Difference between revisions of "Skill Bonuses"
(+Info on skill bonuses, jewelry skill groups) |
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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. | + | '''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 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 | + | 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=== | ===Skill Group 1=== | ||
− | Archery, Chivalry, Healing, Ninjitsu, Peacemaking, | + | [[Archery]], [[Chivalry]], [[Healing]], [[Ninjitsu]], [[Peacemaking]], [[Resisting Spells]] |
===Skill Group 2=== | ===Skill Group 2=== | ||
− | Anatomy, Bushido, Evaluating Intelligence, Necromancy, Stealing, Veterinary | + | [[Anatomy]], [[Bushido]], [[Evaluating Intelligence]], [[Necromancy]], [[Stealing]], [[Veterinary]] |
===Skill Group 3=== | ===Skill Group 3=== | ||
− | Animal Lore, Discordance, Focus, Meditation, Parrying, Stealth | + | [[Animal Lore]], [[Discordance]], [[Focus]], [[Meditation]], [[Parrying]], [[Stealth]] |
===Skill Group 4=== | ===Skill Group 4=== | ||
− | Provocation, Tactics, Taming, Spirit Speak, Wrestling | + | [[Provocation]], [[Tactics]], [[Taming]], [[Spirit Speak]], [[Wrestling]] |
− | ===Skill Group 5=== Fencing, | + | ===Skill Group 5=== |
− | + | [[Fencing]], [[Mace Fighting]], [[Magery]], [[Musicianship]], [[Swordsmanship]] | |
− | + | ||
=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) or presumably also grouping. For exmaples see: | ||
+ | * [[Mark of Travesty]] | ||
+ | * [[Bracers of Night]] | ||
+ | * [[Arms of Tactical Excellence]] | ||
+ | * [[Tome of Lost Knowledge]] | ||
+ | * [[Dread Pirate's Hat]] |
Revision as of 23:06, 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.
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 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: