Difference between revisions of "Skill Bonuses"

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Skill bonuses on normal, looted jewelry range from 1-15 in intensity, and only exist for certain skills, and in a limited variety of combinations. A piece of jewelry will have at most 5 skills with at most one skill per each of the five following groups. For example, a ring with Animal Lore, Taming, and Magery is possible. But a ring with Provocation, Tactics, and Taming is impossible. Skill bonuses on [[Imbuing|Imbued]] items are also subject to the limitation of 1 skill per group. In fact, this can be used to replace skills from one group with a different skill from the same group e.g. replacing Peacemaking with Healing.
 
Skill bonuses on normal, looted jewelry range from 1-15 in intensity, and only exist for certain skills, and in a limited variety of combinations. A piece of jewelry will have at most 5 skills with at most one skill per each of the five following groups. For example, a ring with Animal Lore, Taming, and Magery is possible. But a ring with Provocation, Tactics, and Taming is impossible. Skill bonuses on [[Imbuing|Imbued]] items are also subject to the limitation of 1 skill per group. In fact, this can be used to replace skills from one group with a different skill from the same group e.g. replacing Peacemaking with Healing.
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===Skill Group 1===
 
===Skill Group 1===
[[Archery]], [[Chivalry]], [[Healing]], [[Ninjitsu]], [[Peacemaking]], [[Resisting Spells]]
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[[Fencing]], [[Mace Fighting]], [[Swordsmanship]], [[Musicianship]], [[Magery]]
  
 
===Skill Group 2===
 
===Skill Group 2===
[[Anatomy]], [[Bushido]], [[Evaluating Intelligence]], [[Necromancy]], [[Stealing]], [[Veterinary]]
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[[Wrestling]], [[Taming]], [[Spirit Speak]], [[Tactics]], [[Provocation]]
  
 
===Skill Group 3===
 
===Skill Group 3===
[[Animal Lore]], [[Discordance]], [[Focus]], [[Meditation]], [[Parrying]], [[Stealth]]
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[[Focus]], [[Parrying]], [[Stealth]], [[Meditation]], [[Animal Lore]], [[Discordance]]
  
 
===Skill Group 4===
 
===Skill Group 4===
[[Provocation]], [[Tactics]], [[Taming]], [[Spirit Speak]], [[Wrestling]]
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[[Mysticism]], [[Bushido]], [[Necromancy]], [[Veterinary]], [[Stealing]], [[Anatomy]], [[Evaluating Intelligence]]
  
 
===Skill Group 5===
 
===Skill Group 5===
[[Fencing]], [[Mace Fighting]], [[Magery]], [[Musicianship]], [[Swordsmanship]]
+
[[Peacemaking]], [[Throwing]], [[Ninjitsu]], [[Chivalry]], [[Archery]], [[Resisting Spells]], [[Healing]]
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==Imbuing==
 
==Imbuing==
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==Skill Bonuses from Artifacts==
 
==Skill Bonuses from Artifacts==
  
Skill bonuses from artifacts function identically to skill bonuses from jewelry, but without any particular max on intensity depends on the artifact and possibly also no limit on grouping. For examples see:
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Skill bonuses from artifacts function identically to skill bonuses from jewelry, but without any particular max on intensity depends on the artifact. For examples see:
  
 
* [[Grammar of Orchish]] : +5 Resisting Spells +7 Anatomy
 
* [[Grammar of Orchish]] : +5 Resisting Spells +7 Anatomy
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* [[Arms of Tactical Excellence]] : +12 Tactics
 
* [[Arms of Tactical Excellence]] : +12 Tactics
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* [[Library Talisman - Birds of Britannia Random Summoner|Birds of Britannia Random Summoner]] : +5 Animal Taming +5 Animal Lore
  
 
* [[Bloodwood Spirit]] : +10 Spirit Speak +5 Necromancy
 
* [[Bloodwood Spirit]] : +10 Spirit Speak +5 Necromancy
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* [[Crystalline Ring]] : +20 Focus and Magery
 
* [[Crystalline Ring]] : +20 Focus and Magery
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* [[Despicable Quiver]] : +5 Archery
  
 
* [[Dread Pirate Hat]] : +10 Random Combat Skill
 
* [[Dread Pirate Hat]] : +10 Random Combat Skill
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* [[Hanzo's Bow]] : +10 Ninjitsu
 
* [[Hanzo's Bow]] : +10 Ninjitsu
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* [[Hephaestus]] : +10 Parrying
  
 
* [[Hunter's Headdress]] : +20 Archery
 
* [[Hunter's Headdress]] : +20 Archery
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* [[Midnight Bracers]] : +20 Necromancy
 
* [[Midnight Bracers]] : +20 Necromancy
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* [[Ossian Grimoire]] : +10 Necromancy
  
 
* [[Resillient Bracer]] : +15 Resisting Spells
 
* [[Resillient Bracer]] : +15 Resisting Spells
  
 
* [[Shadow Dancer Leggings]] : +20 Stealing +20 Stealth
 
* [[Shadow Dancer Leggings]] : +20 Stealing +20 Stealth
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* [[Singing Axe]] : +5 Musicianship
  
 
* [[Song Woven Mantle]] : +10 Musicianship
 
* [[Song Woven Mantle]] : +10 Musicianship
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* [[Stitcher's Mittens]] : +10 Healing
 
* [[Stitcher's Mittens]] : +10 Healing
  
* [[The Dryad Bow]] : +5 -10 Random Archer/Paladin/Ninja Skill
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* [[The Dryad Bow]] : +5 to 10 Random Archer/Paladin/Ninja Skill
  
 
* [[The Life of a Traveling Minstrel]] : +5 Musicianship +5 Provocation
 
* [[The Life of a Traveling Minstrel]] : +5 Musicianship +5 Provocation
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* [[Talking to Wisps Ward Removal]] : +3 Spirit Speak +5 Eval. Int
 
* [[Talking to Wisps Ward Removal]] : +3 Spirit Speak +5 Eval. Int
  
* [[Tome of Lost Knowledge]] : 15 Magery
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* [[Tome of Lost Knowledge]] : +15 Magery
  
 
* [[Treatise on Alchemy]] : +5 Magery
 
* [[Treatise on Alchemy]] : +5 Magery
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* [[Unforgiven Veil]] : +5 Throwing
  
 
* [[Wildfire Bow]] : +10 Archery
 
* [[Wildfire Bow]] : +10 Archery

Latest revision as of 11:27, 3 May 2019

Skill Bonuses are mainly found on Jewelry, but also certain Artifacts. While wearing equipment with a skill bonus, such as 'Taming +15', the wearer's taming skill is increased by the amount stated, e.g. from 95 to 110. Note, that in order for skill bonuses to raise skill over 100 in this way, the wearer must also have the increased skill capacity acquired by use of Power Scrolls.

Skill Bonuses from Jewelry

Skill bonuses on normal, looted jewelry range from 1-15 in intensity, and only exist for certain skills, and in a limited variety of combinations. A piece of jewelry will have at most 5 skills with at most one skill per each of the five following groups. For example, a ring with Animal Lore, Taming, and Magery is possible. But a ring with Provocation, Tactics, and Taming is impossible. Skill bonuses on Imbued items are also subject to the limitation of 1 skill per group. In fact, this can be used to replace skills from one group with a different skill from the same group e.g. replacing Peacemaking with Healing.


Skill Group 1

Fencing, Mace Fighting, Swordsmanship, Musicianship, Magery

Skill Group 2

Wrestling, Taming, Spirit Speak, Tactics, Provocation

Skill Group 3

Focus, Parrying, Stealth, Meditation, Animal Lore, Discordance

Skill Group 4

Mysticism, Bushido, Necromancy, Veterinary, Stealing, Anatomy, Evaluating Intelligence

Skill Group 5

Peacemaking, Throwing, Ninjitsu, Chivalry, Archery, Resisting Spells, Healing


Imbuing

The following resources are required to imbue the highest intensity of Skill Bonus (+15):

Note that you cant put multiple skills from the same skill group on the same item.

Skill Bonuses from Artifacts

Skill bonuses from artifacts function identically to skill bonuses from jewelry, but without any particular max on intensity depends on the artifact. For examples see:

See Also