Guide to Skill Grinding: Difference between revisions
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Revision as of 08:31, 8 March 2024
wip
Grindin' it to the top
How focus and exp gain works
Tools of the trade
Books: safest option to raise skills up to certain levels, main source of craft references and speeds up proficiency grinding
NPCs: based on their intelligence can efficient teachers, demanding teaching shit after doing a quest is fast option to grind otherwise hard to start or hard to reach skills. NPCs around can speed up craft or otherwise help with multitasking
Scalpel and better: needed for dissections to learn weakpoints and methodically make medical exp
Skill Level Trivia
0-2: Worthless. Guaranteed fuckup of anything complicated, shouldnt be used as crutch to get outta danger unless its getting ugly real fast. Not enough to do serious stuff but the very time you get 1 in skill its possible to make it up forth
3: "Novice" level - most professions from their spheres start with this on average, enough to maintenance stuff and through doing so to get 6 level in skills
6: "Advanced" level. Average medium for characters specializing in their sphere (e.g surgeons, engineers and militaries) Most interaction skills (e.g survival and cooking) cannot be raised over it naturally or do not have any outright useful function beyond this level
8: "Expert" level. Usually learned from a book then grinded to this level, about all endtier crafts (unless running a modded game) can be crunched from there. If you can get there, you can max the skill fully
10: "Master" level. Guaranteed success or otherwise very high odds of doing complicated tasks (e.g bionics installation). Only few books can bring it up this far and mostly its raised to this level through crafting or extensive use
10+ is unobtanium during normal play in current DDA. Older versions and BN allow to raise skills up to 20 however it serves no practical use besides getting the most juice outta combat skills and installing fourth engine at 12 mechanics
Traits in use
Raising skills
Dissections
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