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
- extremely weak
- very delicate
- quite fragile
- rather flimsy
- particularly weak
- somewhat unsound
- appreciably susceptible to damage
- marginally vulnerable to damage
- of average construction to damage
- a bit safeguarded against damage
- rather reinforced against damage
- quite guarded against damage
- highly protected against damage
- very strong
- extremely resistant to damage
- unusually resilient to damage
- nearly impervious to damage
- 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
Play.net Posts
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Scripts
- See 'n Say Appraisal (script): Genie script that appraises any weapon, shield, or armor and then echoes the appraisal in an IC way.
- See 'n Say Appraisal - OOC (script): Genie script that appraises any weapon, shield, or armor and then echoes the appraisal in an OOC way.
- See 'n Say Comparison (script): Genie script that compares any weapon, shield, or armor and then echoes the comparison in an IC way.