Character creation
Initial Skill Point Distribution
During character creation, the Skills' starting levels are calculated by taking the average of a few related Stats as shown in the second table below, and multiplying it with a predefined number of skill points according to the first table below.
As of 3.18, there are no "bonus" points for putting points into a skill that you have 0% in at character creation (such as agriculture for the Seal-Tribe). However (again, as of 3.18), there does seem to be a (likely unintended) feature where if you put a point into such a skill, then take it out, then put it in again, you can put up to two points into the skill, rather than being limited to just one.
Here are the values as of 3.18 (stable), using ini_skills.txt in the installation folder (many were verified manually, to ensure that ini_skills.txt matches the game behavior, which it does).
Kaumo | Driikki | Kiesse | Reemi | Sarto | Island | Koivu | Kuikka | Owl | Seal | |
LORE & CRAFT SKILLS | ||||||||||
Agriculture | 1 | 3 | 3 | 3 | 4 | 2 | 4 | 1 | 0 | 0 |
Building | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 |
Cookery | 3 | 4 | 3 | 4 | 3 | 3 | 3 | 3 | 3 | 3 |
Herblore | 2 | 1 | 2 | 3 | 1 | 1 | 1 | 3 | 4 | 2 |
Fishing | 3 | 3 | 3 | 2 | 2 | 4 | 2 | 4 | 2 | 4 |
Hideworking | 3 | 1 | 3 | 2 | 2 | 1 | 2 | 3 | 4 | 3 |
Ritual | 3 | 3 | 3 | 4 | 3 | 3 | 3 | 4 | 4 | 5 |
Timbercraft | 2 | 1 | 4 | 3 | 2 | 2 | 2 | 1 | 1 | 1 |
Physician | 2 | 1 | 2 | 2 | 3 | 2 | 1 | 3 | 3 | 3 |
Trapping | 2 | 2 | 2 | 3 | 2 | 1 | 2 | 2 | 1 | 0 |
Tracking | 4 | 0 | 3 | 2 | 2 | 1 | 3 | 3 | 4 | 3 |
Survival | 4 | 1 | 3 | 2 | 1 | 2 | 2 | 3 | 4 | 5 |
Weatherlore | 2 | 1 | 2 | 2 | 3 | 5 | 2 | 3 | 3 | 4 |
Carpentry | 2 | 2 | 2 | 2 | 2 | 4 | 2 | 3 | 2 | 2 |
PHYSICAL SKILLS | ||||||||||
Skiing | 4 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 3 |
Stealth | 4 | 2 | 4 | 4 | 3 | 3 | 3 | 4 | 4 | 4 |
Climbing | 3 | 2 | 3 | 3 | 2 | 3 | 3 | 4 | 4 | 4 |
Swimming | 2 | 2 | 2 | 1 | 2 | 3 | 2 | 1 | 0 | 0 |
COMBAT SKILLS | ||||||||||
Dodge | 5 | 4 | 4 | 4 | 5 | 4 | 4 | 4 | 5 | 4 |
Shield | 2 | 4 | 2 | 3 | 3 | 2 | 3 | 1 | 1 | 1 |
Dagger | 4 | 2 | 3 | 3 | 4 | 3 | 3 | 3 | 3 | 3 |
Sword | 2 | 4 | 2 | 3 | 3 | 1 | 3 | 1 | 1 | 1 |
Club | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 4 |
Axe | 3 | 3 | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 |
Flail | 1 | 2 | 2 | 3 | 3 | 1 | 3 | 0 | 0 | 0 |
Spear | 4 | 3 | 3 | 3 | 3 | 2 | 3 | 3 | 3 | 5 |
Bow | 4 | 2 | 3 | 3 | 3 | 3 | 3 | 4 | 5 | 3 |
Crossbow | 1 | 3 | 1 | 1 | 2 | 1 | 2 | 0 | 0 | 0 |
Unarmed | 4 | 2 | 3 | 3 | 4 | 3 | 3 | 3 | 4 | 3 |
TOTALS | ||||||||||
Lore/Craft | 36 | 27 | 39 | 38 | 34 | 34 | 32 | 38 | 36 | 36 |
Physical | 13 | 9 | 12 | 11 | 10 | 12 | 11 | 12 | 12 | 11 |
Combat | 33 | 32 | 30 | 33 | 36 | 26 | 33 | 24 | 27 | 25 |
Overall | 82 | 68 | 81 | 82 | 80 | 72 | 76 | 74 | 75 | 72 |
Stats/Skills Relationship
Each of the skills has a "base" value determined by averaging the stats listed in the table below. Some skills use the same stat more than once in this average, as indicated. Example: The base value for Hideworking is (Smell/Taste+Touch+Dexterity+Dexterity)/4, rounded down.
This base value is then multiplied by your tribe value (from the table above) to determine the starting value of that skill. Additionally, if you invest a character creation point in a skill, it will increase by an amount equal to the base value (effectively increasing your tribe value by 1).
Here are the relevant stats as of 3.18 (stable), using ini_skills.txt from the game installation folder.