Difference between revisions of "Skill Bonuses"

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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) or presumably also grouping. For exmaples see:
 
Skill bonuses from artifacts function identically to skill bonuses from jewelry, but without any particular max on intensity (depends on the artifact) or presumably also grouping. For exmaples see:
 
* [[Mark of Travesty]]
 
* [[Mark of Travesty]]
* [[Bracers of Night]]
+
* [[Midnight Bracers]]
 +
* [[The Dryad Bow]]
 
* [[Arms of Tactical Excellence]]
 
* [[Arms of Tactical Excellence]]
 
* [[Tome of Lost Knowledge]]
 
* [[Tome of Lost Knowledge]]
* [[Dread Pirate's Hat]]
 

Revision as of 00:09, 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.

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 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) or presumably also grouping. For exmaples see: