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Post by nipwip on Feb 7, 2013 17:06:29 GMT -5
I'm kind of murky on how these work in relation to primary guilds.
If I roll a warrior and warriors get say 90 max in a weapon skill, if I pick a subguild that also offers that weapon skill, will it just increase my characters starting skill or the starting skill and max skill potential?
If I pick an ranger or assassin, but pick a subguild that offers the opposing sneak skill, can the character do both? I've seen a couple characters that hide both indoors and in the desert (one of which backstabbed me in the desert for like 45 health) but can't figure out how they're doing it outside of special applications.
Is there a list of what skill subguilds get and what start/max of those skills they offer? The help files offer really, really vague descriptions for a lot of subs and it would be nice to know what the score really is with them.
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dunebum
Clueless newb
Smells like beer and sweat
Posts: 108
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Post by dunebum on Feb 7, 2013 18:37:08 GMT -5
I'm really not sure what the exact stat or skill increases with each subguild are. I would assume some of them do give you a slight bonus on character generation, though. For instance, if you take the mercenary subguild, it may give you an increase to your passive offense. A guard subguild might get a passive bonus to their defense, and so on. When it comes to guesswork like that, it seems the most obvious answer is usually the right one.
As far as sneaking and hiding in the city or desert goes, I think if you have city sneak and hide, you can also use it in the desert. The skill gains from having city sneak and hide only come from using it in the city, and same applies for the desert.
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Post by nipwip on Feb 7, 2013 18:51:29 GMT -5
Acrobat - Kick/Climb/Flee Forester - Hunt/Lumberjack/Woodworking/Direction Sense Linguist - Allundean/Mirukkim/Sirihish Stonecrafter - Stone Working/Value Archer - Archery/Fletchery/Bowmaking General Crafter - Ropemaking/BasketWeaving/Dyeing/Value/Tanning Mercenary - Knife-Making/Armor Repair/Direction Sense/Ride/Alcohol+ Subguild Tailor - Cloth Working/Dyeing/Haggle Armormaker - Tanning/Armor Making/Leatherworking/Armor Repair Subguild Guard - Guard/Rescue/Shield-use/Subdue Nomad - Bendune/Haggle/Knife Making/Spear Making/Ride/Direction Sense Thief - Steal/Sleight of hand/Sneak/Flee Bard - Sleight of Hand/Instrument Making/+Languages House Servant - Cook/Listen/Pilot/Floristry Physician - Brew/Bandaging/Bandage Making Thug - Kick/Subdue/Sap/Flee Caravan Guide - Mount/Pilot/Value/Bendune/Direction Sense Hunter - Hunt/Sneak/Archery/Skinning/Direction Sense Subguild Rebel - Spear Making/Knife Making/Direction Sense/Sneak/Armor Repair Tinker - Haggle/Value/Tool Making Con Artist - Sleight of Hand/Value/Haggle Jeweler - Jewerly Making/FeatherWorking/Value Scavenger - Forage/Climb/Value/Search/Direction Sense Weaponcrafter - Sword Making/Spear Making/Knife Making/Value
From the old forum while I was digging around, in case people find it useful.
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Post by mekillot on Feb 7, 2013 20:24:44 GMT -5
I posted the subguilds in the other forum. It isn't 100% correct, but pretty close. (Stonecrafter is missing something)
No stat is increased with subguilds. Your skill starting point and cap are picked from the best of your main-guild or sub-guild, including any branching.
So a Warrior:Thug Would gain absolutely nothing except the sap skill.
While Merchant:Armorcrafter Would skip having to branch armorcrafting from armor repair from leather working from tanning. Although, they don't get anything extra from the subguild that they wouldn't have with enough work.
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muddy
Clueless newb
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Post by muddy on Aug 18, 2013 19:38:49 GMT -5
So it would be better if say a pickpocket reaches 50 for sap but a Thug can gain more.
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Post by lulz on Aug 18, 2013 20:47:39 GMT -5
Exactly. Thug sap is fucking amazing.
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Deleted
Deleted Member
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Post by Deleted on Aug 18, 2013 21:07:06 GMT -5
Thug's sap is weaker then a pick pocket's sap actually, but by a very little margin. Neither one of them get to 60.
If your guild has city sneak and you pick a subguild that's got wilderness sneak, then you can sneak AND hide in both terrains. Example Assassin/hunter. Or Ranger/thief.
Generally speaking, as far as I know any skill that the main guild branches, will always be higher capped then any subguild would give you. Not counting extended subguilds, or shield use. Guard's shield use is a little peculiar. I dont know how high it is capped, but it is capped "waaay" above anyone else's guild, besides warriors themselves.
At the same time, subguild skills start a little higher then main guild skills. So for example, when an assassin branches knife making. The assassin is going to have a difficulty making his first few fails, because his skill is so low, he cant use stuff like piece of bone and other readily available material to practice his craft with. Though if he's got a tool that helps knife making, he'll be fine. While any subguild that gets knife making from chargen(mercenary, weaponsmaker, rebel), do not have such problems and get access to recipies from piece of bone right away.
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Post by lulz on Aug 18, 2013 21:53:09 GMT -5
IIRC thug sap reaches advanced. Assassin sap does not. Slipknife sap does not.
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Post by blasphemy on Aug 18, 2013 22:04:07 GMT -5
Real men use pickpocket sap.
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Deleted
Deleted Member
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Post by Deleted on Aug 18, 2013 22:12:29 GMT -5
Interesting. I'll check it out one of these days. As far as I know. Thug's kick/subdue/sap all max out at 40. While pickpocket maxes sap out at 50. I'm trying to recall if I had thugs after the whole 'see thy skill level' thing was implemented.
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Post by lulz on Aug 18, 2013 23:14:56 GMT -5
Real men use pickpocket sap. Real men don't play pickpockets, because as a guild they are fucking worthless. Again, IIRC thug sap caps at 60, i.e. advanced. I'm sure that's why it's a favorite of X-D's and Krath's.
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forarm
Clueless newb
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Post by forarm on Aug 18, 2013 23:19:21 GMT -5
It would be utterly stupid if the thug subguild gets a higher skill level cap for sap then slipknife.
However, Nyr said most people hadn't trained their extended subguild skills as high as they could be though still who knows, after all he also said warrior would never get backstab.
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Post by lulz on Aug 18, 2013 23:44:52 GMT -5
Slipknife sap caps at 40, absolutely certain of this. Slipknife backstab also caps at 60, i.e. advanced.
It is utterly stupid, yes. However, such is par for the course when discussing the powers that be on Armageddon.
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forarm
Clueless newb
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Post by forarm on Aug 18, 2013 23:51:46 GMT -5
Anyone ever try cutpurse? Feels like they get sap too eventually, unfortunately no sneak or hide by the help file wording.
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Post by topkekm8s on Aug 18, 2013 23:55:43 GMT -5
Is it possible to have both outside and city sneak? How does the code handle this? E.g pickpocket/rebel or whatever
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