![]() ![]() ![]() Fishing experience (and fish meat quantity) is based on the size of the fish caught.A higher fishing skill increases the speed at which you can catch fish and the size of the fish you can catch. Your cast rating (A+ through F-) determines how quickly you are likely to catch a fish, but is not related to its size. You can use a fishing rod and worms to fish in deep water tiles. Planting a seed grants 20 farming experience.Water will hasten plant growth significantly and also reduce withering. You can also water plants with buckets of water, or simply plant next to a water source (aka "the vastly preferable method"). You can plant in dirt tiles after clearing the grass with a shovel or hoe, but you cannot plant on sand or grass. You get farming experience from planting seeds, and it increases the speed at which plants grow and reduces the chance for the plant to wither, which in turn reduces water consumption from adjacent tiles (a withered plant will always return one seed, but will despawn after a few minutes). Each use of a tree grants 2 chopping experience.Trees will occasionally leave behind a pinecone which can be planted with the Farming skill. Trees have either 40 or 60 uses, but they are not always consumed, so at higher chopping levels you can get more wood per tree. You gain 10 experience in shield block each time you block a hit.Ĭhopping skill increases the wood you get from trees with your hands or tools: axes are strongly recommended give a significant hidden bonus to chopping skill depending on the quality of the axe (scaling from stone to steel).You will always be hit for at least one damage. Blocked damage is reduced to 5-25%, and armor piercing damage can also be blocked which makes shields invaluable against many of the tougher monster types. While not much recommended since it gives less protection than any of the actual armor skills (and the loss in defense from lack of armor), the unarmored skill does afford you some mitigation and a rather high +20% bonus to dodge.Įquipping a shield gives a 10% base chance to block attacks that increases by 0.5% per Shield Block skill level, up to 60% at level 100 skill but slows your attacks by 400ms. A higher heavy armor skill mitigates more damage per point of defense. Heavy armor offers the best mitigation, but has a -100 movement speed penalty in combat and a -20% penalty to dodge, making you more vulnerable to armor piercing attacks. A higher medium armor skill mitigates more damage per point of defense. ![]() Medium armor mitigates more damage than light armor does, but has a -50 movement speed penalty in combat and has no bonuses or penalties to dodge. The first 30 times you're hit by a mob, you'll gain 3xp per point of damage.A higher light armor skill mitigates more damage per point of defense. But in exchange you gain a +10% bonus to dodge, and there are no movement speed penalties. Light armor affords fair protection, but not as much as medium or heavy armor. For more info (like theorycrafting and defense caps) see the Armor page. Damage mitigation is similar between armor types at first, but pulls further apart at higher skill levels. These skills help mitigate incoming damage to your character. ![]()
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