Difference between revisions of "Skill Bonuses"
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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 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). |
===Skill Group 1=== | ===Skill Group 1=== |
Revision as of 23:15, 31 October 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.
Contents
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 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).
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: