Post by SHI on Apr 13, 2013 16:02:27 GMT -5
A skill that governs the use of a 2-handed weapon in one hand for versatility, allowing them to hold a shield in Off-Hand. Players with this skill are allowed to treat the weapon as if it were 1-handed, allowing for them to use Sword Arts which require the 1-handed equivalent. Naturally, there is also a slight passive boost in the user's grip of 2-handed weapons, making it more difficult for a player to have their weapon knocked away by a strong impact.
Thrown Weapons are a special skill, different from all the others. Thrown Weapons is a sub-skill of all of the other offensive skills, and only a few of the other weapons can be modified by this skill. For example, if you have a One-Handed Spear, you can make a Sword Art where you throw it like a javelin.
According to Grip Plus, you can use the two-handed version of a weapon for the one-handed version's sword skills through Grip Plus. I am wondering if this also applies to sword skills that use Thrown Weapons, for example: using a two-handed spear in a sword skills whose associated skills are one-handed spears and thrown weapons through Grip Plus' property that allows the user to use the two-handed spear as a one-handed spear for the latter's sword skills.
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A supplementary skill typically followed by players who have learned Tailoring. It allows players to acquire a greater amount of precision when mending cloth. The overall effect is that the appearance and durability of mended equipment is maintained. It is also valuable in salvaging fabrics, allowing what would normally be unrecoverable cloth to be potential new materials in tailoring. If the player has the Tailoring skill, this skill will tend to passively increase at the same rate.
By reforging old equipment into metal, tearing apart clothes into cloth material, or simply recycling potions and crystals into raw components, this skill can be used to decompose existing items into materials to be used to make other items. Depending on your rank in this skill, you will have a variable amount of success in obtaining items. Naturally, in order to acquire this skill, you need a good amount of knowledge in how to create the item and how the materials themselves work. For your final quest, there is supposedly an infamous salvager NPC. Once wealthy, this salvager now acts more like a scavenger. If you can find her missing heirloom and salvage it into the raw materials so it can be created into something of greater wealth, she will teach you the salvaging skill.
Both Stitchwork and Salvaging talk about salvaging. Do they both have a salvage feature? With the the combination of the two strengthening the act of salvaging? Is it one or the other with Stitchwork only salvaging tailoring supplies while Salvaging can salvage anything? Or does Stitchwork only strengthen the salvaging feature that the salvaging skill supplies. This also brings in the question of metallurgy which seems like the armorsmithing counterpart to Stitchwork. If Stitchwork does amplify salvaging, shouldn't metallurgy amplify it as well? Each one would amplify their specific part with Stitch work doing it for tailoring supplies and Metallurgy doing it for armorsmithing and possibly weaponsmithing as well.