Difference between revisions of "Skill Bonuses"

(Skill Bonuses from Jewelry: +Imbuing notes)
(Skill Bonuses from Jewelry)
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=Skill Bonuses from Jewelry=
 
=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|Imbuing]] 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 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 Group 1===
 
===Skill Group 1===

Revision as of 00:15, 1 November 2009

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

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

Skill Group 2

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

Skill Group 3

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

Skill Group 4

Provocation, Tactics, Taming, Spirit Speak, Wrestling

Skill Group 5

Fencing, Mace Fighting, Magery, Musicianship, Swordsmanship

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: