Skills are a character's secondary stats define how good the player is at various groups of tasks. Like attributes, they can be assigned points by the player for each level. Unlike attributes however, their full values are also influenced by the player's attributes.
In Arx Fatalis the player has nine different skills:
The raw skill values without any modifiers are known as
Attribute-based Skill modifications
The following table lists multipliers for attributes to get the contribution to skill points.
These factors are known as
Based on them we define for all skills:
base_<skill> = raw_<skill> + ∑<attribute>[ raw_<attribute> * mod(<skill>, <attribute>) ] fullbase_<skill> = raw_<skill> + ∑<attribute>[ full_<attribute> * mod(<skill>, <attribute>) ]
Arx Fatalis 1.21 and Arx Libertatis 1.0.2 and earlier have a bug causing the
fullbase_<skill> values for the Object knowledge and Projectile skills to be calculated as (ie: not including attribute modifiers from items and spells):
fullbase_object_knowledge = base_object_knowledge fullbase_projectile = base_projectile
This is fixed in Arx Libertatis 1.0.3.
Absolute Item-based Skill modifications
Equipped items can add or remove skill points:
modabs_<skill> = ∑<item>[ modabs(<item>, <skill>) ]
Relative Item-based Skill modifications
Alternatively, equipped items can also add or remove a percentage of the skill points:
modrel(<item>, <skill>) = modpercent(<item>, <skill>) / 100 modrel_<skill> = ∑<item>[ modrel(<item>, <skill>) ] * ( fullbase_<skill> + modabs_<skill> )
full_<skill> = fullbase_<skill> + modabs_<skill> + modrel_<skill> + cheats
These are the numbers shown in the player book.