forarm
Clueless newb
Posts: 100
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Post by forarm on Aug 19, 2013 0:09:46 GMT -5
Yes it is possible, see armqwertytwo's post above. Also by getting the respective extended subguild. Ranger with rogue or slipknife. The sneak/hide skill is the same skill, it just has different flags depending on your character. This just means you suck at performing the skill outside your element. Once you have both flags, you can sneak/hide in city or wilderness without penalty.
Coincidently i've heard that rangers with hide+ gear still hide decently well in the city. Speaking of hide+ gear, anyone have any idea if location actually matters? I feel the look of the gear is just for role play purposes, and that it will give hide+ regardless of your location.
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Post by lulz on Aug 19, 2013 0:13:15 GMT -5
You can absolutely have city and wilderness versions of sneak and hide. Assassin/hunter allows this, as does ranger/slipknife. I highly suggest assassin/hunter for your next character, you won't regret it
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Post by lulz on Aug 19, 2013 0:16:26 GMT -5
forarm, location does not matter with regard to the type of clothing. If the article of clothing is +hide, then it will be +hide for both wilderness and city environments.
As you said, it's for roleplay purposes only.
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forarm
Clueless newb
Posts: 100
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Post by forarm on Aug 19, 2013 0:51:07 GMT -5
The +hide gear:
Camp sets from kurac Inky black gear
Anyone know anything else? The earthy gear seems to be +hide but i'm not sure. Salarr has some sort tembo leaf gear, not sure if thats +hide aswell?
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Post by lulz on Aug 19, 2013 1:00:43 GMT -5
Tembo leaf used to be IIRC.
There's also the guild's skull gear, i.e. the facewrap and leathers/cloth made of tiny faded gray skulls so as to blend into the stone surroundings.
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forarm
Clueless newb
Posts: 100
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Post by forarm on Aug 19, 2013 2:53:50 GMT -5
We need someone in here who's played warrior/cutpurse or something. It seems like its the evolution of thug so i wouldn't be surprised sap were higher. Then again i'm surprised no class seems to actually master it.
It gets city scan/peek/steal/haggle eventually branching sap. However i am not sure if being wary they don't become victims themselves means they either get either sneak/hide...perhaps just flee or just a bonus against sneaky stuff via watch skill.
I would probably choose this subguild for my killing needs if i knew they got a better sap then thug even without sneak.
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muddy
Clueless newb
Posts: 61
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Post by muddy on Aug 19, 2013 14:23:15 GMT -5
Tembo leaf used to be IIRC. There's also the guild's skull gear, i.e. the facewrap and leathers/cloth made of tiny faded gray skulls so as to blend into the stone surroundings. I thought I remember them being like gray vines? I was led to believe by sneaky folks I've played with in the past that the Grey Saltworm gear from Salarr worked as such too? I've seen salarr stands selling a "tentacle" set that looked to be a city type camo.
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Post by blasphemy on Aug 19, 2013 17:02:30 GMT -5
Yes, it is possible. Your sneak skill is one value. If you're flagged for city sneak but go sneak in the wilderness, the penalty is about -30. If you're a pickpocket/rebel, ranger/thief, or any other combination that gives you both sneaks then you're kosher -- you don't have to level up city sneak and wilderness sneak separately.
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muddy
Clueless newb
Posts: 61
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Post by muddy on Aug 26, 2013 22:04:47 GMT -5
Any thoughts on the new subguilds like Protector? It says they can become expert in shield use, would this help to level out ranger v warrior, not in the late game but mid to late? Anyone tried aggressor?
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dorksun
staff puppet account
Posts: 42
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Post by dorksun on Nov 12, 2014 8:19:46 GMT -5
does the tinkers toolmaking do anything noteworthy? make things that are actually useful, or just a "sell value enhancer"?
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Post by jcarter on Nov 12, 2014 8:28:32 GMT -5
does the tinkers toolmaking do anything noteworthy? make things that are actually useful, or just a "sell value enhancer"? toolmaking is supposed to make tools that are used to supplement other crafting skills, i.e. a hidescraper that boosts tanning so that you have a better chance of success/access to crafts above your skill level. for the longest time it was a shitty and useless subguild, but with the recent changes who knows. purely speculating here but I think it will, at best, be a poorer choice for rounding out a character's guild for everyone except pure merchants and even then pure merchants might rather take armormaking so they don't have to twink up armor repair to branch that.
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Patuk
Shartist
Posts: 552
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Subguilds
Nov 12, 2014 8:46:02 GMT -5
via mobile
Post by Patuk on Nov 12, 2014 8:46:02 GMT -5
Toolmaking is pretty easy to reach a a merchant, whereas armormaking indeed requires the retarded grind of paying people for fucked up gear.
I wouldn't ever take tinker for anything because toolnaking isn't useful on its own. When you have a merchant, the ability to make your own woodworking knives is really, really useful. When you're some warrior, the ability to make tools you have no use for will earn you nothing.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 12, 2014 16:20:18 GMT -5
Except of course, the fact that you can sell them.
It's definitely not a TOP choice, but when your locale seems flooded with weapon/jewelery/armor/clothing crafters, one thing you can almost always be sure the stores won't be overstocked with is tools, and so you can usually sell them readily, if not for nearly as much.
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Post by lyse on Nov 12, 2014 18:48:22 GMT -5
It's like J said too, once the tool wear code gets fully implemented coupled with the minor clan thing, they've become more viable. Hopefully armor and weapons are next.
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fightclub
staff puppet account
In your base, killing your dudes.
Posts: 41
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Post by fightclub on Nov 13, 2014 6:32:52 GMT -5
Wear code to me is just another step in the wrong direction. Dependence upon PC's for crafting is what ruined SOI, it would likely do the same thing here. I understand what you're getting at, wanting to sell your product, but that's an error with the NPC merchant system, and that shit would still be fucked, even if tool wear was implemented.
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