Difference between revisions of "Sacred:Skills"

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Skills improve the hero's characteristics in many different ways. Each character class has different skills.
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Every hero starts adventuring with 2 requisite skills. On reaching the next experience level, the player can distribute additional skill points in order to improve these existing skills. The number of skill points gained depends on the level of the hero.
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As a hero develops they will be able to learn up to 6 additional skills; a new skill is available at each of the following level intervals: 3, 6, 12, 20, 30 and 50. These abilities are very powerful and they should be chosen carefully depending on the character class and the preferred style of playing.
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List of skills (incl. Sacred Underworld)
 
  
==Axe Lore==
+
==The Skills==
 +
Skills improve the hero's characteristics in many different ways. These abilities are very powerful and they should be chosen carefully depending on the character class and the preferred style of playing. There are a total of 32 skills and each character class gains access to 15 of them, of which 8 can be acquired as the character progresses. Every character starts with two default skills. On reaching subsequent experience levels, the player can distribute additional skill points in order to improve already acquired skills. The number of skill points gained in one level up depends on the level of the hero. As a hero develops they will be able to learn up to 6 additional skills; a new skill is available at each of the following levels: 3, 6, 12, 20, 30 and 50. By editing the Configuration File (Settings.cfg) entry for ''Default Skills'' from 1 to 0, new characters will be able to chose the two starting skills at level one.
  
Increases the speed and effectiveness of attacks with axes
+
Due to the number of options, for each character class, there are 1716 possible unique skill combinations with Default Skills enabled, and 6435 with Default Skills disabled. This does not include non-unique permutations, i.e. ignoring which skill is chosen at which level, only inspecting the unordered terminal skill sets. Of course, many of these combinations are strategically unwise.
  
== Ballistics ==
 
 
Increases the damage dealt by traps, and improves the regeneration rate and attack speed
 
  
==Disarm==
+
{{:Skills Availability}}
 
Increases the chance to disarm opponents in combat
 
  
==Earth Magic==
 
 
Improves the regeneration rate and the casting time of earth magic
 
  
==Trap Lore==
+
==Damage enhancing skills==
+
These skills will increase weapon or spell damage by adding a certain percentage. Due to the incrementing returns of additional damage in the same instance, it is strongly advised to pick one of these, depending on your main damage source, while both should only be considered with caution (as it's generally more rewarding to focus on one source of damage, unless to specifically exploit enemy weaknesses).
Improves the regeneration rate of all trap-laying abilities
 
  
==Unarmed Combat==
 
 
Increases the speed and effectiveness of hand to hand attacks in close combat (with bare hands or combat gauntlets)
 
  
==Ranged Combat==
+
=== [[Sacred:Weapon_Lore|Weapon Lore]] ===
 
Improves abilities for ranged combat
 
  
==Fire Magic==
+
{{:Sacred:Weapon_Lore|Weapon Lore}}
+
----
Improves the regeneration rate and the casting time of fire magic
 
  
''Available for : [[Battlemage]]''
 
  
==Trading==
+
=== [[Sacred:Magic Lore|Magic Lore]] ===
 
Traders will offer their goods cheaper and are more likely to offer special items
 
  
''Available for : All classes except [[Daemon]]''
+
{{:Sacred:Magic_Lore|Magic Lore}}
 +
----
  
==Celestial Magic==
 
 
Improves the regeneration rate and the casting time of the Seraphim´s celestial magic
 
  
''Available for : [[Seraphim]]''
 
  
==Dwarven Lore==
 
 
TBC
 
  
''Available for : Dwarf''
+
==Survivability enhancing skills==
 +
Mainly defensive, these skills increase defense rating (decrease chance to be hit), resistance values (decrease suffered damage if hit), and boost maximum health and health regeneration. Since these three subcategories of effects are independent, the benefits of skills in different subcategories scale multiplicatively with each other. Only Agility and Parry will yield diminished returns due to their additive stacking, though it may be advantageous to pick both in spite of this due to the more severely diminishing returns of higher skill point investments in the same skill. Whether this is worth a skill slot has to be gauged in the individual case.
  
==Blade Combat==
 
 
Increases the speed and effectiveness of attacks with Dark Elven blade weapons
 
  
''Available for : [[Dark Elf]]''
+
=== [[Sacred:Agility|Agility]] ===
  
==Constitution==
+
{{:Sacred:Agility|Agility}}
+
----
Increases life energy and improves its regeneration rate
 
  
==Concentration==
 
 
Improves the regeneration rate of all combat arts
 
  
==Air Magic==
 
 
Improves the regeneration rate and the casting time of air magic
 
  
==Magic Lore==
+
=== [[Sacred:Armor|Armor]] ===
 
Increases the damage dealt by all types of magic
 
  
==Meditation==
+
{{:Sacred:Armor|Armor}}
+
----
Improves the regeneration rate for all spells
 
  
==Moon Magic==
 
 
Improves the regeneration rate and the casting time of the Wood Elf´s moon magic
 
  
==Parrying==
 
 
Attacks can be parried (deflected) with weapons and shields
 
  
==Horse Riding==
+
=== [[Sacred:Constitution|Constitution]] ===
 
Enables the riding of superior horses
 
  
==Armor==
+
{{:Sacred:Constitution|Constitution}}
+
----
Increases armor class and decreases encumbrance caused by armor
 
  
==Forging==
 
 
TBC
 
  
==Polearms==
 
 
Increases the speed and effectiveness of attacks with polearms
 
  
==Sword Lore==
+
=== [[Sacred:Parrying|Parrying]] ===
 
Increases the speed and effectiveness of attacks with swords
 
  
==Vampirism==
+
{{:Sacred:Parrying|Parrying}}
 
Improves the regeneration rate for vampire skills. The vampire suffers less damage during the day
 
  
==Weapon Lore==
+
----
 
Opponents suffer more damage from close and ranged combat attacks
 
  
==Weapon Technology==
 
 
TBC
 
  
==Water Magic==
 
 
Improves the regeneration rate and the casting time of water magic
 
  
==Agility==
 
 
Increases defense and attack values during combat
 
  
==Dwarven Lore==
+
==Weapon focus skills==
+
Choosing a weapon skill will allow the character to reach the maximum attack speed of 220. While the game lists the attack speed bonus as a percentage the values are actually just added to the character's attack speed. The skills also improve the attack rating increasing the chance to hit. Some weapons require skill points in their weapon type in order to be used. Since one can't benefit from multiple weapon focus skills at the same time or on the same weapon, these skills are generally considered practically mutually exclusive. The only reason why one might pick more than one of those is to allow for opportunistic equipment choices, especially different sets.
TBC
 
  
==Dual Wield==
 
 
Enables the wielding of two weapons during combat, increases attack value and speed
 
  
 +
=== [[Sacred:Axe_Lore|Axe Lore]] ===
  
Skills by character
+
{{:Sacred:Axe_Lore|Axe Lore}}
 +
----
  
  Daemon Dwarf
+
 
Beginning Magic Lore Weapon Lore
+
 
Weapon Lore Constitution
+
=== [[Sacred:Blade_Combat|Blade Combat]] ===
Level 3 Meditation Weapon Technology
+
 
Dwarven Lore Dwarven Lore
+
{{:Sacred:Blade_Combat|Blade Combat}}
Sword Lore Axe Lore
+
----
Axe Lore Trading
+
 
Dual Wield Armor
+
 
Polearms Ranged Combat
+
 
Concentration Concentration
+
=== [[Sacred:Long-handled_Weapons|Long-handled Weapons]] ===
Constitution Parrying
+
 
Level 6 Agility Unarmed Combat
+
{{:Sacred:Long-handled_Weapons|Long-handled Weapons}}
Level 12 Horse Riding Sword Lore
+
----
Level 20 Armor Forging
+
 
Level 30 Parrying Disarm
+
 
Level 50 Disarm Agility
+
 
 +
=== [[Sacred:Ranged_Combat|Ranged Combat]] ===
 +
 
 +
{{:Sacred:Ranged_Combat|Ranged Combat}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Sword_Lore|Sword Lore]] ===
 +
 
 +
{{:Sacred:Sword_Lore|Sword Lore}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Dual_Wielding|Dual Wielding]] ===
 +
 
 +
{{:Sacred:Dual_Wielding|Dual Wielding}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Unarmed_Combat|Unarmed Combat]] ===
 +
 
 +
{{:Sacred:Unarmed_Combat|Unarmed Combat}}
 +
----
 +
 
 +
 
 +
 
 +
 
 +
==Combat Arts regeneration skills==
 +
These skills provide a great improvement in Combat Arts regeneration rate.
 +
 
 +
 
 +
=== [[Sacred:Concentration|Concentration]] ===
 +
 
 +
{{:Sacred:Concentration|Concentration}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Meditation|Meditation]] ===
 +
 
 +
{{:Sacred:Meditation|Meditation}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Dwarven_Lore|Dwarven Lore]] ===
 +
 
 +
{{:Sacred:Dwarven_Lore|Dwarven Lore}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Trap_Lore|Trap Lore]] ===
 +
 
 +
{{:Sacred:Trap_Lore|Trap Lore}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Vampirism|Vampirism]] ===
 +
 
 +
{{:Sacred:Vampirism|Vampirism}}
 +
----
 +
 
 +
 
 +
 
 +
 
 +
=="Spell" enhancing skills==
 +
While they provide a decent regeneration bonus the main reason to take one of these skills is the reduction in casting animation time. 51 points will shorten animations by 50%.
 +
 
 +
 
 +
=== [[Sacred:Air_Magic|Air Magic]] ===
 +
 
 +
{{:Sacred:Air_Magic|Air Magic}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Earth_Magic|Earth Magic]] ===
 +
 
 +
{{:Sacred:Earth_Magic|Earth Magic}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Fire_Magic|Fire Magic]] ===
 +
 
 +
{{:Sacred:Fire_Magic|Fire Magic}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Water_Magic|Water Magic]] ===
 +
 
 +
{{:Sacred:Water_Magic|Water Magic}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Heavenly_Magic|Heavenly Magic]] ===
 +
 
 +
{{:Sacred:Heavenly_Magic|Heavenly Magic}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Hell_Power|Hell Power]] ===
 +
 
 +
{{:Sacred:Hell_Power|Hell Power}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Moon_Magic|Moon Magic]] ===
 +
 
 +
{{:Sacred:Moon_Magic|Moon Magic}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Ballistics|Ballistics]] ===
 +
 
 +
{{:Sacred:Ballistics|Ballistics}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Bloodlust|Bloodlust]] ===
 +
 
 +
{{:Sacred:Bloodlust|Bloodlust}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Weapon_Technology|Weapon Technology]] ===
 +
 
 +
{{:Sacred:Weapon_Technology|Weapon Technology}}
 +
----
 +
 
 +
 
 +
 
 +
 
 +
==Utility skills==
 +
These skills have various effects providing mostly indirect, utile benefits instead of straight up combat amplification.
 +
 
 +
 
 +
=== [[Sacred:Riding|Riding]] ===
 +
 
 +
{{:Sacred:Riding|Riding}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Disarming|Disarming]] ===
 +
 
 +
{{:Sacred:Disarming|Disarming}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Forge_Lore|Forge Lore]] ===
 +
 
 +
{{:Sacred:Forge Lore|Forge Lore}}
 +
----
 +
 
 +
 
 +
 
 +
=== [[Sacred:Trading|Trading]] ===
 +
 
 +
{{:Sacred:Trading|Trading}}
 +
----
 +
 
 +
 
 +
 
 +
 
 +
==External links==
 +
[http://forum.sacred2.com/showthread.php?t=42995 Combat Arts and Spell Regeneration Fomulae]
 +
 
 +
[[Category:Skills]]

Latest revision as of 14:49, 24 June 2020


The Skills

Skills improve the hero's characteristics in many different ways. These abilities are very powerful and they should be chosen carefully depending on the character class and the preferred style of playing. There are a total of 32 skills and each character class gains access to 15 of them, of which 8 can be acquired as the character progresses. Every character starts with two default skills. On reaching subsequent experience levels, the player can distribute additional skill points in order to improve already acquired skills. The number of skill points gained in one level up depends on the level of the hero. As a hero develops they will be able to learn up to 6 additional skills; a new skill is available at each of the following levels: 3, 6, 12, 20, 30 and 50. By editing the Configuration File (Settings.cfg) entry for Default Skills from 1 to 0, new characters will be able to chose the two starting skills at level one.

Due to the number of options, for each character class, there are 1716 possible unique skill combinations with Default Skills enabled, and 6435 with Default Skills disabled. This does not include non-unique permutations, i.e. ignoring which skill is chosen at which level, only inspecting the unordered terminal skill sets. Of course, many of these combinations are strategically unwise.


Skill Availability Table by Character

Level 1 Magic Lore Weapon Lore Weapon Lore Weapon Lore Weapon Lore Magic Lore Weapon Lore Agility
Meditation Magic Lore Concentration Constitution Concentration Weapon Lore Vampirism Weapon Lore
Fire Magic Meditation Trap Lore Weapon Technology Axe Lore Meditation Constitution Magic Lore
Earth Magic Dual Wielding Ballistics Dwarven Lore Dual Wielding Concentration Bloodlust Meditation
Water Magic Axe Lore Blade Combat Axe Lore Unarmed Combat Heavenly Magic Concentration Moon Magic
Air Magic Hell Power Dual Wielding Trading Ranged Combat Long-handled Weapons Sword Lore Ranged Combat
Weapon Lore Sword Lore Constitution Armor Sword Lore Sword Lore Axe Lore Concentration
Sword Lore Constitution Agility Ranged Combat Constitution Constitution Armor Constitution
Level 3 Long-handled Weapons Concentration Disarming Concentration Armor Parrying Parrying Riding
Riding Long-handled Weapons Riding Parrying Agility Riding Disarming Long-handled Weapons
Level 6 Agility Agility Unarmed Combat Unarmed Combat Riding Dual Wielding Riding Trading
Level 12 Trading Riding Armor Sword Lore Disarming Armor Agility Sword Lore
Level 20 Constitution Armor Sword Lore Forge Lore Long-handled Weapons Ranged Combat Long-handled Weapons Armor
Level 30 Disarming Parrying Parrying Disarming Parrying Agility Trading Disarming
Level 50 Parrying Disarming Trading Agility Trading Trading Ranged Combat Parrying


Damage enhancing skills

These skills will increase weapon or spell damage by adding a certain percentage. Due to the incrementing returns of additional damage in the same instance, it is strongly advised to pick one of these, depending on your main damage source, while both should only be considered with caution (as it's generally more rewarding to focus on one source of damage, unless to specifically exploit enemy weaknesses).


Weapon Lore

Weapon Lore is a skill that is available to all classes, although it is most useful for melee characters.

Each skill point allocated to Weapon Lore increases the following stats:

Skill level 1 5 10 15 20 30 51 75 100 150 200
Value of x: 12 39 69 94 115 150 200 236 261


The Weapon Lore skill will stack with item bonuses (e.g. a sword with +31% Physical Damage and level 10 Weapon Lore will result in 31+69 = 100% total Weapon Bonus to the weapon base physical damage).



Magic Lore

Magic Lore is a skill available to character classes that are able to perform spells.

The skill increases the damage dealt by all types of magic spells by a percentage (physical, magical, fire, poison).


Skill level 1 5 10 15 20 30 51 75 100 150 200
Spell Damage +%: 11 39 69 94 115 150 199 236 261


Available for: Battle Mage, Daemon, Seraphim, Wood Elf




Survivability enhancing skills

Mainly defensive, these skills increase defense rating (decrease chance to be hit), resistance values (decrease suffered damage if hit), and boost maximum health and health regeneration. Since these three subcategories of effects are independent, the benefits of skills in different subcategories scale multiplicatively with each other. Only Agility and Parry will yield diminished returns due to their additive stacking, though it may be advantageous to pick both in spite of this due to the more severely diminishing returns of higher skill point investments in the same skill. Whether this is worth a skill slot has to be gauged in the individual case.


Agility

Agility improves both Defense (lower chance to get hit) and Attack Rating (higher chance to hit) values, making combat much easier.

The skill is best suited for characters that do not use a shield (since it provides almost the same defense bonus as Parrying). Of course, the skill stacks with item bonuses and the Parrying skill.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 7 24 43 58 71 93 125 147 163
Defense +%: 13 44 77 105 129 168 225 266 294


Available for: All classes



Armor

Increased levels of Armor provide greater resistance by enabling more effective use of equipment, and also permit increased movement speed by reducing the encumbrances imposed.

Armor reduces the damage taken when hit by increasing each resistance (physical, magical, fire, poison). Additionally, some equipment carries a minimum armor level to be equipped.

Wearing armor with specific resistances and damages can imbue the wearer with an armor glow which confers additional protection in the form of a resistance bonus. (15% per element)

Movement speed penalties from armor a with higher level than the character level are reduced.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Physical Resistance +%: 12 47 84 116 143 186 250 296 328
Elemental Resistance +%: 12 39 69 94 115 150 200 236 261
Movement Speed +%: 1 2 3 4 5 7 10 11 12


Available for: Daemon, Dark Elf, Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf



Constitution

Increases maximum health and improves its regeneration rate. This skill can make a character twice as durable with little investment. Constitution will not improve combat arts regeneration time.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Health +%: 4 22 42 59 73 96 130 154 171
Physical Regeneration +%: 6 27 49 69 85 111 150 177 197


Available for: All classes



Parrying

Greatly increases a character's defense rating making him harder to hit. Attacks can be parried (deflected) with weapons and shields.

The skill stacks with Agility and bonuses from items.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Defense without shield +%: 15 49 86 117 144 187 250 295 327
Defense with shield +%: 26 76 131 178 217 281 375 442 490


Available for: All classes




Weapon focus skills

Choosing a weapon skill will allow the character to reach the maximum attack speed of 220. While the game lists the attack speed bonus as a percentage the values are actually just added to the character's attack speed. The skills also improve the attack rating increasing the chance to hit. Some weapons require skill points in their weapon type in order to be used. Since one can't benefit from multiple weapon focus skills at the same time or on the same weapon, these skills are generally considered practically mutually exclusive. The only reason why one might pick more than one of those is to allow for opportunistic equipment choices, especially different sets.


Axe Lore

Axe Lore increases the chance to hit and attack speed of attacks made with axes. Additionally, certain axes carry a minimum Axe Lore requirement in order to be wielded. This skill may be chosen beginning with the skill selection at level 3.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dwarf, Daemon, Gladiator, Vampiress



Blade Combat

Increases the attack speed and chance to hit of attacks executed with Dark Elven blade weapons.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dark Elf



Long-handled Weapons

Long-handled Weapons is both a skill and a classification of weapon type.

The skill enables a character to better utilize weapons of this type by increasing the chance to hit and attack speed.

The weapon types that are considered long-handled are:

  • Polearms
  • Spears
  • Staves, or Staffs (most, but not all - some staves are short and/or one-handed)

The depiction of a weapon will indicate if the skill Long-handled Weapons will benefit its use.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage, Daemon, Gladiator, Seraphim, Vampiress, Wood Elf



Ranged Combat

Ranged Combat allow faster and more effective attacks with bows, crossbows & firearms (Dwarf only). Additionally, some weapons carry a minimum skill requirement, and as such cannot be used without Ranged Combat.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf



Sword Lore

Sword Lore increases the chance to hit and attack speed of attacks made with swords. Additionally, certain swords carry a minimum skill requirement in order to be wielded. Swords can be both one-handed and two-handed.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: All classes



Dual Wielding

Enables the wielding of two one-handed weapons during combat, also increases attack speed and chance to hit.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 12 39 69 94 115 150 200 236 261
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Daemon, Dark Elf, Gladiator, Seraphim



Unarmed Combat

Increases the attack speed and chance to hit of hand to hand attacks (with bare hands or combat gauntlets).


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 12 39 69 94 115 150 200 236 261
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dark Elf, Dwarf, Gladiator




Combat Arts regeneration skills

These skills provide a great improvement in Combat Arts regeneration rate.


Concentration

Improves the regeneration rate of all combat arts.

To maximize Combat Art regeneration spread points as evenly as possible between Physical Regeneration (attribute), Concentration (skill) and Regeneration Special Move (from items) as these three modifiers multiply.


Affected combat arts:


Concentration only works for the Vampiress while in knight form. Vampirism replaces Concentration when in vampire form.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Special Move +%: 12 54 99 138 170 223 300 355 394


Available for: Daemon, Dark Elf, Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf



Meditation

The skill is available to character classes that are able to cast spells. It improves the regeneration rate for all spells.

Contrary to what the game description says Meditation does not increase Mental Regeneration. There are 4 factors when calculating spell regeneration: Mental Regeneration (attribute), Meditation (skill), Regeneration Spells (from items) and a magic skill (e.g. Fire Magic, Heavenly Magic). Meditation and Regeneration Spells add to each other and them multiply with the remaining two factors. (the higher the Regeneration Spells bonus from items the smaller the impact the Meditation skill will have, this makes magic skills like Fire Magic more powerful than Meditation at higher levels). Hybrid characters that rely on combat arts more than spells could skip the Meditation skill.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Mental Regeneration +%: 12 54 99 138 170 223 300 355 394


Available for: Battle Mage, Daemon, Seraphim, Wood Elf



Dwarven Lore

Improves the Dwarf's Weapon Technology combat arts regeneration rate.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Dwarven Lore +%: 12 54 99 138 170 223 300 355 394


Available for: Dwarf



Trap Lore

Improves the regeneration rate of trap-laying abilities.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Trap Lore +%: 12 54 99 138 170 223 300 355 394


Available for: Dark Elf



Vampirism

Vampirism is a skill available to the Vampiress. It shortens the regeneration rate of all combat arts while in vampire form. It also reduces the damage taken in vampire form during daytime.


In knight form Concentration is used instead of Vampirism for combat arts regeneration.

It should clearly be distinguished from Vampire Transformation, one of the Vampiress Runes or CAs.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Vampirism +%: 12 54 99 138 170 223 300 355 394


Available for: Vampiress




"Spell" enhancing skills

While they provide a decent regeneration bonus the main reason to take one of these skills is the reduction in casting animation time. 51 points will shorten animations by 50%.


Air Magic

Improves the regeneration rate and the casting time of air magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Air Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



Earth Magic

Improves the regeneration rate and the casting time of earth magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Earth Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



Fire Magic

Improves the regeneration rate and the casting time of fire magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Fire Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



Water Magic

Improves the regeneration rate and the casting time of water magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Water Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



Heavenly Magic

Heavenly Magic improves spell regeneration and casting time for the Seraphim's spells.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Heavenly Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Seraphim



Hell Power

Improves the regeneration rate and casting times of Daemon spells.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Hellpower +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Daemon



Moon Magic

Improves the regeneration rate and the casting time of the Wood Elf's Moon Magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Moon Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Wood Elf



Ballistics

Improves the regeneration rate and casting time for traps.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Ballistics +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Dark Elf



Bloodlust

Bloodlust improves the regeneration rate and casting speed of vampire arts or ('spells' available only in vampire form)

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Bloodlust +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Vampiress



Weapon Technology

Improves the regeneration rate and the casting time for Weapon Technology combat arts.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Weapon Technology +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Dwarf




Utility skills

These skills have various effects providing mostly indirect, utile benefits instead of straight up combat amplification.


Riding

Allows more effective use of Mounts. Some horses require the riding skill.

With Riding chosen as a skill, the character will gain the following bonuses:

  • Higher level/better quality mounts can be ridden (also depends on character level)
  • Mount's charge attack does more damage
  • Mount's charge attack lasts longer
  • Attack rating on horseback is improved


Skill level 1 5 10 15 20 30 51 75 100 150 200
Charge damage +%: 102 107 114 120 126 136 155 170 183
Duration of Charge: 10.1 10.5 10.9 11.3 11.7 12.3 13.4 14.3 15.0
Attack %: 67 75 82 88 93 99 108 114 118


Available for: Battle Mage, Daemon, Dark Elf, Gladiator, Seraphim, Vampiress, Wood Elf



Disarming

Gives a chance to disarm opponents in combat with physical attacks. That causes the enemy to drop their weapon, doing less damage. If an enemy have multiple weapons, each of them is disarmed individually.

The chance to disarm will drop at every level up. For best results the skill should be kept at a high level to balance out this drop.

The Battle Mage also can disarm opponents with the Whirlwind spell. This spell can have a way higher chance to disarm that the disarming skill and also can mke the enemies drop their helmet and armor. Bonuses from Disarming and Whirlwind do not stack.

Available for: Battle Mage, Daemon, Dark Elf, Dwarf, Gladiator, Vampiress, Wood Elf



Forge Lore

Forge Lore is a skill available only to Dwarves. It replicates the ability of the Smith to forge enhancements into weapons and armor.

As the level of lore increases, the dwarf becomes more skilled - able to forge better enhancements to equipment and to also work with higher quality items. Additionally, the cost in gold is reduced. The dwarf has the ability to insert all of the same types of items the Smith is able to (amulets, rings, runes and the special items such as Scale of a Dragon or the Orbus Dracos - Full. Additionally, the Dwarf can also forge:

  • Attack
  • Defense
  • Resistance and Special Item Find

The maximum item level increases with the character and skill level, but the exact formula is still unknown.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Improved forge on: 20 20 20 20 60 60 60 100 140
Costs %: 1.25 1.19 1.12 1.06 1.01 0.92 0.77 0.65 0.56


Available for: Dwarf



Trading


With the Trading skill, Merchants will sell items at a discount and buy items at a higher price. They are also more likely to offer higher quality items.


Available for: Battle Mage, Dark Elf, Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf




External links

Combat Arts and Spell Regeneration Fomulae