Appraisal is a Lore skill with applications in a wide variety of systems. It can tell you the value, weight, and other qualities of items; the stats of your weapons and armor; the skills of your opponent; the mana capacity of cambrinth items; and more.
When comparing armor, it will give an assessment of the armor's overall maneuvering and stealth hindrance, 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.
You can appraise cambrinth items to determine their capacity. Appraisal is the primary factor, but arcana also contributes to the accuracy. As with weight, holding the cambrinth makes it easier to appraise its capacity.
Traders get a bonus to Appraisal.
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.
A normal or QUICK appraise will gauge how much vitality and fatigue a critter currently has, how your stats compare to theirs, and an overall comparison of your offense and defense to theirs.
Appraising CAREFUL will also tell you how the critter will train by brawling, parrying, evading, blocking, beguile with tactics, and targeting. If you are holding a, it will also tell you how will it will train, and if you were to throw it, how it would teach thrown.
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. Successfully appraising a swim or a climb may give you a bonus ("You think you have determined the best route to take") to climbing or swimming the appraised barrier.
- It's worth noting that climbing barriers can be more difficult than the appraisal lets on.
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).
Fine Art Appraisal
Adventurers have the ability to analyze one-of-a-kind stationary artifacts and receive more details than just your standard LOOK. Currently, the Raven's Court is the only place with this type of appraisal available. One must STUDY a piece in order to learn. STUDYing will teach appraisal and scholarship. There are a few levels of success. Everyone should be able to learn no matter what information they see. Naturally, with the highest level of success, the most information will be displayed. Bards and Traders have a bonus, so they should effectively be able to learn better and see more information earlier on.
Item weight detection
3.0 changed detecting numerical weights in stones to not occur until higher ranks. For a non-trader, expect not to begin to get numerical weight return on appraisals for any item until 170 ranks at minimum. As you increase in skill, weight detection will become more common and more accurate. At 400 ranks you receive a fairly accurate weight estimate most of the time. At 500 ranks, expect perfect weight results every time with the standard 8 second roundtime. As an aside, at 500 ranks, quick appraisals continue to be clumsy regarding weight, but will be exact in all other regards, probably the equivalent of a standard appraisal at 250-300 ranks.
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
The numerical values for damage were derived from Copernicus' Storebought Guide. Copernicus derived the weapon values through an intensive process of comparing storebought weapons with forged weapons having known values of damage, balance, and power. Some information is still missing or incomplete.
|Brawling Gear Damage||Min Value||Max Value|
|quite a bit||?||?|
There are two types of brawling damage.
- If the damage stat does not end in "increase," it replaces the standard stat-based damage and uses the brawling weapon scale.
- If the damage stat ends in "increase," the weapon adds a percentage-based bonus to the standard stat-based damage and uses the same scale as standard weapons. According to GM Kodius, this model is being phased out, because these weapons "don't seem to do much of anything."
Armor & Shield
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.
Note: Though they use the same adjectives and order, a trivially hindering piece of armor does not hinder the same as a trivially hindering shield. The armor has more hindrance.
- 4/15/09 - Minimally hindered is now within the range of Insignificant. Unhindered truly means unhindered by your armor.
|Base Item Hindrance
Armor Protection and Absorption
There are two tiers of armor perception, requiring skill to get more detailed information. Paladins always receive the more specific scale.
The message "Your experience with shields allows a better appraisal of the protection capabilities." means you have received the more detailed appraisal.
Equipment Construction and Condition
- extremely weak and easily damaged
- very delicate and easily damaged
- quite fragile and easily damaged
- rather flimsy and easily damaged
- particularly weak against damage
- somewhat unsound against damage
- appreciably susceptible to damage
- marginally vulnerable to damage
- of average construction
- a bit safeguarded against damage
- rather reinforced against damage
- quite guarded against damage
- highly protected against damage
- very strong against damage
- 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%|
|a few dents and dings||50%||59%|
|several unsightly notches||40%||49%|
|heavily scratched and notched||30%||39%|
|battered and practically destroyed||0%||19%|
- Can start appraising creatures with 10 ranks of Appraisal.
- In order from low threat to high threat
|wipe the floor with|
|tear to shreds|
|you'd kill quickly|
|definitely less skilled|
|slightly less skilled|
|worthy||Perfectly at range ??|
|something in your skill range|
|couldn't hope to hurt|
|master that's well beyond|
|Strength||Min Difference||Max Difference||Agility / Reflex||Min Difference||Max Difference|
|Great deal less||?||-30|
|Quite a bit less||-24||-20|
|A little more||1||5|
|Quite a bit more||16||20|
|Great deal more||30||?|
- slightly battered
- beat up
- very beat up
- extremely beat up
- bad shape
- very bad shape
- extremely bad shape
- death's door
"Minor Wound" with bleeding injury "Major Wound" occurred with badly bleeding injury.
|4-20||very lttle mana|
|30-50||a little mana|
|<108||a moderate amount of mana|
- exceptionally well, but you probably won't be landing many blows.
- very well
- rather well
- somewhat poorly
- quite badly
Climbing and Swimming
Scripts and Settings
- See 'n Say Appraisal (script): Genie script that appraises any weapon, shield, or armor and then echoes the appraisal in IC and OOC ways
- See 'n Say Comparison (script): Genie script that compares any weapon, shield, or armor and then echoes the comparison in an IC way.
- Numerical Appraisal Subs: Genie subs that add a numerical description to the verbal appraisal output for damage, balance/suitability, protection, hindrance, construction, and condition.