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Home › Uncharted Waters Online › General Discussion
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"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.