Mount&Blade/Skills: Difference between revisions

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Undo revision 681320 by 68.115.53.79 (talk) - just removing it is not useful
(Undo revision 681320 by 68.115.53.79 (talk) - just removing it is not useful)
 
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* Base Attribute: Strength
* Base Attribute: Strength
* Effect: +2 HP per level
* Effect: +2 HP per level
At early levels it isn't very important, but as you fight tougher enemies every bit of protection helps.
At early levels it isn't very important, but as you fight tougher enemies every bit of protection helps. This skill has a very large effect on determining whether an NPC survives autoresolved combat.


===Power Strike===
===Power Strike===
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===Power Draw===
===Power Draw===
* Base Attribute: Strength
* Base Attribute: Strength
* Effect: +14% bow damage for each point (up to 4 plus Power Draw requirement of the bow)
* Effect: +14% bow damage for each point (up to 4 plus Power Draw requirement of the bow). Also increases how long the character can aim for before losing accuracy.
This is required for the more powerful [[Mount&Blade/Weapons#Bows|bows]], and is overall a valuable skill for making archery less difficult. You can put up to four points in this beyond the power draw requirement of the bow (if any).
This is required for the more powerful [[Mount&Blade/Weapons#Bows|bows]], and is overall a valuable skill for making archery less difficult. You will benefit from up to four points in this beyond the power draw requirement of the bow (if any).
 
E.g. if you have a bow that requires Power Draw 2, you may have up to 6 points in this skill in order to add damage to your arrow.  If you add a seventh point to this skill, you will not receive an additional +14% damage bonus to your arrow above the maximum 6 points:
 
<math>MAX Power Draw Bonus = Bow Power Draw Req. + 4</math>


===Weapon Master===
===Weapon Master===
* Base Attribute: Agility
* Base Attribute: Agility
* Effect: Raises the proficiency points cap, makes raising proficiencies easier
* Effect: Each point increases by 40 the limit at which weapon proficiencies can be raised with weapon proficiency points. Also increases the rate at which proficiencies are improved by use in combat.
This skill allows you to continue using [[Mount&Blade/Proficiencies|weapon proficiency points]] after you have passed the normal cap, and also lets you raise your proficiencies more quickly.
This skill allows you to continue using [[Mount&Blade/Proficiencies|weapon proficiency points]] after you have passed the normal cap.


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| 60 || 100 || 140 || 180 || 220 || 260 || 300 || 340 || 380 || 420 || 460
| 60 || 100 || 140 || 180 || 220 || 260 || 300 || 340 || 380 || 420 || 460
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Note that this cap is '''only''' for the purpose of spending additional proficiency points; using weapons in combat will continue to raise your skill regardless of what the proficiency cap is set at, but it will do so faster at higher levels of Weapon Master.
This cap is only for the purpose of spending additional proficiency points; using weapons in combat will continue to raise your skill regardless of what the proficiency cap is set at, but it will do so faster at higher levels of Weapon Master.


===Shield===
===Shield===
* Base Attribute: Agility
* Base Attribute: Agility
* Effect: Reduces damage to shields by 8% per level and improves shield speed and coverage.
* Effect: Reduces damage to shields by 8% per level and improves shield speed and coverage.
Due to a bug, raising this skill also raises the Shield skill of enemies.
Due to a bug, raising this skill also raises the Shield skill of enemies, and is therefore a poor choice for characters who make use of ranged weapons. This bug is fixed in Warband.


===Athletics===
===Athletics===
{{cleanup|Don't need the analysis here, we need the guide}}
* Base Attribute: Agility
* Base Attribute: Agility
* Effect: Increases running speed.
* Effect: Increases running speed.
This isn't very obvious early on, but with a few levels it will start to really take effect. This skill is made less important by having a [[Mount&Blade/Horses|horse]], but it's still a useful backup if you lose your horse or if you want to fight on foot. It is also useful during sieges and tournaments, where a horse might not be available. Note that the combined weight of your armor and equipment will reduce the speed bonus your Athletics skill grants.
This isn't very obvious early on, but with a few levels it will start to really take effect. This skill is made less important by having a [[Mount&Blade/Horses|horse]], but it's still a useful backup if you lose your horse or if you want to fight on foot. It is also useful during sieges and tournaments, where a horse might not be available. Note that the combined weight of your armor and equipment will reduce the speed bonus your Athletics skill grants.
====Analysis====
The goal of the following analysis is to provide an accurate account of the effects of the athletic skill. 
To acquire this data, a contributor performed a series of timing measurements from a specific point, A, to a different specific point, B, in the game world. Different encumbrances and athletic skill points were used. Therefore, running speed is not known in units. Speed is only known relative to another based on Athletic skill and encumbrance differences. This contributor did not test for speed increase of more than base running speed. All calculations are an estimate. Agility attribute during the measurements was 15 or 18. 
;Assumptions
#Running speed increase per Athletic skill level is linear.
#Running speed change (+/-) per unit encumbrance is linear, and a decrease in running speed from encumbrance occurs at greater than 0.  Base running speed = running speed at 0 encumbrance and 0 Athletic skill.
;Conclusions
#50 units of encumbrance decreases running speed by about 22%, or .44% speed reduction per 1 unit.
#1 Athletic skill point is equivalent to about 4.16 units less encumbrance, or 1.83% increase in running speed.
;Examples
#Encumbrance 50 with 0 Athletic skill points reduces base running speed by 22%.
#Encumbrance 50 with 2 Athletic skill points reduces base running speed by 18.3%.
#Encumbrance 50 with 4 Athletic skill points reduces base running speed by ??% (estimated 14.64%).
#Encumbrance 35 with 0 Athletic skill points reduces base running speed by 15.4%.
#Encumbrance 35 with 4 Athletic skill points reduces base running speed by 8.1%.


===Riding===
===Riding===
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This skill also helps you [[Mount&Blade/Village Elder quests|train peasants against bandits]] faster.
This skill also helps you [[Mount&Blade/Village Elder quests|train peasants against bandits]] faster.
The total experience points given to a soldier is the amount from the training skill multiplied by the number of levels the player or companions are over the soldier to be trained.
For instance, if you are level 30  and have 1 point in training and are training a level 1 recruit you will give 116 experience points to the recruit.
That's 30-1= 29. 
Training level of 1 gives 4 points of experience.
29 X 4 = 116.
Stack this with companions and higher skill levels and you will be able to train even the highest tiered troops relatively quickly.


==Party Skills==
==Party Skills==
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Increases the amount of loot obtained by 10% per skill level.
Increases the amount of loot obtained by 10% per skill level.


Looting also increases the quality of the loot. For example, at level 1 looting you will find mostly rusty, broken and cracked prefixes, negative ones. If your looting is 10, you will find many masterwork, balanced, reinforced and tempered items, more positive prefixes. This skill works in village looting, and in any other battle or siege.
Looting also increases the quality of the loot. For example, at level 1 looting you will find mostly rusty, broken and cracked prefixes, negative ones. If your looting is 10, you will find more items with positive prefixes such as balanced, reinforced, or tempered. This skill works in village looting, and in any other battle or siege. It also increases the number of cattle obtained when stealing them from a village.


===Tracking===
===Tracking===
[[Image:Mount&Blade tracking example.jpg|right|Tracks on the world map]]
[[Image:Mount&Blade tracking example.jpg|right|Tracks on the world map]]
* Base Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Makes onscreen tracks appear and gradually become more informative
* Effect: Makes onscreen tracks appear and gradually become more informative. Also increases the distance at which tracks can be seen.
This skill makes tracks appear on the world map, gradually becoming more accurate and providing additional information. At level 1 the tracks indicate party movement, but little else. As levels progress the accuracy of party size predictions and hours the tracks remain visible for increases. Tracks will also gain colors, allowing you to easily follow a particular path regardless of what other paths it crosses.
This skill makes tracks appear on the world map, gradually becoming more accurate and providing additional information. At level 1 the tracks indicate party movement, but little else. As levels progress the accuracy of party size predictions and hours the tracks remain visible for increases. Tracks will also gain colors, allowing you to easily follow a particular path regardless of what other paths it crosses.
{{-}}
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===Wound Treatment===
===Wound Treatment===
* Base Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Increases party healing speed 20% per level.
* Effect: Increases party healing speed 20% per level. Also applies to the healing of crippled horses in the inventory.


===Surgery===
===Surgery===
* Base Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Each point adds a 4% chance that mortally-wounded troops will be knocked out rather than killed.
* Effect: Each point adds 4% to the chance that struck down troops will be knocked out rather than killed. This is added to a base chance of 25%.
This skill is quite useful for giving your troops the best chance you can to reach higher levels and become effective fighters. It also lessens the annoyance factor of spending top dollar on some new, high tier troops only to have a significant fraction of them be killed in their first battle.
This skill is quite useful for giving your troops the best chance you can to reach higher levels and become effective fighters. It also lessens the annoyance factor of spending top dollar on some new, high tier troops only to have a significant fraction of them be killed in their first battle.


===First Aid===
===First Aid===
* Base Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Heroes regain 5% per level of hit-points lost during battle
* Effect: Heroes regain 5% per level of hit-points lost during a particular battle. This is added to a base rate of 10%.
This skill takes effect both between battle waves and after combat is over. This only heals up to the level of health before you entered battle, so if you go into battle with low health you can only heal back up to that level and no further.
This skill takes effect both between battle waves and after combat is over. This only heals up to the level of health before you entered battle, so if you go into battle with low health you can only heal back up to that level and no further.


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* Base Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Build [[Mount&Blade/Siege|siege equipment]] and [[Mount&Blade/Fiefs#Village management|village improvements]] quicker (-5% on time and price to build improvements)
* Effect: Build [[Mount&Blade/Siege|siege equipment]] and [[Mount&Blade/Fiefs#Village management|village improvements]] quicker (-5% on time and price to build improvements)
This skill also affects the cost of building village improvements.


===Trade===
===Trade===
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* Base Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Increases inventory size by 6 squares
* Effect: Increases inventory size by 6 squares
Very important if you plan on pillaging villages or attacking caravans.
Very important when pillaging villages or attacking caravans.


===Persuasion===
===Persuasion===
* Base Attribute: Intelligence
* Base Attribute: Intelligence
* Effect: Helps you make other people accept your point of view. There is a random factor involved in determining how successful you are.
* Effect: Helps you make other people accept your point of view. There is a random factor involved in determining how successful you are.
Useful for persuading Lords to [[Mount&Blade/Faction quests#Collect the debt|pay debts]] or [[Mount&Blade/Guildmaster quests#Make Sure Two Lords Do Not Object to Peace|support peace]]. Also used for persuading lords to [[Mount&Blade/Rebelling|rebel]] and reduce chances that recruited prisoners will run. Perhaps most importantly, it can be used to keep your companions from leaving your group due to low moral.
Useful for persuading Lords to [[Mount&Blade/Faction quests#Collect the debt|pay debts]] or [[Mount&Blade/Guildmaster quests#Make Sure Two Lords Do Not Object to Peace|support peace]]. Also used for persuading lords to [[Mount&Blade/Rebelling|rebel]] and reduce chances that recruited prisoners will run. Perhaps most importantly, it can be used to keep your companions from leaving your group due to low morale.


===Prisoner Management===
===Prisoner Management===
* Base Attribute: Charisma
* Base Attribute: Charisma
* Effect: Increases prisoner capacity by 5
* Effect: Increases prisoner capacity by 5
Needed if you want to [[Mount&Blade/Party#Prisoners|recruit]] or [[Mount&Blade/Towns#Tavern|sell]] prisoners. Also needed for the [[Mount&Blade/Faction quests#Bring Prisoners|Bring Prisoners quest]].
Needed if you want to [[Mount&Blade/Party#Prisoners|recruit]] or [[Mount&Blade/Towns#Tavern|sell]] prisoners. Also needed for the [[Mount&Blade/Faction quests#Bring Prisoners|Bring Prisoners quest]]. This skill has no effect for NPC lords, who have no limit to the number of prisoners they can take.


===Leadership===
===Leadership===
* Base Attribute: Charisma
* Base Attribute: Charisma
* Effect: Increases party capacity by 5, boosts party morale by 12, reduces troop costs and wages by 5%
* Effect: Increases party capacity by 5, boosts party morale by 12, and reduces troop costs and wages by 5%.
The higher your Leadership, the more men you can lead into battle. You'll probably want to put a point towards [[Mount&Blade/Attributes#Charisma|Charisma]] every other level or so, and a point towards Leadership every chance you get. Increasing your Renown will also raise the [[Mount&Blade/Party|party]] size cap.
The higher your Leadership, the more men you can lead into battle. You'll probably want to put a point towards [[Mount&Blade/Attributes#Charisma|Charisma]] every other level or so, and a point towards Leadership every chance you get. Increasing your Renown will also raise the [[Mount&Blade/Party|party]] size cap.