Difference between revisions of "Sacred:Skills"
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===Specialty Skills=== | ===Specialty Skills=== | ||
+ | ====Battle Mage==== | ||
− | [size=4][[ | + | ---- |
+ | [size=4][[Air Magic]][/size] | ||
− | {{: | + | {{:Air Magic}} |
---- | ---- | ||
[size=4][[Earth Magic]][/size] | [size=4][[Earth Magic]][/size] | ||
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{{:Earth Magic}} | {{:Earth Magic}} | ||
---- | ---- | ||
− | [size=4][[ | + | [size=4][[Fire Magic]][/size] |
− | {{: | + | {{:Fire Magic}} |
---- | ---- | ||
− | [size=4][[ | + | [size=4][[Water Magic]][/size] |
+ | |||
+ | {{:Water Magic}} | ||
+ | |||
+ | |||
+ | |||
+ | |||
− | + | ====Daemon==== | |
---- | ---- | ||
− | [size=4][[ | + | [size=4][[Hell Power]][/size] |
+ | |||
+ | {{:Hell Power}} | ||
+ | |||
+ | |||
+ | |||
+ | |||
− | + | ====Dark Elf==== | |
---- | ---- | ||
− | [size=4][[ | + | [size=4][[Ballistics]][/size] |
− | {{: | + | {{:Ballistics}} |
---- | ---- | ||
[size=4][[Blade Combat]][/size] | [size=4][[Blade Combat]][/size] | ||
Line 151: | Line 165: | ||
{{:Blade Combat}} | {{:Blade Combat}} | ||
---- | ---- | ||
− | [size=4][[ | + | [size=4][[Trap Lore]][/size] |
+ | |||
+ | {{:Trap Lore}} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ====Dwarf==== | ||
+ | ---- | ||
+ | [size=4][[Dwarven Lore]][/size] | ||
− | {{: | + | {{:Dwarven Lore}} |
---- | ---- | ||
− | [size=4][[ | + | [size=4][[Weapon Technology]][/size] |
− | {{: | + | {{:Weapon Technology}} |
---- | ---- | ||
[size=4][[Forge Lore]][/size] | [size=4][[Forge Lore]][/size] | ||
{{:Forge Lore}} | {{:Forge Lore}} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ====Seraphim==== | ||
+ | ---- | ||
+ | [size=4][[Celestial Magic]][/size] | ||
+ | |||
+ | {{:Celestial Magic}} | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ====Vampiress==== | ||
---- | ---- | ||
[size=4][[Vampirism (skill)|Vampirism]][/size] | [size=4][[Vampirism (skill)|Vampirism]][/size] | ||
{{:Vampirism (skill)}} | {{:Vampirism (skill)}} | ||
− | |||
− | |||
− | + | ||
+ | |||
+ | |||
+ | |||
+ | ====Wood Elf==== | ||
---- | ---- | ||
− | [size=4][[ | + | [size=4][[Moon Magic]][/size] |
− | {{: | + | {{:Moon Magic}} |
− | |||
− | |||
− |
Revision as of 04:00, 28 October 2007
The Skills
Skills improve the hero's characteristics in many different ways. Each character class has different skills. 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. 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.
The table below delineates the normal skill availability for all character classes. If you have edited your Configuration File entry for Default Skills, then at level one, you will be able to select any two from the first nine skills listed.
List of skills
Basic Skills
[size=4]Agility[/size]
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
[size=4]Armor[/size]
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
[size=4]Axe Lore[/size]
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
[size=4]Concentration[/size]
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:
- Daemon: Battle Daemon/Assail, Energy Daemon/Charged Bolts, Fire Daemon/Wall of Flames, Poison Daemon/Poison Ring, Soaring Daemon/Descent (lower combat arts row)
- Dark Elf: Cobra, Combat Kick, Mongoose, Pak-Dain, Pak-Nakor, Rage, Revenge, Soul Catcher, Sudden Fury (left combat arts group)
- Dwarf: Assault, Battle Rage, Heavy Blow, Recoil, Vehemence, War Cry, Wrath (left combat arts group)
- Gladiator: All Combat Arts
- Seraphim: Attack, BeeEffGee, Combat Jump, Combat Kick, Hard Hit, Hunter-seeker, Multi-hit, Whirling Hit (right combat arts group)
- Vampiress: Attack, Combat Kick, Hard Hit, Mind Control, Multi-hit, Time Control, Vampire Transformation, Wolf Call (left combat arts group)
- Wood Elf: Explosive Arrow, Eye for an Eye, Hard Hit, Knockback Arrow, Multi-hit, Multiple Shot, Penetrating Arrow, Spider Arrow (upper combat arts row)
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
[size=4]Constitution[/size]
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
[size=4]Disarming[/size]
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
[size=4]Dual Wielding[/size]
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
[size=4]Long-handled Weapons[/size]
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
[size=4]Magic Lore[/size]
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
[size=4]Meditation[/size]
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
[size=4]Parrying[/size]
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
[size=4]Ranged Combat[/size]
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
[size=4]Riding[/size]
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
[size=4]Sword Lore[/size]
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
[size=4]Trading[/size]
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
[size=4]Unarmed Combat[/size]
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
[size=4]Weapon Lore[/size]
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:
- Damage Physical +x%
- Damage Magic +x%
- Damage Fire +x%
- Damage Poison +x%
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).
Specialty Skills
Battle Mage
[size=4]Air Magic[/size]
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
[size=4]Earth Magic[/size]
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
[size=4]Fire Magic[/size]
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
[size=4]Water Magic[/size]
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
Daemon
[size=4]Hell Power[/size]
Improves the regeneration rate and casting times of Daemon spells.
Affected spells:
- Abysmal Choir, Blazing Disc, Call of Death, Dread, Hell Sphere, Infernal Power, Tentacles (upper combat arts row)
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
Dark Elf
[size=4]Ballistics[/size]
Improves the regeneration rate and casting time for traps.
Affected combat arts:
- Adrenaline, Battle Fog, Bottomless Pit, Confusion, Explosive Charge, Poison Mist, Testosterone (right CA group)
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
[size=4]Blade Combat[/size]
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
[size=4]Trap Lore[/size]
Improves the regeneration rate of trap-laying abilities.
Affected combat arts:
- Adrenaline, Battle Fog, Bottomless Pit, Confusion, Explosive Charge, Poison Mist, Testosterone (right combat arts group)
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
Dwarf
[size=4]Dwarven Lore[/size]
Improves the Dwarf's Weapon Technology combat arts regeneration rate.
Affected combat arts:
- Cannon Blast, Dwarven Armor, Dwarven Steel, Entrench, Flame Thrower, Greed, Landmine, Mortar Grenade (right combat arts group)
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
[size=4]Weapon Technology[/size]
Improves the regeneration rate and the casting time for Weapon Technology combat arts.
Affected combat arts:
- Cannon Blast, Dwarven Armor, Dwarven Steel, Entrench, Flame Thrower, Greed, Landmine, Mortar Grenade (right combat arts group)
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
[size=4]Forge Lore[/size]
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
Seraphim
[size=4]Celestial Magic[/size]
Improves the regeneration rate and the casting time of the Seraphim´s celestial magic
Available for : Seraphim
Vampiress
[size=4]Vampirism[/size]
Improves the regeneration rate for vampire abilities. The vampire suffers less damage during the day.
Available for : Vampiress
Wood Elf
[size=4]Moon Magic[/size]
Improves the regeneration rate and the casting time of the Wood Elf's Moon Magic.
Affected spells:
- Call of the Ancestors, Companion of the Woods, Plant Cage, Poisoned Tendrils, Quick as a Flash, Recuperation, Thorn Bush, Transformation (lower combat arts row)
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