Skill Synergies: Difference between revisions
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* '''[[Anatomy]]:''' | * '''[[Anatomy]]:''' | ||
** '''Weapon Damage/Weapon Finisher Chance:''' [[Archery]], [[Fencing]], [[Mace Fighting]], [[Swordsmanship]], | ** '''Weapon Damage/Weapon Finisher Chance:''' [[Archery]], [[Fencing]], [[Mace Fighting]], [[Swordsmanship]], | ||
** '''Increased Healing/Resurrection/Curing:''' [[Healing]] | ** '''Increased Healing/Resurrection/Curing:''' [[Healing]] | ||
Latest revision as of 15:41, 23 January 2024
Summary
- The following skills have synergies in the ways listed.
Combat
- Anatomy:
- Weapon Damage/Weapon Finisher Chance: Archery, Fencing, Mace Fighting, Swordsmanship,
- Increased Healing/Resurrection/Curing: Healing
- Fencing:
- Increased Damage: Anatomy, Camping, Blacksmithy, Forensic Evaluation, Tactics, Tracking, Chivalry
- Increased Weapon Special Chance: Arms Lore
- Increased Codex Finisher Chance: Anatomy
- Inflict Poison: Poisoning
- Mace Fighting:
- Increased Damage: Anatomy, Camping, Carpentry, Blacksmithy, Forensic Evaluation, Tactics, Tracking, Chivalry
- Increased Weapon Special Chance: Arms Lore
- Increased Codex Finisher Chance: Anatomy
- Parrying:
- Block physical and magical attacks: Resisting Spells
- Increased Shield Armor: Blacksmithy, Carpentry
- Swordsmanship:
- Increased Damage: Anatomy, Camping, Blacksmithy, Forensic Evaluation, Tactics, Tracking, Chivalry
- Increased Weapon Special Chance: Arms Lore
- Increased Codex Finisher Chance: Anatomy
- Inflict Poison: Poisoning
- Chivalry: 10 melee/dexxer focused "spells", including weapon damage, healing etc
- Provides weapon buffs: Archery, Mace Fighting, Swordsmanship, Wrestling, Fencing
- Capped by: Tactics
- Tactics:
- Increases damage of: Archery, Fencing, Mace Fighting, Swordsmanship,
Trade Skills
- Alchemy: Increases Potion effectiveness and duration
- Stick explosion potions to other players: Magery
- Blacksmithy:
- Increased damage dealt with metal weapons: Fencing, Mace Fighting, Swordsmanship
- Increases the armor rating of metal armor/shields: Parrying
- Carpentry:
- Increased damage dealt with wooden weapons: Archery, Mace Fighting
- Increases the bonuses of instruments: Discordance, Musicianship, Peacemaking, Provocation
- Increases the armor rating of wooden shields: Parrying
- Cooking: Cook food with buffs for PvM use
- Increases food bonuses: Taste Identification
- Lumberjacking:
- Carry more harvested logs/boards: Camping
- Increase damage dealt with axes: Swordsmanship
- Inscription:
- Use spell scrolls instead of reagents and increased spell damage, buffed magic reflect, longer bless/protection: Magery
- Increase damage dealt by martial manuals: Wrestling
- Mining:
- Carry more harvested ore/ingots: Camping
- Increase damage dealt with macing weapons: Mace Fighting
- Tailoring: Make clothes and armor. Reflect PvM damage while wearing tailored armor
- Tinkering:
- Craft various items (with multi-skill requirements): Carpentry, Item Identification
- Increases Trap Damage: Detecting Hidden
Magic
- Evaluating Intelligence:
- Increases Spell Damage: Magery
- Resisting Spells:
- Reduces spell damage taken: Parrying
- Chance to avoid spell interruption: Magery
- Increases damage: Magery, Swordsmanship, Wrestling, Fencing, Mace Fighting, Archery
- Spirit Speaking:
- Increases damage, stats and duration of summons: Magery, Necromancy
- Increases Spell Charged Chance: Magery
- Increased summon damage: Herding, Veterinary
Wilderness
- Animal Lore:
- Increased Healing/Resurrection/Curing: Veterinary
- Required to tame creatures: Animal Taming
- Animal Taming:
- Required to tame creatures: Animal Lore
- Increased pet damage: Veterinary, Herding
- Increased pet healing: Veterinary, Animal Lore
- Pet damage resistance: Herding
- Herding:
- Increased follower damage/damage resistance: Animal Taming/Animal Lore, Magery/Spirit Speaking, Magery/Necromancy
- Tracking:
- Increases damage: Archery, Fencing, Mace Fighting, Swordsmanship, Wrestling, Magery
- Increases effective barding: Musicianship, Discordance, Provocation, Peacemaking
- Veterinary:
- Increased Healing/Resurrection/Curing: Animal Lore, Animal Taming
Thieving
- Detecting Hidden: Used to reveal hidden players or creatures
- Track hidden players/creatures: Tracking
- Increases trap damage: Tinkering
- Open Locked/Trapped chests:' Lockpicking
- Lockpicking:
- Open Locked/Trapped chests: Detecting Hidden
- Poisoning:
- Inflicted with: Magery, Fencing, Swordsmanship
- Increased poison damage/reduced cure chance: Taste Identification
- Stealth:
- Hide to begin stealthing: Hiding
- Increases backstab damage: Archery, Fencing, Mace Fighting, Swordsmanship, Wrestling
Bard
- Discordance:
- Increases effective barding: Forensic Evaluation, Musicianship, Tracking, Carpentry
- Effective skill capped by: Musicianship
- Musicianship:
- Increases effective barding: Forensic Evaluation, Tracking, Carpentry
- Caps the effective skill of: Discordance, Peacemaking, Provocation
- Peacemaking:
- Increases effective barding: Forensic Evaluation, Musicianship, Tracking, Carpentry
- Effective skill capped by: Musicianship
- Provocation:
- Increases effective barding: Forensic Evaluation, Musicianship, Tracking, Carpentry
- Effective skill capped by: Musicianship
Miscellaneous
- Arms Lore:
- Increases weapon special chance: Archery, Fencing, Mace Fighting, Swordsmanship, Wrestling
- Begging: Beg from NPCs for gold and to recruit them as crewmembers
- Bowcraft/Fletching: Merged with Carpentry
- Remove Trap: Merged with Detecting Hidden
- Camping:
- Increases damage: Archery, Fencing, Mace Fighting, Magery, Swordsmanship, Wrestling.
- Carry capacityMining, Lumberjacking, Fishing, Forensic Evaluation
- Cartography: Decode treasure and resource maps
- Forensic Evaluation:
- Increases damage: Archery, Camping, Fencing, Mace Fighting, Swordsmanship, Wrestling
- Increased effective barding: [Discordance]], Peacemaking, Provocation
- Item Identification: Use on an item to identify it