Skills
In Arx Fatalis the player has nine different skills:
| Name | Alias |
|---|---|
| Stealth | |
| Technical | Mecanism |
| Intuition | |
| Ethereal link | |
| Object knowledge | |
| Casting | |
| Close combat | |
| Projectile | |
| Defense |
The raw skill values without any modifiers are known as raw_<skill>.
Contents |
Attribute-based Skill modifications
The following table lists multipliers for attributes to get the contribution to skill points.
| Skill | Str | Men | Dex | Con | ∑ |
|---|---|---|---|---|---|
| Stealth | |
| |||
| Technical | |
|
| ||
| Intuition | |
| |||
| Ethereal link | |
| |||
| Object knowledge | |
|
|
| |
| Casting | |
| |||
| Close combat | |
|
| ||
| Projectile | |
|
| ||
| Defense | |
| |||
| ∑ | |
|
|
|
|
These factors are known as mod(<skill>, <attribute>)
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>) ] * ( base_<skill> + modabs_<skill> )
Full Skills
full_<skill> = fullbase_<skill> + modabs_<skill> + modrel_<skill> + cheats
These are the numbers shown in the player book.