30
Tool Enchanting
Tool enchanting
tool enchanting (weights to be determined)Enchanter 0.20
Spellbinder 0.20
Disenchanting
Disenchanting
disenchanting (weights to be determined)Spellbinder 0.30
Focus
Concentration
every enchanting (weights to be determined)Spellbinder 0.50
Enchanter 0.20

Runes

professions affect: rune blueprint chance, power of runes in item sockets
SkillRaised byIn professions (weight)
Runecrafting
Rune crafting
rune blueprints (weights to be determined)Runesmith 0.45
Runemaster 0.20
Rune Carving
Rune carving
rune carving (weights to be determined)Runesmith 0.35
Runemaster 0.20
Arcana
Arcana
using runes in sockets (weights to be determined)Runemaster 0.60
Inscription
Inscription
scrolls (weights to be determined)Runesmith 0.20

Farming

professions affect: larger yields, faster growth, rare seeds
SkillRaised byIn professions (weight)
Grain Farming
Grain farming
harvesting ripe grain (weights to be determined)Farmer 0.35
Vegetable Farming
Vegetable growing
harvesting carrots, potatoes, beetroot (weights to be determined)Farmer 0.35
Orcharding
Orcharding
harvesting melons, pumpkins, cocoa, berries (weights to be determined)Orchardist 0.60
Fertilizing
Fertilizing
fertilizing crops (weights to be determined)Farmer 0.30
Orchardist 0.20
Floriculture
Floriculture
flowers (weights to be determined)Orchardist 0.20

Gathering

professions affect: more wood and plants, rare finds, herbs for alchemy
SkillRaised byIn professions (weight)
Woodcutting
Tree felling
Chopping a log weight 1.00Lumberjack 0.80
Plant Gathering
Plant gathering
plant gathering (weights to be determined)Gatherer 0.50
Herbalist 0.20
Lumberjack 0.20
Mushroom Picking
Mushroom picking
mushroom gathering (weights to be determined)Gatherer 0.30
Herb Gathering
Herb gathering
herb gathering (weights to be determined)Herbalist 0.60
Gatherer 0.20

Mining

professions affect: ore amount and rarity, digging speed
SkillRaised byIn professions (weight)
Extraction
Extraction
Mining an ore weight 1.00Miner 0.60
Prospector 0.30
Prospecting
Prospecting
Mining an ore weight 0.30Prospector 0.70
Miner 0.20
Stonework
Stonework
stonework (weights to be determined)Miner 0.20

Fishing

professions affect: bite chance, catch rarity and size, treasure
SkillRaised byIn professions (weight)
Rod Fishing
Fishing rod
fishing with a rod (weights to be determined)Angler 0.60
Spearfishing
Harpoon
fishing with a harpoon (weights to be determined)Harpooner 0.60
Net Fishing
Nets
fishing with nets (weights to be determined)Netter 0.60
Trap Fishing
Traps
fish traps (weights to be determined)Trapper 0.60
Fishing Grounds
Knowledge of fishing grounds
every catch (weights to be determined)Angler 0.30
Harpooner 0.30
Netter 0.30
Trapper 0.30
Fish Processing
Fish processing
fish processing (weights to be determined)Angler 0.10
Netter 0.10
Trapper 0.10

Taming

professions affect: taming chance, strength of tamed animals, breeding, mount speed
SkillRaised byIn professions (weight)
Taming
Taming
Taming attempt weight 1.00Animal Trainer 0.50
Breeding
Breeding
breeding animals (weights to be determined)Breeder 0.60
Riding
Riding
riding a mount (weights to be determined)Rider 0.70
Animal Care
Animal care
Taming attempt weight 0.40Animal Trainer 0.50
Breeder 0.40
Rider 0.30

Trade

professions affect: buy and sell prices, auction fees, number of listings
SkillRaised byIn professions (weight)
Negotiation
Negotiation
trading with NPCs (weights to be determined)Merchant 0.50
Appraisal
Appraisal
appraising items (weights to be determined)Auctioneer 0.40
Merchant 0.20
Auctioneering
Auctioneering
auction house (weights to be determined)Auctioneer 0.50
Commerce
Commerce
trading goods (weights to be determined)Merchant 0.30
Auctioneer 0.10

Building

professions affect: placing speed and range, demolition, island level points
SkillRaised byIn professions (weight)
Masonry
Masonry
placing stone blocks (weights to be determined)Builder 0.40
Architect 0.20
Architecture
Architecture
structures (weights to be determined)Architect 0.60
Decorating
Decorating
decorations (weights to be determined)Builder 0.30
Architect 0.20
Demolition
Demolition
demolishing your own structures (weights to be determined)Builder 0.30

Profession list

Skill weights in each profession. Combat professions come in pairs: one is responsible for hitting (accuracy, criticals), the other for damage.

ProfessionDomainResponsible forSkills (weight)
FencerCombatAccuracy with sword: critical hit chance and precision.
Swords
0.40
Aim
0.25
Reflexes
0.20
Anatomy
0.15
BlademasterCombatPower with sword: damage dealt.
Swords
0.45
Anatomy
0.35
Reflexes
0.10
Aim
0.10
AxemanCombatAccuracy with axe: critical hit chance and precision.
Axes
0.40
Aim
0.25
Reflexes
0.20
Anatomy
0.15
BerserkerCombatPower with axe: damage dealt.
Axes
0.45
Anatomy
0.35
Aim
0.10
Reflexes
0.10
LancerCombatAccuracy with spear: critical hit chance and precision.
Spears
0.40
Aim
0.25
Reflexes
0.20
Anatomy
0.15
ImpalerCombatPower with spear: damage dealt.
Spears
0.45
Anatomy
0.35
Reflexes
0.10
Aim
0.10
MarksmanCombatAccuracy with bow: critical hit chance and precision.
Bows
0.40
Aim
0.35
Reflexes
0.15
Anatomy
0.10
LongbowmanCombatPower with bow: damage dealt.
Bows
0.45
Anatomy
0.35
Aim
0.20
SharpshooterCombatAccuracy with crossbow: critical hit chance and precision.
Crossbows
0.40
Aim
0.35
Reflexes
0.15
Anatomy
0.10
ArbalistCombatPower with crossbow: damage dealt.
Crossbows
0.45
Anatomy
0.35
Aim
0.20
SpellweaverCombatAccuracy with battle magic: critical hit chance and precision.
Battle Magic
0.40
Aim
0.35
Reflexes
0.15
Anatomy
0.10
BattlemageCombatPower with battle magic: damage dealt.
Battle Magic
0.45
Anatomy
0.35
Aim
0.20
DefenderCombat
Evade
0.45
Armor Use
0.35
Reflexes
0.20
MedicCombat
First Aid
0.70
Anatomy
0.30
WeaponsmithCrafting
Weapon Design
0.40
Metalworking
0.30
Precision
0.15
Material Knowledge
0.15
ArmorsmithCrafting
Armor Design
0.40
Metalworking
0.30
Material Knowledge
0.15
Precision
0.15
ToolsmithCrafting
Toolmaking
0.45
Metalworking
0.30
Material Knowledge
0.15
Precision
0.10
TailorCrafting
Weaving
0.60
Material Knowledge
0.20
Precision
0.20
EngineerCrafting
Mechanics
0.60
Precision
0.25
Material Knowledge
0.15
CarpenterCarpentry
Furniture Making
0.50
Woodworking
0.50
ShipwrightCarpentry
Construction
0.60
Woodworking
0.40
BowyerCarpentry
Bowyery
0.60
Woodworking
0.30
Precision
0.10
AlchemistAlchemyPotion strength.
Brewing
0.40
Enhancing
0.40
Herbalism
0.20
ApothecaryAlchemyPotion duration.
Brewing
0.40
Herbalism
0.40
Enhancing
0.20
CookAlchemy
Cooking
0.80
Herbalism
0.20
EnchanterEnchantingEnchantment power and level.
Weapon Enchanting
0.30
Armor Enchanting
0.30
Focus
0.20
Tool Enchanting
0.20
SpellbinderEnchantingEnchantment stability: lower cost and fewer failures.
Focus
0.50
Disenchanting
0.30
Tool Enchanting
0.20
RunesmithRunesRune blueprint success.
Runecrafting
0.45
Rune Carving
0.35
Inscription
0.20
RunemasterRunesPower of runes in item sockets.
Arcana
0.60
Runecrafting
0.20
Rune Carving
0.20
FarmerFarming
Vegetable Farming
0.35
Grain Farming
0.35
Fertilizing
0.30
OrchardistFarming
Orcharding
0.60
Fertilizing
0.20
Floriculture
0.20
LumberjackGathering
Woodcutting
0.80
Plant Gathering
0.20
GathererGathering
Plant Gathering
0.50
Mushroom Picking
0.30
Herb Gathering
0.20
HerbalistGathering
Herb Gathering
0.60
Herbalism
0.20
Plant Gathering
0.20
MinerMining
Extraction
0.60
Prospecting
0.20
Stonework
0.20
ProspectorMining
Prospecting
0.70
Extraction
0.30
AnglerFishing
Rod Fishing
0.60
Fishing Grounds
0.30
Fish Processing
0.10
HarpoonerFishing
Spearfishing
0.60
Fishing Grounds
0.30
Aim
0.10
NetterFishing
Net Fishing
0.60
Fishing Grounds
0.30
Fish Processing
0.10
TrapperFishing
Trap Fishing
0.60
Fishing Grounds
0.30
Fish Processing
0.10
Animal TrainerTaming
Animal Care
0.50
Taming
0.50
BreederTaming
Breeding
0.60
Animal Care
0.40
RiderTaming
Riding
0.70
Animal Care
0.30
MerchantTrade
Negotiation
0.50
Commerce
0.30
Appraisal
0.20
AuctioneerTrade
Auctioneering
0.50
Appraisal
0.40
Commerce
0.10
BuilderBuilding
Masonry
0.40
Decorating
0.30
Demolition
0.30
ArchitectBuilding
Architecture
0.60
Masonry
0.20
Decorating
0.20
GunslingerCombatAccuracy with pistols: critical hit chance and precision.
Pistols
0.40
Aim
0.35
Reflexes
0.15
Anatomy
0.10
PistoleerCombatPower with pistols: damage dealt.
Pistols
0.45
Anatomy
0.35
Aim
0.20
MarksmanCombatAccuracy with rifles: critical hit chance and precision.
Rifles
0.40
Aim
0.35
Reflexes
0.15
Anatomy
0.10
RiflemanCombatPower with rifles: damage dealt.
Rifles
0.45
Anatomy
0.35
Aim
0.20

To be decided

  • Taming bait has the Material category, so crafting it raises Cooking and Herbalism, and difficulty is calculated from the Trainer profession. To decide: a separate category with Taming and Care.
  • A failed craft attempt also raises skills. To decide whether the gain should happen only after success.
  • Weights for the remaining actions: axe, spear, crossbow, magic, healing, armor and tools, carpentry, potions, enchanting, runes, farming, plant gathering, fishing, taming outside the attempt, trade and building have only a described source.
  • Attributes (Strength, Dexterity, Endurance, Intelligence) are meant to grow incidentally during actions through a separate, small roll. Rules not yet set.
  • Resource levels: until ores and wood have levels, resource actions always have d = 1.