Appraisal skill

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Appraisal can tell you the value of your items, the stats on your equipment, and skills of your opponent and much more.

Use

APPRAISE will give you an assessment of something's abilities. COMPARE will give you a relative assessment of two items' attributes.

Appraisal, at least for comparing creatures, is based on base skills rather than factoring Agility. However, it does take your current STANCE settings into account.

When comparing armor, it will give an assessment of the armor's overall hindrances, as well as how hindering it is with everything your are currently wearing after factoring in the relevant armor skill.

Appraisal can also give you an idea of how well you can swim or climb something, and can even provide a bonus to the swim or climb contest on a particularly good appraisal success.

You will begin to see (at first very inaccurate) damage and protection appraisals at precisely 50 ranks.

Training

There are many ways to train this skill. The first way is to appraise items. The quickest way to learn is to appraise something very valuable that has many parts, like a full gem pouch, a really nice bundle, weapons, or armor. If you can't do this, the next best option is to appraise all of your inventory, the more valuable, the better.

The second way to learn is to appraise critters. One can appraise a beast multiple times without regard for a delay between appraisals to quickly learn the ability. Besides being a good way to gain appraisal experience, this is a good habit to develop. It's useful to know in advance how a critter's skill compares to yours.

The third way, possibly of greatest use to new adventurers, is to appraise swimming locations. In a room where a swimming contest is necessary to exit, you can appraise water or direction. It's not clear how well this trains, as a new character can learn very little in the Crossing sewers but very well in the Arthe Dale swimming hole. It may be dependent on water depth and current. You can also appraise climbing barriers, but this seems to teach little or nothing at lower ranks.

The fourth way to learn is through the creation process of several items. Usually when you are creating an item you will gain a little appraisal as well when you determine the quality of the item. For example, when braiding grass/vines, you will learn appraisal. Every time you braid you are automatically appraising the item to see the quality of the item. Another example is Moon Mage sigil scrolls, every time you read a scroll you appraise the quality of the scroll. This way is good for learning appraisal while also learning other skills. (In the case of Moon Mage sigil scrolls, you will learn appraisal faster than you will learn astrology or scholarship, but possibly might have a limit. I have tested with 267 in astrology, 241 in appraisal, and 324 in scholarhsip, I am locking appraisal first, then astrology, then scholarship).

Traders get a bonus to Appraisal.

Accuracy

The accuracy of your appraisal depends primarily upon the number of ranks that you have in appraisal. (Traders have a bonus.)

When appraising weapons or armor, the number of ranks that you have in that weapon or armor type affects the accuracy, at least for non-Traders. For example, if you were appraising a claymore, you find it easier to appraise if you had 200 ranks in twohanded edged weapons than if you had only 50 ranks.

Only when "you are certain" about some property can you be sure that your appraisal is an accurate assessment. Otherwise, the more confident you are about the accuracy, the closer your assessment is to the truth.

Accuracy Levels (from best to worst)

  • are/feel certain that
  • are/feel confident that
  • think that
  • believe that
  • are pretty sure that
  • think it is likely that
  • estimate that
  • guess that
  • wonder if

Appraisal Values

Weapons

Damage Min Value Max Value
no 0.0 0.0
dismal
poor
low
somewhat fair
fair
somewhat moderate
moderate
somewhat heavy
heavy
very heavy
great
very great
severe
very severe
extreme
very extreme
mighty
very mighty
bone-crushing
very bone-crushing
devastating
very devastating
overwhelming
annihilating
obliterating 100.0
Balance/Power Min Value Max Value
not 0.0 0.0
terribly
dismally
poorly
inadequately
fairly
decently
reasonably
soundly
well
excellently
superbly
incredibly
unbelievably 160.0

Some brawling weapons appraise as "some" or "quite a bit of" damage. This is a separate scale.

Armor & Shield

Hindrance

The hindrance system is slated for rewrite with armor changes. The rank values are those required to work maneuvering hindrance down to the lowest level.

  • 4/15/09 - Minimally hindered is now within the range of Insignificant. Unhindered truly means unhindered by your armor.
Hindrance Min Ranks Max Ranks
Unhindered 0 4
Insignificant 5 9
Lightly 10 19
Fairly 20 29
Somewhat 30 39
Moderate 40 49
Very 50 59
Highly 60 69
Greatly 70 79
Extremely 80 90
Overwhelming 90 99
Insanely 100 ?

Armor Protection and Absorption

Protection Absorption
None None
Poor Poor
Low Low
Fair Fair
Moderate Moderate
Good Good
High High
Great Great
Impressive Extreme
Tremendous Extreme
Incredible Incredible
God-like God-like

Shield Protection

Paladins see more specific shield protection ratings than non-Paladins.

Paladin Non-Paladin
very poor very poor
poor very poor
rather low rather low
low rather low
fair fair
better than fair fair
moderate moderate
moderately good moderate
good good
very good good
high high
very high high
great great
very great great
impressive impressive
very impressive impressive
tremendous tremendous
incredible incredible
god-like god-like

Equipment Construction and Condition

  1. extremely weak
  2. very delicate
  3. quite fragile
  4. rather flimsy
  5. particularly weak
  6. somewhat unsound
  7. appreciably susceptible to damage
  8. marginally vulnerable to damage
  9. of average construction to damage
  10. a bit safeguarded against damage
  11. rather reinforced against damage
  12. quite guarded against damage
  13. highly protected against damage
  14. very strong
  15. extremely resistant to damage
  16. unusually resilient to damage
  17. nearly impervious to damage
  18. practically invulnerable to damage



Condition Min Health Max Health
in pristine condition 98% 100%
practically in mint condition 90% 97%
in good condition 80% 89%
rather scuffed up 70% 79%
some minor scratches 60% 69%
few dents and dings 50% 59%
several unsightly notches 40% 49%
heavily scratched and notched 30% 39%
badly damaged 20% 29%
battered and practically destroyed 0% 19%

Creature

  • In order from low threat to high threat

Difficulty

Difficulty Difference
completely beneath
wipe the floor with
tear to shreds
you'd kill quickly
harmless
very easy
well beneath
simple
easy
relatively easy
definitely less skilled
slightly less skilled
worthy Perfectly at range ??
something in your skill range
challenging
solid
difficult
rather difficult
definitely difficult
very difficult
truly skilled
well above
couldn't hope to hurt
master that's well beyond
mythical being

Statistics

Strength Min Difference Max Difference Agility / Reflex Min Difference Max Difference
Great deal less ? -30
Significantly -29 -25
Quite a bit less -24 -20
Definitely less -19 -15
Rather less -14 ?
Somewhat less -10 -6
Not quite -5 -1
About as 0 0
A little more 1 5
Somewhat more 6 10
Definitely more 11 15
Quite a bit more 16 20
Significantly more 21 25
Great deal more 30 ?

Condition

  • Dead or horrible injury to perfect health
Health Injury
Dead ?

"Minor Wound" with bleeding injury "Major Wound" occurred with badly bleeding injury.

See Also

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