Abilities

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Abilities are your Learned skills, and as such are bought using Learning Points. All abilities start at 1, and cost:
100LP*(current level + 1)
Learned skills are nonrefundable, so choose wisely. Like Attributes, Abilities can be buffed or debuffed by Wounds and Equipment
==Combat Abilities==
===Unarmed Combat===
*Determines the effectiveness of Unarmed Combat moves
Equipment which modifies Unarmed Combat
===Melee Combat===
*Determines the effectiveness of Melee Combat moves.
Equipment which modifies Melee Combat
===Marksmanship===
*Increases aim speed of the Hunter's Bow and Sling
*Softcap for crafting the Hunter's Bow , Sling , Bone Arrow and Stone Arrow.
Equipment which modifies Marksmanship
==Non Combat Abilities==
===Exploration===
*Determines the visibility of Foragables with Perception*Exploration 
*Criminal Acts, leave behind a Scent that can be seen if the trackers Perception*Exploration is more than half that of the perpetrators Intelligence*Stealth 
Equipment which modifies Exploration
===Stealth===
*Determines visibility of scents based on Perception*Exploration vs Intelligence*Stealth 
*Makes the tracking pie slice wider/less precise.
*Increases cool-down on scents left by the player.
*Your own scents do not care that they came from you. So, depending or you attribute levels, you might not see your own scents
Equipment which modifies Stealth
===Sewing===
*Determines the softcap of craftable leather/fabric items with \sqrt {Sewing*Dexterity} 
Equipment which modifies Sewing
===Smithing===
*Determines the softcap of metal items with \sqrt{Strength*Smithing}
*Determines the softcap of jewelry with \sqrt{Psyche*Smithing}
*Smithing does not affect the quality of wrought iron, steel, or bronze.
Equipment which modifies Smithing
===Masonry===
*Masonry governs all things related to pottery, ceramics, and stoneworking.
*Hard caps the quality of stone and ore mined from cave walls, clay and stone dug from the ground, and foraged clay.
Equipment which modifies Masonry
===Carpentry===
*Determines the softcap of wooden items, notably boards with \sqrt{Dexterity*Carpentry}
Equipment which modifies Carpentry
===Cooking===
*Determines the softcap of many cooked foods with \sqrt{Perception*Cooking}
*Determines the quality of baked goods and other foods with \sqrt{Dexterity*Cooking}
Equipment which modifies Cooking
===Farming===
*Increases the quality of the seeds/plants you harvest (randomized +5\-5).
*You cannot grow up plants of a quality rating higher than your skill value + 3.
*Used as a softcap for many craftable items, such as Straw Doll
Equipment which modifies Farming
===Survival===
*hardcaps the quality of herbs a character has picked.
*softcaps the quality of meat, bones and hide when butchering with \sqrt{Survival*ToolQ}
*Used to craft Stone Axe , Bone Saw , and fishing gear
*Some gathered resources (water, soil, etc) are hardcapped by your survival.
Equipment which modifies Survival
===Lore===
*Lore is a general measure of Wisdom, relevant for "magical" or otherwise involved tasks.
*Used to be a cap with Survival and Perception for Pitbaked Goods.
*More uses are intended to be implemented later
Equipment which modifies Lore
Category:Guide