Difference between revisions of "Skill Bonuses"

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'''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.
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'''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 Scroll]]s.
  
=Skill Bonuses from Jewelry=
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==Skill Bonuses from Jewelry==
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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: at most one skill from each of the five following groups:
 
  
 
===Skill Group 1===
 
===Skill Group 1===
Archery, Chivalry, Healing, Ninjitsu, Peacemaking, Resist 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]]
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===Skill Group 5===
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[[Peacemaking]], [[Throwing]], [[Ninjitsu]],  [[Chivalry]], [[Archery]], [[Resisting Spells]], [[Healing]]
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==Imbuing==
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The following resources are required to [[Imbuing|imbue]] the highest intensity of Skill Bonus (+15):
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*5 [[Enchanted Essence]]
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*10 [[Gem|Star Sapphire]]
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*10 [[Crystalline Blackrock]]
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Note that you cant put multiple skills from the same skill group on the same item.
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==Skill Bonuses from Artifacts==
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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:
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* [[Grammar of Orchish]] : +5 Resisting Spells +7 Anatomy
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* [[Aegis of Grace]] : +10 Resisting Spells
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* [[Alchemist's Bauble]] : +10 Magery
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* [[Ancient Farmer's Kasa]] : +5 Animal Lore
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* [[Ancient Samurai Do]] : 10 Parrying
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* [[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
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* [[Bloodwood Spirit]] : +10 Spirit Speak +5 Necromancy
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* [[Bonesmasher]] : +10 Mace Fighting
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* [[Burglar's Bandana]] : +10 Snooping +10 Stealth +10 Stealing
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* [[Cast-Off Zombie Skin]] : +5 Spirit Speak +5 Necromancy
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* [[Captain John's Hat]] : +20 Swordsmanship
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* [[Crystalline Ring]] : +20 Focus and Magery
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* [[Despicable Quiver]] : +5 Archery
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* [[Dread Pirate Hat]] : +10 Random Combat Skill
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* [[Dread's Revenge]] : +20 Fencing
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* [[Embroidered Oak Leaf Cloak]] : +5 Stealth
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* [[Fallen Mystic's Spellbook]] : +10 Mysticism
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* [[Flesh Ripper]] : +10 Anatomy
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* [[Gloves of the Pugilist]] : +10 Wrestling
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* [[Hammer of Hephaestus]] : +10 Blacksmithy
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* [[Hanzo's Bow]] : +10 Ninjitsu
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* [[Hephaestus]] : +10 Parrying
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* [[Hunter's Headdress]] : +20 Archery
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* [[Jacob's Pickaxe]] : +10 Mining
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* [[Mark of the Travesty]] : 2 x +10 Random Combat Skill
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* [[Melisande's Corroded Hatchet]] : +5 Lumberjacking
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* [[Midnight Bracers]] : +20 Necromancy
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* [[Ossian Grimoire]] : +10 Necromancy
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* [[Resillient Bracer]] : +15 Resisting Spells
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* [[Shadow Dancer Leggings]] : +20 Stealing +20 Stealth
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* [[Singing Axe]] : +5 Musicianship
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* [[Song Woven Mantle]] : +10 Musicianship
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* [[Spell Woven Britches]] : +10 Meditation
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* [[Stitcher's Mittens]] : +10 Healing
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* [[The Dryad Bow]] : +5 to 10 Random Archer/Paladin/Ninja Skill
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* [[The Life of a Traveling Minstrel]] : +5 Musicianship +5 Provocation
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* [[Talon Bite]] : +10 Tactics
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* [[Talking to Wisps Ward Removal]] : +3 Spirit Speak +5 Eval. Int
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* [[Tome of Lost Knowledge]] : +15 Magery
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* [[Treatise on Alchemy]] : +5 Magery
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* [[Unforgiven Veil]] : +5 Throwing
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* [[Wildfire Bow]] : +10 Archery
  
===Skill Group 5=== Fencing, Macing, Magery, Musicianship, Swords
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==See Also==
  
For examp, a ring with Animal Lore, Taming, and Magery is possible. But a ring with Provocation, Tactics, and Taming is impossible.
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* [[Skill Cap]]
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* [[Skills]]
  
=Skill Bonuses from Artifacts=
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{{Item Properties}}

Latest revision as of 10:27, 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