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A (Brief) Guide to Skill Bonuses!

Moosebish

Wanderer
A (Brief) Guide to Skill Bonuses!

This was asked for and I figured I wold share some of my UO knowledge to those in need!

Disclaimer: This guide assumes you know what the skill does and a bit of basic knowledge such as how high you need to be to mine different types of ore or when you can sew different leathers. I don't consider those special bonuses since that is what the skill is for.

So here are all the skills in alphabetical and any bonuses they may, or may not, have:



Alchemy
-At GM level you can learn how to make glassblowing decorations by reading the glassblowing guide bought from vendors.
-For every 10.0 points of skill you gain 1 extra damage from explosion pots in PvP and PvM.

Anatomy
-At GM level you gain 30% damage to melee and archery attacks
-With 60 Anatomy and 60 Healing you can cure poison
-With 80 Anatomy and 80 Healing you can ressurrect fallen players
-At 80 Anatomy and 80 Wrestling you can paralyze your opponent if you are ready

Animal Lore
-With 40 Animal Lore and 40 Veterinary you can cure pets with band aids
-With 80 Animal Lore and 80 Veterinary you can ressurrect bonded fallen pets with band aids
-At GM level you get an extra stable slot to stable pets

Archery
-No special bonus for any skill levels

Arms Lore
-At 80 Arms Lore and 80 Wrestling you have a chance to disarm your opponent in combat if you are prepared to.

Animal Taming
-At GM level you get an extra stable slot to stable pets

Begging
-No special bonus for any skill levels

Blacksmithy
-At 65 Blacksmithy you can receive large bulk order deeds from smiths

Bowcraft/Fletching

-At GM level, you can turn Juka Bows into Slayer Bows.

Carpentry
-At GM level you can read the book on masonry to create stone crafted decorations.

Cooking
-At 80 skill you can make savage kin paint out of tribal berries

Detect Hidden
-At 50 Detect Hidden and 50 Lockpicking you can attempt to Remove Traps

Discordance
-The higher your combined barding skills are the more damage fire horns will do
-Without this skill some monsters are impossible to provoke

Evaluating Intelligence
- (Evaluation Intelligence/2) + (Anatomy/2) = Wrestling, so you don't have to have wrestling in a tank mage template, but it wont allow you to use stun punch or disarm punch

Fencing
-No special bonus at any skill levels

Fishing
-At 65 you can fish up sunken treasure if someone gives you a MiB, otherwise you must wait til GM to fish the MiBs up yourself

Forensic Evaluation
-At GM you can detect theives to kill

Healing
-With 60 Healing and 60 Anatomy you can cure poison with band aids
-With 80 Healing and 80 Anatomy you can ressurrect fallen players with band aids

Hiding
-At 80 Hiding you can attempt to stealth

Inscription
-Inscription will cause some mage spells to become much more effective: Protection will allow you not to be disrupted while casting and Spell Reflect will last longer.

Item ID
-No special bonus at any skill level

Lockpicking
-Only lockpicking can open up Level 3 and higher tresure chests
-At 50 Lockpicking and 50 Detect Hidden you can attempt to Remove Traps

Lumberjacking
-At GM level you gain a 30% damage bonus when fighting with an AXE (not a polearm) that uses SWORDSMANSHIP (not macefighting!)


Macefighting
-No special bonus at any skill level

Magery
-At 72 skill you can enter the city of Wind

Mining

-At GM level you can mine stone and sand by reading the proper guide that are sold on vendors

Musicianship
-The higher your combined barding skills are the more damage fire horns will do

Parrying
-Not only does your chance to block go up, but the AR of all sheilds increases

Peacemaking
-The higher your combined barding skills are the more damage fire horns will do

Poisoning

-High levels in poisoning allow you to cast higher levels of poison on foes

Provocation
-The higher your combined barding skills are the more damage fire horns will do

Resisting Spells
-No special bonuses for any skill level

Removing Trap
-No special bonuses for any skill level

Snooping
-At GM level you will never be noticed

Stealing
-After 40 hours in game and 60 skill you can steal from people by joining the theives guild
-After joining the theives guild you can use disguise kits

Stealth
-No special bonuses for any skill level

Swordsmanship
-No special bonuses for any skill level

Tactics
-Higher Tactics will help you land a bola more often

Tailoring
-At 65 skill you can recieve large bulk order deeds from tailors

Tinkering
-With the right parts you can build golems to command, higer skill = stronger golem

Tracking

-No special bonuses for any skill level

Veterinary
-At 40 Veterinary and 40 Animal Lore you can cure pets with band aids
-At 80 Veterinary and 80 Animal Lore you can resurrect fallen bonded pets

Wrestling
-At 80 Wrestling and 80 Anatomy you can stun your opponent if you are ready
-At 80 Wrestling and 80 Arms lore you can disarm your opponent if you are ready

I hope this post makes it to the guides area and that it provides many players with the information they need, good luck and goodnight!
 

ToRnhatesyou

Wanderer
Re: A (Brief) Guide to Skill Bonuses!

80 Macefighting Plus 80 Anatomy and 2 handed Mace weapons = Crushing Blows
80 swordmanship plus 80 anatomy and 2 handed Swords weapons = concusion Blow
80 fencing plus 80 anatomy and 2 handed fencing weapons = paralyzing blows

Good guide tho
 
Re: A (Brief) Guide to Skill Bonuses!

ToRnhatesyou;1126538 said:
80 Macefighting Plus 80 Anatomy and 2 handed Mace weapons = Crushing Blows
80 swordmanship plus 80 anatomy and 2 handed Swords weapons = concusion Blow
80 fencing plus 80 anatomy and 2 handed fencing weapons = paralyzing blows

Good guide tho

actually quie the opposite just anatomy, thats why a good heal mage will take a halberd with him to a tournament == conc blow
 

LKP

Forum Member of the year 09'
Re: A (Brief) Guide to Skill Bonuses!

(Anatomy+Evalint)/2=defensive wrestling. It gives you that chance to evade a blow, but still essentially no chance to land one.
 

Moosebish

Wanderer
Re: A (Brief) Guide to Skill Bonuses!

moodie;1999283 said:
no info about meditation?


Meditation doesn't have any bonus abilities. It's only purpose is to help mana regen. It effects no other skills.
 

moodie

Sorceror
Re: A (Brief) Guide to Skill Bonuses!

oh okay, just thought it 'cause I read that at GM, overall meditation tic increases by 10% in addition to the normal general tic. but I could got it know, tx)
 

Fresh E

Wanderer
Re: A (Brief) Guide to Skill Bonuses!

SinisterLightning;1851661 said:
actually quie the opposite just anatomy, thats why a good heal mage will take a halberd with him to a tournament == conc blow

80 anat works for all weapon types special hits or sjust swords? please clarify thanks!
 
A

arms lore

Guest
Arms Lore does not help with blacksmithing. The only thing people really use it for is in conjunction with wrestling to disarm people.

The only odd combination of skills that work with crafting that I can think of are Musicianship and Carpentry to make musical instruments.
 

dinhoscs

Sorceror
i would like to understand better the system with the sword/axe

like halberd won't get more damage with lumberjack? and wich one is polearm?
 

kdivers

Knight
Bardich and Halberd are both considered polearms, so you won't get any bonus from lumberjacking.

I'd suggest using double axe or executioners axe
 

Qam

Sorceror
Re: A (Brief) Guide to Skill Bonuses!

(Anatomy+Evalint)/2=defensive wrestling. It gives you that chance to evade a blow, but still essentially no chance to land one.

is that the same chance to evade being hit as just a wrestling?
 
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