Artisan. Цемент life is feudal


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Charcoal Description Recipe 1 Quantity Ingredient Influence Durability Equipment Influence Crafting Recipe 2 Quantity Ingredient Influence Durability Equipment Influence Crafting
Type Fuel
Capacity
Weight 1 Stones
Hitpoints
Behavior
Tamable No
Length 2
1 × Hardwood billet 80 %
× [[]]  %
× [[]]  %
× [[]]  %
× [[]]  %
× [[]]  %
× [[]]  %
30 Kiln 5 %
[[]]  %
[[]]  %
Required skill Materials preparation
Minimum skill level 30
Skill influence 15 %
Starting tool Kiln
Blueprint required Yes
Crafting duration 1
Resulting quantity 4
Amount wanted
12 × Hardwood billet 80 %
× [[]]  %
× [[]]  %
× [[]]  %
× [[]]  %
× [[]]  %
× [[]]  %
200 Kiln 5 %
[[]]  %
[[]]  %
Required skill Materials preparation
Minimum skill level 60
Skill influence 15 %
Starting tool Kiln
Blueprint required Yes
Crafting duration 1
Resulting quantity 40
Amount wanted
ID 256

Place Hardwood billets in a Kiln and wait for them to heat all the way up. You get 4 Charcoal per billet left after heating.

  • The Kiln may stay at 400 degrees to heat the billets, so the bellows are unnecessary and may cause you to use more fuel while waiting for the billets to heat up.
  • Charcoal is produced in the Kiln by adding up to 20 Hardwood billets and igniting it, by the time the Hardwood billets get to temperature the Kiln should have only burned off 1 Hardwood billets or Charcoal (if you are using this as fuel source), and then you can use the "Pull Out" option to turn 1 Hardwood billet into 4 Charcoal, which makes Charcoal 4x more effective than Hardwood billets as a fuel source.
  • The Hardwood billets will process faster if you use the "Use Bellows" feature of the kiln to increase the temperature.
  • Another large advantage for using the Kiln to produce Charcoal is that Charcoal weighs 1.00 and Hardwood billets weigh 10. Most smelting objects like the Furnace can only hold 100 weight or 200 like the Kiln so you will be able to add much more fuel (Or materials) using Charcoal since its weight is 1/10th of a Hardwood billet at 1.00.
  • Both Charcoal and Hardwood billets have a burning time of 10 minutes (3 minutes on a server setting of 60), and this is shortened by 1-2 minutes per use of "Use bellows". Because their burning time is the same it is recommended to only use Charcoal as a fuel source once your Kiln is operational.
  • If you have multiple fuel sources in the Kiln such as Both Hardwood billets and Charcoal when you "Light On" it will take from a random pile, so if you are using coal to heat your Hardwood billets it is recommended you remove the Hardwood billets turn it on so it uses Charcoal as the fuel source, using the bellows to get it to temperature, and then re-adding the Hardwood billets after to make more Charcoal.
  • Pulling out a load of charcoal damages a Kiln far less than pulling out the same amount of charcoal one at a time. Therefore, the best way to preserve the durability of a Kiln is to cook 13 Hardwood billets at a time without raising the temperature of the Kiln. One Hardwood billet will be consumed and the remaining twelve will be cooked, thus allowing you to pull out one load of charcoal.

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Artisan Crafting skill Attributes Skills Milestones Level Milestone
Primary Intellect Requires n/a
Secondary Strength Unlocks n/a
All Terraforming speed. Tree cutting speed.
0 Can raise and lower the level of terrain.Can strip bark and cut down trees. Can create a camp.Can create primitive tools.
30 Can flatten the terrain.Can uproot stumps.
60 Can cut down hardwood trees twice as fast.
90 Can find rare ingredients inside trees (1%).
100 A slightly better chance of finding rare ingredients inside trees (1.5%).
Skill ID 1

Artisan is one of the three tier 1 crafting skill tree branches. It allows to perform terraforming actions, stripping barks, chopping down trees, uprooting stumps, creating primitive tools and creating a camp. Artisan branch unlocks four tier 2 skills: Carpentry, Construction, Digging and Materials Preparation. There is no prerequisite to this skill.

Name Level DurationMin – Max Equipment Entities SStam Cooldown Global Orders
Create a camp 0 n/a n/a Soft terrain tile n/a n/a n/a
Inspect object 0 n/a n/a Soft terrain tile n/a n/a n/a
Observe 0 n/a n/a Soft terrain tile n/a n/a n/a
Lower ground level 0 5 – 30 Shovel Soft terrain tile 50 n/a n/a
Pour on the ground 0 1 – 11 Shovel Soft terrain tile 10 n/a n/a
Flatten ground 30 5 – 30 Shovel Soft terrain tile 20 n/a n/a
Flatten ground with an upward slope 30 5 – 30 Shovel Soft terrain tile 20 n/a n/a
Flatten ground with a downward slope 30 5 – 30 Shovel Soft terrain tile 20 n/a n/a
Collect Bark 0 n/a None All Trees n/a n/a n/a
Chop Apple Tree 0 n/a Hatchet Apple Trees n/a n/a n/a
Chop Pine Tree 0 n/a Hatchet Pine Trees n/a n/a n/a
Chop Spruce Tree 0 n/a Hatchet Spruce Trees n/a n/a n/a
Uproot Stump 30 n/a Shovel All Stumps n/a n/a n/a
Chop Birch Tree 60 n/a Hatchet Birch Trees n/a n/a n/a
Chop Elm Tree 60 n/a Hatchet Elm Trees n/a n/a n/a
Chop Maple Tree 60 n/a Hatchet Maple Trees n/a n/a n/a
Chop Oak Tree 60 n/a Hatchet Oak Trees n/a n/a n/a
Chop Willow Tree 60 n/a Hatchet Willow Trees n/a n/a n/a

Observe[edit | edit source]

Observe allows the player to view the terrain height in an 11 x 11 grid. When the player enters Observe mode the camera goes above facing downward. Players cannot interact with other objects and cannot see other players that are not in the immediate vicinity of the player. If the players leaves the 11 x 11 grid, Observe mode will be cancelled.

Each tile in the Observe mode within the grid has a number representing their height (above sea level) and these numbers are color-coded to denote the height difference between the other tiles within the grid. The tiles are highlighted with either white for unflattened tile, or green for flattened tile. The material taken off or poured on the ground also affect the texture of the tile an example would be unscathed fertile soils are textured as green grasslands in the world, but if a player decides pour a fertile soil on top it the texture will be shown as brown.

It is required that the player must have at least 30 skill points before the action appears.

TIP: Observe mode is extremely hindered by trees, buildings, etc. To avoid this:

  • Go into observe mode
  • Press TAB to remove the cursor
  • Press C to go to first person view!!! This takes you OUT of the "overhead" (through the trees, etc) view

Modifying Terrain[edit | edit source]

Terrain can be modified by either lowering or raising the tile by 0.1 from its height. When lowering terrain the players gains a chunk of material removed from the ground while it costs 1 chunk of material in raising the ground. However only soft ground material can be raised or lowered and there are limitations in modifying the terrain depending on the fall off mechanics of the material. You can usually pick up ("lower ground level") what you have dropped, except that paving takes 30 units of rock, but lowering gives you only 15 back. Thus it is difficult to lower a paved road tile by picking up the rock, then the soil, then paving again.

Note: Fall off mechanics: For sand/soil/clay/ore/... ---- Looking at a tile, if any of the 9 surrounding tiles becomes more than 2 meters lower or higher than the respective tile, 0.1 meters of substance of that tile will be transferred to the lower or higher tile.

For snow ---- Looking at a tile, if any of the 8 neighbouring tiles becomes more than 5 meters lower than the respective tile, 0.1 meter of snow of the tile will be transferred to the lower tile.

0.1 meter of snow/sand = 15 stone 0.1 meter of soil/ore = 30 stone 0.1 meter of clay = 60 stone

Note: Solid substances (rock, marble, granite, ore) can not be lowered. You can only pour other substances on top of them to raise ground level, or tunnel through them with Digging skill. Once you have tunneled/mined a substance it can be poured on the ground and shoveled like regular soil.

Flattening Terrain[edit | edit source]

Flattening the terrain lets the player flatten tiles to a specific height and allows some structures to be built on top of it. The action works by copying the height of the tile the player is standing to the tile that is being flattened, which means that the player will either lower or raise the ground first before the tile will be flattened. The player can also flatten the terrain in an upward or downward slope where these tiles are sloped in a specific direction based where the player is facing, but only a few structures can be built. Flattening will usually require you to have 30 units of soil, except when the flattening will result in you picking up soil.

Flattening Slopes[edit | edit source]

When flattening slopes from a lower-flat tile, you will have to raise the first target tile (bottom slope) to +0.3 of your current tile to get the first slope started. Any mid-section-slopes will then be +0.5 on the tile before it, up until the final top-slope immediately before the top-flat tile, which will be +0.2.

Understanding Terraforming[edit | edit source]

Terraforming terrain to raise, lower and flatten can be very confusing for both new and experienced players. To understand the mechanics it helps to think of each tile as a grid of 9 points: the four corners, the center of each side, and the center of the tile. The height shown in Observer is basically the height of the center point, but the other 8 points of a tile may actually be different unless the tile itself is level, flattened ground. Note that since the common points of adjacent tiles are in fact the same point on the map they are the same heights, and modifying a point on one tile can affect the adjacent tile.

Raise ground level and Lower ground level will raise or lower the center point as well as the middle points of the 4 sides of the target tile. The 4 corner points will remain the same height unless the slope in the adjacent tile(s) become too great (as described in the "fall off" mechanics described above).

Flatten ground will adjust these 9 points so they eventually will all match the height of the tile upon which you are currently standing. This may change some of the adjacent tiles, as the common side points change in height. It will only change the common points and not the other points of the adjacent tiles, unless the slope in the adjacent tile(s) become too great. In mathematical terms flattened ground is a plane, and Flatten ground will eventually make the target tile a level plane.

Flatten ground with an upward slope or Flatten ground with a downward slope will eventually transform the target tile to a plane. Continuing to flatten the target tile will raise or lower the plane (think of it rising or lowering the far side of the tile. This has the effect of changing the whole sides of the target tile once they are straight lines, causing the sides of the adjacent tiles to change as well, up to a certain limit, after which it will no longer will have any effect. Flattened slopes are planes but not necessarily level planes.

Have a piece of advice for effective training? Edit this section and place it here!

  • Cutting down trees and uprooting stumps.
  • Terraforming work is a good way to help your group and gain skill at the same time.
  • building primitive knives is also a fast way to level up.
Video Guide Links[edit | edit source]

References[edit | edit source]

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Guard Combat skill Attributes Skills Milestones Level Milestone
Primary Intellect Requires Spearman
Secondary Strength Unlocks n/a
All
0 Can use pole weapons
30 Can equip heavy padded armors
60 Can perform Special Attack after a successful parry against your opponentCan perform Special Attack after hitting a horse
90 Can equip royal padded armorsA greater chance of unsaddling a rider using overhead attacks
100 Trickmove
Skill ID 35

Guard is a combat skill. It allows to use poleaxes in combat. Level 30 of Spearman is required to learn this skill.

Have a piece of advice for effective training? Edit this section and place it here!

  • Heavy padded armor (Front view)

  • Heavy padded armor (Back view)

  • Royal padded armor (Front view)

  • Royal padded armor ((Back view)

References[edit | edit source]

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Official Life is Feudal Wiki

Militia Combat skill Attributes Skills Milestones Level Milestone
Primary Agility Requires n/a
Secondary Willpower Unlocks Spearman
All
0 Allows unarmed attacks and parry strikes from pole weapons.Can use militia weapons (pitchforks, staves, pickaxes, shovels and any other handheld tools).Can use Flee! ability (speed goes up for a short time, while the ability to use any weapon is lost).
30 Can equip novice padded armors
60 Chance to cause knockdown if unarmed attack hits head.Can perform Special Attack after stunning your opponent.
90 Disarm - chance to take opponent's polearm after a successful unarmed parry.Can perform Special Attack after a successful parry.
100 Trickmove
Skill ID 33

Militia is a combat skill.

Beside all other tools that you can make with Artisan, these weapons can be used by Militia.

Type Required Skill Slash Resist(Piece) Pierce Resist(Piece) Blunt Resist(Piece) Siege Resist(Piece)
Novice padded armor Militia: 30 0.21 0.21 0.16 0.53

Have a piece of advice for effective training? Edit this section and place it here!

  • To level up your militia skill, you can hit a training dummy with a tool (shovel, etc) not a weapon. Alternatively, you can hit with your fists unarmed.
  • Training dummies can be expensive and break quickly. It might be cheaper to have a friend hold a shield and hit it. Hitting another player also yields more experience.
  • Novice padded armor (Front view)

  • Novice padded armor (Back view)

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Footman Combat skill Attributes Skills Milestones Level Milestone
Primary Constitution Requires n/a
Secondary Agility Unlocks Swordsman
All
0 Can use one-handed axes and primitive shields
30 Can equip novice scale armorsCan use buckler shields
60 Can use targe shieldsSkullsplitter! combo (right slash- left slash - overhead or left slash - right slash - overhead). This combo ends with a Power Strike effect
90 Knock-Knock! combo (overhead - overhead - overhead). This combo ends with a Power Strike effect
100 Trickmove
Skill ID 36

Footman is a combat skill. That allows you to use basic combat skills, such as drawing weapons from one of the four slots, use one handed axes and maces in combat and equipping scale armors. There are no other skill required to learn Footman.

Weapons & Shields available[edit | edit source]

Type Required Skill Slash Resist(Piece) Pierce Resist(Piece) Blunt Resist(Piece) Siege Resist(Piece)
Novice scale armor Footman: 30 0.40 0.33 0.24 0.24

Have a piece of advice for effective training? Edit this section and place it here!

  • To level up your footman, you can hit a training dummy with a proper weapon from the class unlocks. Level up this way until you reach lvl 30. Use training weapons and repair them with equipment maintain. Position yourself to deal the most damage to the dummy. More damage means more xp.
  • After 30, you can level up more effectively by getting hit wearing the light scale armor parts. Ask for a friend to hit you with punches trying to position the hits in a way that you take the less damage possible (i.e. 0.10 damage). It makes no difference in xp for the amount of damage you take. So the less you take, the longer you'll last (even up to 1h+ for using with power hour).
  • You can also use shields to level up past 30 but getting hit wearing armor is more efficient since armor breaks slower than shields.
  • Training dummies last forever but gives less xp than fighting a real person.
  • Light scale armor (Front view)

  • Light scale armor (Back view)

  • Regular scale armor (Front view)

  • Regular scale armor (Back view)

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Quality is a property of everything in Life is Feudal which represents the value of an object. Quality ranges from 0-100 and affects nearly every aspect of gameplay.

  • A 100 quality Tool will have approximately twice the durability of the same tool at 1 quality.
  • Weapons and armor of higher quality are more effective at dealing and mitigating damage.
  • The durability of finished structures is derived from the structure's quality value, which is derived from the quality of the components that went into making it.
  • Crops grown are limited by the quality of the soil.
  • Trees planted have quality from the sprout quality, limited by the farming skill value. (Q90 sprout + Q80 Farming = Q80 tree)

Materials gathered without tools[edit | edit source]

Includes Plant fiber, Branches, etc. The quality will be equal to the source object's quality, or your effective skill level that governs the action, whichever is lower.

Materials gathered with tools[edit | edit source]

  • Includes Hardwood billet, Rock etc. The quality will be equal to the source object's quality, your effective skill, or the tool used, whichever is lower.
  • Hardwood_log and Softwood_log are a special case.
    • Inspecting them produced two numbers separated by a '/'.
      • The first number is the "stones" of wood available, at 10 per Billet, 20 per Board, and 100 (with 20 wasted) per Building Log.
      • The second number indicates the original tree's quality, using the formula "Something like" 5100 + 150*(Q-1). Examples: 5100=Q1, 12300=Q49. The formula indicates 19500 for a Q100 tree, but it is actually 20000 so the formula is only "close".

Items obtained by crafting[edit | edit source]

When creating an item, its quality will be calculated based on your skill, the tool quality used to make it, the clothing being worn, and all the recipe's components. Each input of a crafted item has an influence that differs from recipe to recipe and can be viewed on each item's page.

  • If you are using a building like a Forge and anvil, the raw quality value of the building will be scaled by its current durability when crafting.

If you are using a building which provides a bonus to crafting quality, like a Blacksmith shop, the scaled quality value of the item being crafted will be increased by 20%.

  • If the building's effective quality is over 100, the excess will raise the overall quality of the item. In this way you can "make up" for poorer quality ingredients, provided you have an excellent quality building to do the work in. Note that crafted items cannot exceed 100 quality with this method.

Item quality in stacks[edit | edit source]

A stacked Item merges qualities using math that averages the items. Two items with the quality 1 and 100 joined together will form two items in a stack with the same quality of the average of the two which is close to 50. It is recommended to store low quality and high quality items separately in its own stacks.

Players should be aware that splitting a stack of items with quality 50 will not create any other item with a different quality except for 50. Sometimes, the game can appear to store quality values independently in stacks, but this is false.

Ores, ingots and bars can have their quality increased by a master smith wearing a Blacksmith's Outfit, a bloomery and some time. By making several bars, then making several light helmets, recycling those helmets in the bloomery a couple of times, the quality will increase. Using the high quality Iron from the process above, making high quality tools will then further boost the process when it is done in the future.

NOTE: This method of "refining" metals into higher quality has since been changed. Recycling will now not lower quality metals, than with what you started. Metal quality can still be increased by using the Blacksmith's Outfit, high quality tongs and smelting on a crafting station that grants a bonus i.e Blacksmith's Shop. However recycling will no longer increase overall quality and will instead decrease.

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