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Xandu

Vintarian
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Posts posted by Xandu

  1. 30 minutes ago, Kai Effelsberg said:

    Version: v1.14.10 (Stable)13.07.2021 10:51:52: Critical error occurred
    System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
       bei XLib.XLeveling.SkillDialog..ctor(XLevelingClient client)
       bei XLib.XLeveling.XLevelingClient.OnHotKeySkillDialog(KeyCombination comb)
       bei _AZg8ZupMzxcre3m8VnVpHv5natC._858OWULxfj4vJ5yedUgdeJ3H31P(KeyEvent , IWorldAccessor , IPlayer , Boolean , Boolean , Boolean )
       bei Vintagestory.Client.NoObf.ClientMain.OnKeyDown(KeyEvent args)
       bei Vintagestory.Client.NoObf.ClientPlatformWindows.game_KeyDown(Object sender, KeyboardKeyEventArgs e)
       bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       bei System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       bei OpenTK.Platform.NativeWindowBase.OnKeyDown(Key key, Boolean repeat)
       bei OpenTK.Platform.Windows.WinGLNative.HandleKeyboard(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
       bei OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
       bei OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
       bei OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
       bei OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       bei _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl , String[] )
       bei _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(ThreadStart )

     

    Do you have any informations in which situation does this happened?

  2. I uploaded a new version which should fix the 'not getting damage' bug. It could happen when you play without the temporal stability system.  

    I also added a quality system similar to the quality system for cooking foods to the metalworking skill. So talented smiths can now create better tools for everyone. 😄

     

    Features:
        -Updated polish translation by @Beerus.
        -I may forgot to mention the cross breeding ability?
        -Added the blacksmith ability to the metalworking skill.
            -It adds a 'quality' mechanic to forged items.
            -Tools and armor created with items with quality will have more durability, more attack damage and more mining speed.
    Fixes:
        -Fixed the wrong file location for wood logs. The forester skill should now be applied correct on all wood logs again.
        -Fixed the shifter ability not being applied.
        -Fixed not getting damage from enemies when temporal stability was disabled.

    • Thanks 1
  3. 28 minutes ago, Lisabet said:

    *winces* sorry, realized something like that occured; however! I think I found the issue lol

    made a world with ONLY xlibs/xskills (and stepup lol) enabled, same issue, saved the logs :)

    pertinent bit (I think) 

    11.7.2021 14:39:59 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object.
       at XSkills.XSkillsPlayerBehavior.OnDamage(Single damage, DamageSource dmgSource)
       at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage(DamageSource damageSource, Single damage)
       at Vintagestory.API.Common.Entities.Entity.ReceiveDamage(DamageSource damageSource, Single damage)
       at Vintagestory.GameContent.AiTaskMeleeAttack.ContinueExecute(Single dt)
       at Vintagestory.GameContent.AiTaskManager.OnGameTick(Single dt)
       at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick(Single deltaTime)
       at Vintagestory.API.Common.Entities.Entity.OnGameTick(Single dt)
       at Vintagestory.API.Common.EntityAgent.OnGameTick(Single dt)
       at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities(Single dt)
       at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick(Single dt)
       at Vintagestory.Server.ServerMain.Process()

     

    Logs:server-main.txt

    server-event.txt 4.51 kB · 0 downloads

    Thank you. That would explain why you receive no damage. Now i must figure out why this happens.

    • Cookie time 1
  4. 11 minutes ago, Lisabet said:

    hate to say it but it actually is xlib/xskills somehow; made a world without the chaos lands mod and was still invulnerable;  made a world with xlib/xskills disabled and image.png.45819f1d9443b15c043efdb0c435256c.png

    Okay. I will try to find the issue tomorrow. 

     

    9 minutes ago, Lisabet said:

    I'll try one with no mods except xskiills and see what happens lol

     

    *edits* nevermind, it does seem to be a dependency issue or something? was disabling all my mods when I noticed this:

     

    dependencies.png

     

    logs:

     

    server-main.txt 17.88 kB · 0 downloads server-event.txt 4.01 kB · 0 downloads

    This error just occurs because you disabled Xlib. Without it xskills shows this error.

  5. 27 minutes ago, Lisabet said:

    I have several other mods but this one is the latest added into my 1.15 batch lol; here's my list:

    modlist.png

    as you can see, the 'latest' or most recently updated in there are xskills, useful stuff, starterpack, hudclock, extrachestsCC, chaoslands, CarryCapacity, bettercratesCC and PolsServerUtil; hmm...I only grabbed chaoslands because he moved his locustnests to it; that mod does have alot of combat related stuff so it could be the culprit.  I'll make a note on his mod as well. (sorry was thinking out loud while identifying the most recently downloaded ones :) )

    Ok. I will do some more tests to see if i can reproduce it. 

     

    6 minutes ago, Lisabet said:

    oh, unrelated lol

    I grabbed the 'well rested' skill in survival, and the timer that pops up after sleeping is in the upper left hand corner (directly on/under the clock from the hudclock mod) I've tried clicking the dropdown to enable moving it, but when I try it just hides behind the clock; is there any way at all for the default location to be moved somewhere else? even just an inch or so below the exact upperleft corner

    I can do this.

    • Thanks 1
  6. 2 hours ago, Lisabet said:

    Also, not sure if it's xskills or not, but creatures aren't wounding me...at all (and I don't have the meatshield skill)  I can take damage from falling, but not even the sawblade locusts damage me, though my seraph does cry out when they hit.

    Do you have any other mod that could influence this? Because when i only use XSkills i do not have this issues.

  7. 6 hours ago, EtherialMind said:

    not sure if it is just birch trees but my character is not gaining forestry exp when cutting down trees in version 0.6.0pre-3 and vs version 1.15.0rc-2 

    this is in a singleplayer game so not a server config difference issue just so you know. 

    also only pre-generated trees not those grown from seeds, not tested how it behaves with those yet

    Thank you for reporting this bug.

     

    It seems that the files for wood logs were moved. I will fix this in the next patch.

    • Thanks 1
  8. I hopefully managed to fix the problem so i uploaded a version that works with the 1.15-rc.2 Version of the game. You can find this new version in the mod db. Here are the patch notes since there 0.6.0-pre2 update. The moddb has the patch notes since the last version i uploaded there.

    I have now nearly finished everything i had on my todo-list, that had a justifiable work/usage balance and a technically doable way to implement. This also includes suggestions from the community. 😄

     

        Features:
            -Added Extensive Farming ability to the farming skill.
            -Added Bright Harvest ability to the farming skill.
            -Added catcher ability to the husbandry skill.
                -Added new cage block. It is only craftable and useable with the catcher ability.
            -You can now see the items from your strong back ability inventory in your backpack. (It is a quite experimental solution and i hope it causes no issues.)
            -The quality of cooked food will now be reduced by 20% when it is sealed in crocks.
        
        Fixes:
            -Fixed wrong order of values for the vampire skill. You need to delete the combat configuration to apply this fix or just the vampire section of the file. You can also run the command "/skill reset config combat" to reset the combat configuration file.
            -Fixed spelling errors in the husbandry.json patch file.

  9. On 7/7/2021 at 2:28 PM, Сёмка said:

    will there be a version for 1.15-rc?

    A thing i used for an ability was changed in the base game with last update.  I need to see what was done in the source code to adjust my code. Since this source code is not public readable yet i can not update the mod at the moment.

     

    In most cases i can just guess what has been changed and adjust my code and it runs well. But this time this hasn't worked.

  10. 3 hours ago, Hexedian said:

    The Vampire combat ability lists its stats as

    I believe it should be

    otherwise, at tier 3, you have 65% life steal.

     

    Also, the patches/husbandry file has misspellings for arctic foxes and raccoons, missing a 'c' in both cases.

    Thank you for your report. You are totally right.

  11. 12 minutes ago, l33tmaan said:

    Hey Xandu, all of the Expanded Foods stuff should be available on Github soon, if you want to take a look.
    Not that we're ready for 1.15 yet...

    Thank you. I may look into it and just write some code for it. So when it is ready for 1.15 i just adjust a few things to make it work.

    • Like 1
  12. Here is another 0.6.0-pre version. It was made for the 1.15.0-pre.10 Version of the game. Since i didn't like to upload an update just to fix two small things i added some new stuff as well. 😄

     

    XLib: 
        -Added The TraitAbility class which allows an ability to add a new trait to a player.
            -This should only be used to enable specific crafting recipes with abilities.
            -This probably does not work correct for any other kind of trait.

    Features:
        -Added additional informations to some vanilla tooltips when specific abilities are learned. (I originally used these tooltips for debugging but i decided to change them a bit and just keep them in the game.)
        -Added a world interaction help for the beemaster skill.
        -Added bloomery expert ability to the metalworking skill.
        -Added ability Shifter, Fast Forward and Timeless to the temporal adaptation skill.
        -Added ability mass husbandry to the husbandry skill.

    Fixes:
        -Fixed not stacking items in troughs.
        -Adjusted the oven code to the new vanilla oven code. (I hope it works.)

    xskills_v0.6.0-pre.2.zip xlib_v0.6.0-pre.2.zip

    • Like 2
    • Thanks 1
  13. 1 hour ago, JapanHasRice said:

    Have a bug in 0.6.0-pre1.

    When trying to fill a small trough with flax grain, the trough accepts the first grain without issues, but I am unable to add any more than 1 portion of grain to the trough. If I break the trough, I get back my flax grain, but that grain no longer stacks with grain that hasn't been put in a trough.

    Currently only level 1 in husbandry, so no skill points have been allocated.

    I may know what is causing this. I try to fix it tomorrow.

     

    59 minutes ago, Hexedian said:

     "When milking an animal you have a chance of {0}% and additional {1}% for every day the animal was not milked to get cheese instead of milk."

    That is not how animals work!

    I'm still laughing at that.

    You forgot to mention Salty Backpack.

     

    I know. But someone in my discord suggested it and i thought it was a very funny idea even it is quite unrealistic. 🤷‍♂️

     

    I add it to the list.

    • Haha 1
  14. Here is the first preview for the mod version 0.6. It should work with the game version 1.15.0-pre.6. It probably contains some bugs.

     

    XLib:
        -Added StatsAbility class which can modify multiple player abilities at ones.
        -Added HeatedEffect and HotEffect(heal over time) effect templates.

    XSkills:
    Features:
        -Sunflowers, Amaranth, Peanuts, Cassava and Pineapples are now affected by the farming skill.
        -Grown log sections are now affected by the forestry skill.
        -Milking animals and collecting eggs from henboxes now give experience for the husbandry skill.
        -Feeding animals with troughs now give experience for the husbandry skill.
        -You will now gain experience from cooking food in general for the cooking skill. Not only from cooking meals.
        -Most cooked food items can now profit from cooking abilities. Not only meals.
        -Food cooked in the clay oven can now profit from cooking abilities.
            -This also includes pies!
        -Tree nursery ability now works for every tree growth stage instead just for the first one. (Tree growth stages were introduced in the game version 1.15.)
        -Added polish translation by @Beerus.
        -The inspiration(pottery) ability is now applied to blocks that are created in a pit kiln.
            
    Abilities:
        -Added ability sprinter to the survival skill
        -Added ability Abundance Adaptation to the survival skill
        -Added ability nudist to the survival skill
        -Added ability meat shield to the survival skill
        -Added ability well rested to the survival skill   
        -Added ability Salty Backpack to the cooking skill
        -Added ability rancher to the husbandry skill
        -Added ability preserver to the husbandry skill
        -Added ability feeder to the husbandry skill
        -Added ability cheesy cheese to the husbandry skill
        -Added gourmet ability to the cooking skill which unlocks a new game mechanic.
            -Cooked food will have quality. If you eat food with quality you will receive a positive effect.
            -The effect duration depends on the quantity you have eaten (up to 10 minutes) and the effect intensity depends on the food quality.
            -You can only have one effect from food.

    Fixes:
        -Mining blocks with bombs should now give not too much ores anymore. This was caused by an unexpected vanilla behavior.
        -Improved the handling of cooking pots. They should now remember better which player used them for cooking to apply the right skills. Even when the fire pit is unloaded and loaded.
        -Fixed an exploit when creating items from metal plates on an anvil. Duplicator ability and experience gain are no longer applied in this case.
        -Fixed a crash when butchering animals.

    xskills_v0.6.0-pre.1.zip xlib_v0.6.0-pre.1.zip

    • Thanks 1
  15. 23 minutes ago, Hexedian said:

    Is there anything that can be done client-side to prevent crashes?

     

    At the moment don't butcher animals since that seems to cause the crash. There is nothing else you can do. The crash is caused by a method that was removed from the game with latest updatre. When the mod tries to access this method the game silmply crashes.

  16. 31 minutes ago, JapanHasRice said:

    I'm guessing you still have a copy of Compatibility Lib installed? Since pre4, Compatibility lib is included in the base game and adding the mod version on top of it causes a crash when loading a world (my post on the discord about this: https://discord.com/channels/302152934249070593/454909656230526976/856284442137853972

    It wasn't that. I always test my mods with no other mods enabled. It was just an error by me. Something i have introduced late in the previous night and i haven't tested. 😄

     

    Now i have another problem. I always maintain just one version of the mod. And the current version has some unfinished features and i don't want to publish this at the moment. But i can only include the fix into this unfinished version. So it could take a few days to get a somewhat working preview release.

  17. 1 hour ago, Hexedian said:

    In 1.15 pre 4, butchering an animal causes a crash. No crash when xskills and xleveling are disabled.

      Reveal hidden contents

    Running on 64 bit Windows with 8 GB RAM
    Version: v1.15.0-pre.4 (Unstable)20/06/2021 9:37:36 AM: Critical error occurred
    System.MissingMethodException: Method not found: 'Boolean Vintagestory.API.Common.InventoryGeneric.get_IsEmpty()'.
       at XSkills.EntityBehaviorHarvestablePatch.Postfix(EntityBehaviorHarvestable __instance, IPlayer byPlayer, InventoryGeneric ___inv)
       at Vintagestory.GameContent.EntityBehaviorHarvestable.SetHarvested_Patch2(EntityBehaviorHarvestable this, IPlayer byPlayer, Single dropQuantityMultiplier)
       at Vintagestory.GameContent.ItemKnife.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
       at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
       at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
       at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
       at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
       at _nw5iq7Nu0RWJnxlBZen6mJGmcSN._jQtFXqWU70j0qJc1Fcs9wVlm2W(Single )
       at _knXhXKQCYhvGbZXkDCncKaLldTL._BdeV9hzEfqFcm87gcxwrAtDeTgk(Single )
       at _knXhXKQCYhvGbZXkDCncKaLldTL._3JdxcXDlKfmdnBvyHIxr4AJFIze(Single )
       at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
       at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
       at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
       at OpenTK.GameWindow.DispatchRenderFrame()
       at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
       at _SaXpqv5O911lCsSIrDnAnx1C2Wl._lESBMi7dCimysuVIyentZFkbZ2C(_3DvyrNaGS3KUgpwJWmWNJ0OhmVh , String[] )
       at _xYPi1FuSC15HmCPKeAQ55E3UGnQ._lESBMi7dCimysuVIyentZFkbZ2C(ThreadStart )
    -------------------------------

    Event Log entries containing Vintagestory.exe, the latest 3
    ==================================
    { TimeGenerated = 07/06/2021 5:31:14 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: System.NullReferenceException
       at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
       at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.ThreadHelper.ThreadStart()

     }
    --------------
    { TimeGenerated = 07/06/2021 5:24:27 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.15.0.0, time stamp: 0x60b27037
    Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
    Exception code: 0xc0000005
    Fault offset: 0x000007fe8a97cacd
    Faulting process id: 0x850
    Faulting application start time: 0x01d75be36286c3ed
    Faulting application path: C:\games\Vintagestory 1.15\Vintagestory.exe
    Faulting module path: unknown
    Report Id: bc4f5e24-c7d6-11eb-9a9d-001a4d4ae63b }
    --------------
    { TimeGenerated = 07/06/2021 5:24:27 PM, Site = , Source = .NET Runtime, Message = Application: Vintagestory.exe
    Framework Version: v4.0.30319
    Description: The process was terminated due to an unhandled exception.
    Exception Info: System.NullReferenceException
       at Vintagestory.Common.WorldChunk.GetLocalBlockAtBlockPos(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayer(Vintagestory.GameContent.SnowAccumSnapshot, Boolean, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.GetSnowUpdate(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i, Vintagestory.API.Common.IWorldChunk[])
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.UpdateSnowLayerOffThread(Vintagestory.GameContent.WeatherSimulationRegion, Vintagestory.API.Common.IServerMapChunk, Vintagestory.API.MathTools.Vec2i)
       at Vintagestory.GameContent.WeatherSimulationSnowAccum.onThreadTick()
       at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
       at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.ThreadHelper.ThreadStart()

     }

     

    Thank you for the report. I fixed this one. But when i try to compile the mod for the 1.15.pre-4 the game crashes every time for me when i load a game. So i have to figure out what is happening there and fix this before i can upload a patch.

    • Thanks 1
  18. On 6/15/2021 at 1:49 AM, TristamIzumi said:

    I believe the intention of being able to put plates back on the anvil is because it can be an intermediary for making chain and scale. You could use the helve hammer to make the plate quickly, then put it back on an anvil to hit out the extra bits to make chain or scale.

    Ok. i think i found a better solution for this exploit.

  19. Hi. I am currently working on huge food related update for my XSkills mod for the game upcoming 1.15 Version of the game. I think it would be fitting to finally add compatibility with expanded foods there. So i wanted to ask if it is possible to get a 1.15 compatible version of the mod just to test if things work?

    • Mind=blown 2
  20. 1 hour ago, Pamela Wild said:

    Is the information on the front page current for the latest edition?  I'm thinking of trying this out, but need written details on how it works currently. I'm running v. 1.14.10.

    Yes the informations should be current.

  21. 4 hours ago, jakecool19 said:

    I have no idea when it was implemented, I only learned about it watching a tutorial on how to build an anvil.  It makes it really convenient for things that are flat, like chainmail. Only ingots, plates, blooms, and blister steel can be worked as far as I know.

    Ok. At the moment i fixed this by disabling the ability to put plates on the anvil again. This will be included in the next patch. Let me know, if anybody has a better idea to handle this exploit.

  22. 14 hours ago, jakecool19 said:

    Sorry I am bad at explaining things, here is what I am talking about:

     

    Thank you. Now i get it. Was it always possible to put plates back on an anvil? This seems a little bit weird cause it does not seem to work with anything else.

  23. 1 hour ago, jakecool19 said:

    Hey amazing mod, it makes a lot of tedious things much more bearable. Don't know if this has been reported or not, but there is an exploit regarding metal plates. Metal plates can be worked and you can make a metal plate from a metal by just heavy hitting in the middle "finishing" the plate. This allows for quick gaining of experience, and with the duplicator skill, completely free metal plates which could be smelted back into ingots which could be used for anything.

    Thank you for your report,

     

    Do you mean the master smith ability is too powerful? Moving the voxels directly in the right positions. The ability is meant to make smithing faster and you need to do a lot of smithing to get it.

     

    If you have no custom configuration the duplicator skill should have a maximum chance of 25% to give you an extra plate, a plate should cost 2 ingots and you can smelt it into one ingot. So if you create a plate and resmelt itto an ingot you have have a avarage lost of 0.75 ingots per plate.So i do not see the exploit there or do i miss something? 

  24. 7 hours ago, Сёмка said:

    yep

    image.png.ab16ca76b58dd694a92c817c76c388e4.png

    Ok. Then i not know either. Have you tried to load a world nevertheless? If this does not work please send me the server-main and the server-debug log files.
     

    56 minutes ago, Karagryphon said:

    Ability: All-rounder
    You can learn 1 additional professions.

    soooo, this does what exactly? how does one Gain an additional profession?  i'm super confused about this skill >.<

    ok another weird thing... "unlearn points" why even say "its in the handbook" rather then just oh, idk telling people what items do it?

    There is a group of abilities called professions or specialisations like  farmer, warrior, miner, etc of which you can only have one of. With this skill you can have two of them.

    The text of this text is static and the items that give you these points are dynamic and can be changed. And searching the handbook can easily handle this.

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