Skills: Difference between revisions

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Created page with "There are 16 main skills and 8 professional skills. At the beginning of the game you have to choose your 3 tagged skills. The skills you want to pick depends on who you want to become (Gunner, Crafter, Doctor, Tribal, e.t.c.). The percentage of the skill shows how good you are at that skill. Each time you level up, you will gain some skill points. You can spend these points to increase your skills. ===Skill advancement=== Each skill has its own skill level, which is ex..."
 
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|0% + (2 x [[Intelligence|IN]]) + (3 x [[Perception|PE]]) + (1 x [[Agility|AG]])
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|0% + (1 x [[Perception|PE]]) + (3 x [[Intelligence|IN]]) + (2 x [[Agility|AG]])
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Revision as of 16:02, 29 September 2025

There are 16 main skills and 8 professional skills. At the beginning of the game you have to choose your 3 tagged skills. The skills you want to pick depends on who you want to become (Gunner, Crafter, Doctor, Tribal, e.t.c.). The percentage of the skill shows how good you are at that skill. Each time you level up, you will gain some skill points. You can spend these points to increase your skills.

Skill advancement

Each skill has its own skill level, which is expressed as a percentage. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books or completing quests within the game, thru your ticket and with GM assistance.

Raising a skill one percentage point costs one skill point. If the player character has a specifically tagged skill, one skill point will raise the corresponding skill by two percentage points.

When purchasing skills, if the skill type is tagged, two skill % (at 1-125%) are given for each skill point spent. There are no half skill points for a cost of one. Similarly, when buying skills at cost two or higher, two or more skill points must still be purchased at once, for a cost of two, or three for three, etc. (E.g. if a skill is at 126%, and tagged, the next purchase must be of two skill, taking the skill to 128%, for a cost of two skill points.)

To raise a skill one percentage point (or two if it is tagged) when its current percentage value is between or including:

  • 1% to 125% costs 1 skill point
  • 126% to 150% costs 2 Skill points
  • 151% to 175% costs 3 Skill points
  • 176% to 200% costs 4 Skill points
  • 201% to 225% costs 5 Skill points
  • 226% to 300% costs 6 Skill points

Note that if the second of the two skill points bought for a tagged skill ends up above the transition between two costs, the cost is the lower one. For example, if a skill is at 125% and tagged, spending one skill point takes the skill to 127% for the cost of one skill point.

Skill points can be left unspent and will remain, to be spent later. This could conceivably be useful in the event of a hurdle in the game of unknown type that would prevent further progress, e.g. a locked door.

NOTE: Any tagged skill gains 50% bonus over Initial value at start, except professional skills.

NOTE: Professional skills are practiced trought application. Their progress based on your activities.

Effect of stats on skills

S.P.E.C.I.A.L. stats (Strength, Perception, etc.) modify skills with a considerable bonus. The game keeps track of this bonus throughout the game, in real time. Any changes to stats, (e.g. chem effects, aftereffects, and addiction effects, etc.) during the game add to or subtract from this modifier.

List of skills

Combat skills

Skill Associated stat(s) Initial value
Small Guns Strength, Perception, Agility 0% + (1 x ST) + (3 x PE) + (2 x AG)
Medium Guns Strength, Perception, Agility 0% + (3 x ST) + (2 x PE) + (1 x AG)
Big Guns Intelligence,3 Perception, Agility 0% + (2 x IN) + (3 x PE) + (1 x AG)
Unarmed Combat Strength, Endurance, Agility 0% + (3 x ST) + (1 x EN) + (2 x AG)
Melee Weapons Strength, Endurance, Agility 0% + (2 x ST) + (1 x EN) + (3 x AG)
Throwing Strength, Perception, Agility 0% + (1 x ST) + (2 x PE) + (3 x AG)

Active skills

Skill Associated stat(s) Initial value
First Aid Perception, Intelligence, Agility 0% + (1 x PE) + (2 x IN) + (3 x AG)
Doctor Perception, Intelligence, Agility 0% + (2 x PE) + (3 x IN) + (1 x AG)
Sneak Perception, Intelligence, Agility 0% + (1 x PE) + (3 x IN) + (2 x AG)
Lockpicking Perception, Intelligence, Agility 0% + (2 x PE) + (1 x IN) + (3 x AG)
Stealing Perception, Intelligence, Agility 0% + (3 x PE) + (1 x IN) + (2 x AG)
Traps Perception, Intelligence 0% + (5 x PE) + (1 x IN)
Science Perception, Intelligence, Luck 0% + (2 x PE) + (3 x IN) + (1 x LK)
Repair Strength, Intelligence, Agility 0% + (1 x ST) + (3 x IN) + (2 x AG)
Craft Perception, Intelligence, Agility 0% + (1 x PE) + (3 x IN) + (2 x AG)

Passive skills

Skill Associated stat Initial value
Barter Perception, Charisma, Intelligence 0% + (1 x PE) + (3 x CH) + (2 x IN)

Professional skills

Skill Associated stat Initial value
Mining Strength, Perception, Agility 0% + (5 x ST) + (2 x PE) + (3 x AG)
Chopping Strength, Perception, Agility 0% + (5 x ST) + (2 x PE) + (3 x AG)
Scavenging Perception, Intelligence, Luck 0% + (2 x PE) + (3 x IN) + (5 x LK)
Hunting Perception, Intelligence, Agility 0% + (2 x PE) + (3 x IN) + (5 x AG)
Fishing Perception, Agility, Luck 0% + (3 x PE) + (2 x AG) + (5 x LK)
Farming Strength, Perception, Intelligence 0% + (2 x ST) + (3 x PE) + (5 x IN)
Cooking Perception, Intelligence, Agility 0% + (3 x PE) + (5 x IN) + (2 x AG)
Herbalism Perception, Intelligence, Agility 0% + (3 x PE) + (5 x IN) + (2 x AG)