You will need escape. The new players are going to flood in from Asia as we will be the only server with item plunder. They do not need any help Marco-Polo, better start putting together a team, it's gonna be fuckin war man!
I do find marching skill to be useful, for r10 marching apparently means land area NPCs are less likely to suddenly show up near you while you're trying to make adventurer discoveries & land chartings.
"What do you want with an 'X' ?" "X marks the spot!" Then opens up the treasure chest found on the treasure map where X marks the spot, and inside that treasure chest is one... lousy... letter... X. :D
It's been a while for me since I last created a character.
Anyone recall the "starter" amount of skill slots you get?
I think you are given the 6 national languages, and that was it, (someone up the thread said you come with the body language skill, but that is news to me. req. 8/10/0 levels minimum to get it last I knew).
Anyway, how many empty slots that shiny new character have left?
It's been a while for me since I last created a character.
Anyone recall the "starter" amount of skill slots you get?
I think you are given the 6 national languages, and that was it, (someone up the thread said you come with the body language skill, but that is news to me. req. 8/10/0 levels minimum to get it last I knew).
Anyway, how many empty slots that shiny new character have left?
Lyonesse_Joseph will be my main toon while she will focus on Casting, PO2 skills, Sb, and maritime.
Lena_Joseph will focus on mostly trading especially cooking. She will get PO1 and 4 skills. She probably will have limit of battle skills ,but she will focus on mostly gunnery skills.
Louis_Joseph will be my main Adventurer that Lyonesse and Lena will leech his skills for quests and maps. He will get PO3 skills as well as Tailor.
Merchandise Knowledge that will enhance effective of items ie wide, stronger, etc for Item or Trade Tech. However, you will need provision skill to get Item or Trade Techs. I plan to get that for Lena.
Okay this is my list of the first 15 skills I find useful for just about every style of character.
After the first 15 skills, characters will expand their lists and some will be dropped as other higher lelve skills replace them or the need to have them.
My example Shows English since it is this character's national Language so that slot will hold your national Language instead.
Okay you need surveying, but why does it have ranks? I never noticed any difference in the mini map, and the vig it uses when you renew is minimal. Why isn't it a skill with just one rank - like observation?
@Airhaun - plenty of ways to get rid of and/or prevent Mutiny: use Vintage of the Covenant to raise Loyalty; Leadership skill gets rid of it, and I'm only 33% sure but I think a high enough rank prevents it altogether; a few Aides have a passive skill that prevents it; using a Veil prevents it; also, I find not caring about Mutiny is a good way to handle it
@carminemoth - I think you mean Astronomy. It's a Discovery skill (also known in ingame text as an "appraisal" skill) needed to make Astronomy Discoveries. But if you did mean Astrology, there are certain NPCs from whom you can draw a random Tarot card for 1,000 ducats for a random effect. There is also the Holy Roman Court Advisor - the Court Astrologist - who shells out 20(?) of each Consumable random (not Shining) Tarot to everyone on Friends List and in Company. Court Astrologist can also spawn a Tarot effect for herself or himself.
@lefox271 - The only "real" use for Provisions is if you are going to be a Land Battler and need to acquire all Techs. r5 Provisions is needed for some of the higher Adventure techs. Higher ranks in Surveying lets the minimap stay often longer per 5 vigour used. At r15, I think it reactivated once every 10 minutes or longer (may be 1min per skill rank)... but at that stage, you'll have 1k vigour and it won't much matter to you. Also, Refined Surveying bonus is gonna be sick: Shows every ship in the zone on your Survey minimap
provisions isn't really needed. If u decide to get trap techs at some point and need it. It would prolly be the easiest skill to raise. Buy full cargo of goods, junk goods, repeat :D
reload is ok when you started but not so useful when your gunnery is high,the use of frugality is debatable,you can use survival instead and stack up on blood of the covenant,to keep sailor loyalty up so they don't steal your goods and of course lime juice/plague cure.
I don't really find some skills very useful because their item equivalents do the same thing and most of these skills don't have ranks:
firefighting (may have ranks) - fire buckets (need only r2 or r3 handicrafts skill to make with sand, collection skill, and easy to obtain recipe book)
pathology - plague cure
observe - unless you can't find enough perceptions of artisan/explorer
rat extermination - cat ornaments, or better yet, adventurer books (20/20 dura, stops both rats & seaweed, can be obtained via a very-low-level adventurer quest once you unlock the appropriate Euro port permits, 20 uses per adventurer book or more uses with higher-rank storage skill)
...
on the other hand, Appraisal adventurer skill (along with Unlock) can be useful for obtaining quest items via quests (such as Silver Armor: +2 metal trading, +50 defense early on, for example, not the late-game Viking version of 'silver armor')
Collection skill (along with procurement and fishing) are also useful for getting ingredients and food on land & sea (seaweed, logs, rain water via procurement, fishes, etc.), including on long distance or deep sea trips
Also, while at very high loyalties, such as 90+ loyalty, mutiny is impossible :)
As for management & navigation - grinding both in a 'San Gabriel' ship with Reference Room looks mighty useful, and/or any ship with Galley ship skill to both reduce sailor fatigue at sea and increase great successes with cooking and storage productions also works.
"What do you want with an 'X' ?" "X marks the spot!" Then opens up the treasure chest found on the treasure map where X marks the spot, and inside that treasure chest is one... lousy... letter... X. :D
When I asked how precisely marching skill helped a week or two ago, I asked in the context of UWO not being relaunched.
Now that UWO has been relaunched, the Marching skill description clearly states that not only does it curb sailor fatigue on land, Marching skill also curbs (reduces) chances of ambushes from NPC bandits on land, and therefore, useful in avoiding land battles while doing land-based discoveries and especially land chartings, so don't go dissing Marching skill.
I've also made a list of all must-haves (or skills that I recommend). For me, the person of the 1st post is too focused on battle, for instance. My basic skills are these ones:
Arms, Navigation and Management: If you want a nice ship, it'd probably have some ship skills, so it's nice to rank these 3 ^^.
Repair, Rescue, First Aid and Surgery: Must have if you don't want to die, being Surgery the least important if you don't do sea battle.
Marching and Caution: Caution just needed if you don't use the high lookout ship skill. These 2 allow you to avoid conflict in land and sea respectively (also marching reduces fatigue on land). Provisions, Survival and Frugality: I've seen some people back in the old days managing with just Survival and no frugality at all, so probably Frugality is the least important of the pack. These 3 allow you to save your rations, timber, ammo, sailors and tavern food, as well as purchasing them cheaper.
Storage: Basic skill for avoiding plunder and especially erosion. No excuses, this one is a must-have.
Accounts and Sociability: Well, the first is basic because it lets you haggle and seeing the market rates, while the second increases the money and fame you receive. Probably if you are focused on battle Sociability isn't a must, but it's always very useful.
Body language: I think there's no need to comment this one.
Surveying and Recognition: Surveying tells your position, which is needed for sailing. Recognition is used for charting, that's why I highly recommend it.
Fishing, Procurement and Collection: In order of importance, but having all three is better. Also, collection is used for charting land, so yes... all three are basic for me.
Cooking and Handicrafts: These two are also pretty basic, because with one you make vigor food and with the other you make RIBs, medicine and more useful stuff.
Search, Unlock and Traps: Basic for dungeon raids, which for me is the main way of getting money. It's totally safe and you don't need to exit the port.
Swordplay and Gunnery: Pretty basic battling skills, even if you don't do battle.
Sword Mastery and Throwing/Sniping+Gunfire: Another important skills for land battle. You might prefer throwing over sniping or vice versa, but throwing also allows you to learn more trap techs. You may also want to complement Sniping with Gunfire.
Art: For me, the best way to rank unlock up.
The rest of skills are just personal likes. For instance, you might like Geography to pair it with Recognition and then learn Astronomy. Or Archaeology and Theology for being able to discover dungeons. Or several trading skills for being able to craft furniture, etc., etc.
Comments
"X marks the spot!"
Then opens up the treasure chest found on the treasure map where X marks the spot, and inside that treasure chest is one... lousy... letter... X. :D
Company:Royal Company
City: Seville
Trader/Maritimer
it is not all 6 nation languages at start.the start languages you get are generally from the part of europe you start in
in a recent update they gave everyone body language.with the reset we do not know if we will all have it or not
Company: FUBB
Nation: Ottoman
Levels - 67 Adventure 87 Trade 78 Maritime
7Nation SBer / Grader
FUBB Deputy
Trib Tyrant
Adventurenerd
Master Debater
@lefox271 - The only "real" use for Provisions is if you are going to be a Land Battler and need to acquire all Techs. r5 Provisions is needed for some of the higher Adventure techs. Higher ranks in Surveying lets the minimap stay often longer per 5 vigour used. At r15, I think it reactivated once every 10 minutes or longer (may be 1min per skill rank)... but at that stage, you'll have 1k vigour and it won't much matter to you. Also, Refined Surveying bonus is gonna be sick: Shows every ship in the zone on your Survey minimap
FUBB Deputy
Trib Tyrant
Adventurenerd
Master Debater
firefighting (may have ranks) - fire buckets (need only r2 or r3 handicrafts skill to make with sand, collection skill, and easy to obtain recipe book)
pathology - plague cure
observe - unless you can't find enough perceptions of artisan/explorer
rat extermination - cat ornaments, or better yet, adventurer books (20/20 dura, stops both rats & seaweed, can be obtained via a very-low-level adventurer quest once you unlock the appropriate Euro port permits, 20 uses per adventurer book or more uses with higher-rank storage skill)
...
on the other hand, Appraisal adventurer skill (along with Unlock) can be useful for obtaining quest items via quests (such as Silver Armor: +2 metal trading, +50 defense early on, for example, not the late-game Viking version of 'silver armor')
Collection skill (along with procurement and fishing) are also useful for getting ingredients and food on land & sea (seaweed, logs, rain water via procurement, fishes, etc.), including on long distance or deep sea trips
Also, while at very high loyalties, such as 90+ loyalty, mutiny is impossible :)
As for management & navigation - grinding both in a 'San Gabriel' ship with Reference Room looks mighty useful, and/or any ship with Galley ship skill to both reduce sailor fatigue at sea and increase great successes with cooking and storage productions also works.
"X marks the spot!"
Then opens up the treasure chest found on the treasure map where X marks the spot, and inside that treasure chest is one... lousy... letter... X. :D
Arms, Navigation and Management: If you want a nice ship, it'd probably have some ship skills, so it's nice to rank these 3 ^^.
Repair, Rescue, First Aid and Surgery: Must have if you don't want to die, being Surgery the least important if you don't do sea battle.
Marching and Caution: Caution just needed if you don't use the high lookout ship skill. These 2 allow you to avoid conflict in land and sea respectively (also marching reduces fatigue on land).
Provisions, Survival and Frugality: I've seen some people back in the old days managing with just Survival and no frugality at all, so probably Frugality is the least important of the pack. These 3 allow you to save your rations, timber, ammo, sailors and tavern food, as well as purchasing them cheaper.
Storage: Basic skill for avoiding plunder and especially erosion. No excuses, this one is a must-have.
Accounts and Sociability: Well, the first is basic because it lets you haggle and seeing the market rates, while the second increases the money and fame you receive. Probably if you are focused on battle Sociability isn't a must, but it's always very useful.
Body language: I think there's no need to comment this one.
Surveying and Recognition: Surveying tells your position, which is needed for sailing. Recognition is used for charting, that's why I highly recommend it.
Fishing, Procurement and Collection: In order of importance, but having all three is better. Also, collection is used for charting land, so yes... all three are basic for me.
Cooking and Handicrafts: These two are also pretty basic, because with one you make vigor food and with the other you make RIBs, medicine and more useful stuff.
Search, Unlock and Traps: Basic for dungeon raids, which for me is the main way of getting money. It's totally safe and you don't need to exit the port.
Swordplay and Gunnery: Pretty basic battling skills, even if you don't do battle.
Sword Mastery and Throwing/Sniping+Gunfire: Another important skills for land battle. You might prefer throwing over sniping or vice versa, but throwing also allows you to learn more trap techs. You may also want to complement Sniping with Gunfire.
Art: For me, the best way to rank unlock up.
The rest of skills are just personal likes. For instance, you might like Geography to pair it with Recognition and then learn Astronomy. Or Archaeology and Theology for being able to discover dungeons. Or several trading skills for being able to craft furniture, etc., etc.