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Being
a Listing of the Skills used in Britannia, with general Notes about
Each.
Certain
crafting skills allow the craftsman to place a maker's mark upon
the fruits of his labour, provided the craftsman has sufficient
skill to do so. For those who would prefer to provide plain and
unadorned items, there is a set of files that a tinker can make
to remove the mark.
Note
that there is a skill cap of 1250 points functioning ingame. Once
over that limit, certain facilities will no longer be available
to the character in question.
The
art of creating Potions. The magical elixirs created by an alchemist
are quite useful for many purposes, ranging from healing, through
deadly poisons, to outright explosives.
In
order to practice basic Alchemy, the alchemist needs to possess
the reagents the potion is to be made from, the empty bottle to
put the completed potion in, and a mortar and pestle to grind
the reagents with. To manufacture more complex potions, the alchemist
needs to possess all of the listed items, and use an alchemist
table, which may be found for public use in alchemist shops or
as a house decoration.
A
listing of the available potions and the required skills and reagents
is found here.
The
student of Alchemy is called an Alchemist.
The
Alchemy skill is used by doubleclicking the user's Mortar and
Pestle to make the simple potions, or the Alchemy Table for the
more difficult ones.
UO Default White and Blue potions which affect strength and dexterity
cannot be made due to bugs in Sphere which can permanently reduce
a character's stats.
This
skill gives some idea of the physical prowess of the creature
examined.
The
student of Anatomy is called a Scholar.
Unfortunately
Sphere limitations mean that other than revealing the general range
of a creatures strength and dexterity, the skill has no other effect
whatsoever on the game.
The
user of this skill gains information about the animals he looks
at.
The
student of Animal Lore is called a Wildlife Specialist.
The
skill shows the owner of an animal and how hungry it is. It has
no other ingame use. A former title put in as a joke by one of the
GMs was Croc-Hunter. He'd never really expected anyone to practice
the skill.
The
skill determining the user's ability with a bow and other missile
weapons such as crossbows and boomerangs. Provided the user has
an appropriate weapon and ammunition for that weapon he or she
can strike at foes from a safe distance.
The
student of Archery is called an Archer.
Like
all Sphere 0.51 combat skills, archers miss more than they should.
This problem is compensated for in the monster difficulties.
Armslore:
This
skill gives the user information about the state of a weapon or
armour, and how effective it is will be in combat. It is also used
by a blacksmith in the process of repairing damaged items.
The
student of Armslore is called a Repairer.
The
numeric value given by the skill seems to be randomly chosen from
the range of damage or protection the item is scripted with. It
also gives false readings about whether certain items can be repaired.
This
skill allows the user to beg for money from the folk of Britannia.
The
practitioner of Begging is called a Beggar.
This
skill simply does not work in Sphere 0.51.
The
art of making items at the forge, of crafting weapons and armour,
and, with Armslore, of repairing them. The Blacksmith learns to
work many metals, and the best ways to make weapons or armour
from them all.
It
is a profitable skill, as there is always a market for weapons
or armour.
If
a piece of armour or weapon is surplus to requirements, a smith
can also smelt it down, reclaiming some of the materials used
to create it.
To
practice his craft, a blacksmith needs to be holding a smithing
hammer of some type, and be standing near a forge and anvil. He
must also possess the ingots to be worked.
The
worker at the forge is called a Blacksmith.
There
are full Legacy skill tables for Blacksmithing here.
Blacksmithing is one of the more profitable skills, although coloured
armour and weapons cannot be sold to the NPCs. When smelting it
is advised to drop all items of the category to be smelted that
need to be kept. It is possible to smelt the armour right off
the body of the blacksmith.
From
logs and feathers and wood are crafted the weapons of the Archer.
Arrows are often broken in combat, ensuring a constant market
for the products of the bowcrafting trade.
In
order to craft bows and arrows, all one needs are the logs of
wood and a dagger with which to carve them. Feathers are also
needed to fletch arrows and bolts so that they fly true to the
mark.
The
maker of bows is called a Bowyer.
There
are full Legacy skill tables for Bowcrafting here.
This is a profitable skill, and quite useful for an archer.
The
art of setting a campfire and making a camp.
One
simply needs kindling to light a fire.
The
master of this skill is called a Camper.
This
skill is not functional in Sphere 0.51. It has no effect on logging
out when outside a guarded area. It does determine the chance
of setting a campfire alight however.
This
is the skill of woodworking and the creation of furniture.
One
needs logs and a carpentry tool to use the skill.A
practitioner of Carpentry is called a Carpenter.
While
this skill allows many items to be made, it is not especially useful
because there is no way for a player to lock down an item without
GM intervention.
It does allow a few weapons to be made, and practice weapons may
also be crafted.
This
is the skill used to decipher treasure maps.
It
can be practiced by scribing on maps purchased from cartographers.
A
map maker and decipherer is called a Cartographer.
Treasure
maps can be found on many monsters. Details about the map and
Cartography skill are listed here.
Some Cartography skill is needed in order for a carpenter to make
a globe.
This
is the skill of food preparation. Those who know it need never
fear hunger.
To
cook, one needs a fire (or forge) and raw food to cook.
The
new cooking system has been implemented. At present it is in testing,
and not all items are available or working correctly. Details
will be appearing on the new Cooking Page
as time and testing permit.
Detect
Hidden:
This
skill is used to seek out hidden and invisible objects.
The
user of this skill is called a Detective.
If
anything this skill is too powerful. Sphere bug assumed as usual.
It always seems to function, regardless of the relative skills
of the detector and the one hiding or invisible.
This
is the skill of moving creatures using music.
One
skilled at Enticement is called a Bard.
This
skill does not work in Sphere 0.51.
By
the use of this skill, the intelligence of the examined subject
may be determined.
The
student of Evaluating Intelligence is called a Scholar.
In
Sphere 0.51 this skill has no effect other than to determine the
general intelligence of the target. It has no apparent effect
on spell damage nor does it reveal the remaining mana of a foe.
However the Staff warn that the skill will function as normal
in UO at such a time as a server upgrade occurs. You have been
warned for such purposes as skillcaps.
This
is the skill of wielding slashing weapons, daggers, spears, and
krysses.
One
skilled with such weapons is known as a Fencer.
Like
all Sphere 0.51 combat skills, fencers miss more than they should.
This problem is compensated for in the monster difficulties.
So
simple it is to seek out fish for food. Armed with simply a rod,
the fisherman need never lack for his meals.
One
who fishes for a living is called a Fisherman.
In
Sphere 0.51 Fishing only allows fish to be caught, and does not
allow for sea serpents or treasure maps to be found. In later versions
of Sphere this can be altered, but that depends on a working Sphere
release (which is two years overdue.)
This
skill allows the user to determine who or what killed a given
corpse and how long ago the killing happened.
The
student of Forensic Examination is called a Scholar.
The
name given to the examiner is the current name of the character
who killed the body being examined. This means if the victim was
killed by someone using an incognito spell or disguise kit, when
the spell wears off or the disguise is removed the Forensic skill
will give the killer's true name.
The
art of using bandages to bind wounds is a most useful one. With
skill one can deftly make even the worst wound seem minor, or
draw poison from a wound.
One
who follows the way of healing is called a Healer.
A
Healer is able to cure poison at 65 healing skill.
Resurrection (IC waking an unconscious person) is possible at
80 healing skill, and costing 5 bandages to do so.
Bandages can be purchased from a healer, or made by using scissors
on a bolt of cloth. The latter is less expensive. It is best to
use an uncoloured dyetub on the bolt first, so that the colour
is removed and the bandages made will all stack.
To clean bloody bandages, doubleclick them then click the targetting
cursor on water. A bug stops the bloody bandage graphic updating,
but moving them or closing then reopening the container they are
in will force it to update.
This
skill lets one move an animal without actually having to tame it.
One
needs to have a shepherd's crook to herd animals.
One
with the skill to herd animals is called a Shepherd.
The
GMs seriously frown on people moving monsters about using the Herding
skill, especially when they are placed somewhere for a reason.
This
is the skill of concealing onself from others.
One
skilled in Hiding is known as a Rogue.
Hiding
doesn't cause an attacking monster to lose track of their victim.
They will continue to attack a hidden target.
Some monsters (animals especially) will continue to the last -visible-
place a character stood when attacking. Also, certain monsters
have the ability to detect hidden characters, and will still attack
even if they are hidden.
Also, mass spells (mass dispel, chain lightning, explosion, etc)
will still affect a hidden player if they are in the vicinity.
Inscription:
This
is the skill of creating magical scrolls.
To
make a magical scroll, one must possess a blank scroll, the reagents
needed to cast the spell to be scribed, and a spellbook containing
the spell to be scribed.
A
scribe of sufficient skill can decipher ensorcelled tomes found
in treasure, or make magic sealing wax which may be used to prevent
books being edited.
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Item
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Skill
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Resources
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| Magic
Sealing Wax |
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60.0
Inscription
40.0 Magery
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1
beeswax
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One
who inscribes magical scrolls is called a Scribe.
The
inscription skill needed to make a scroll is 10 times the circle
of the spell. There is an identical magery requirement.
It takes 65 skill in inscription to decode an ensorcelled tome.
This
skill gives the practitioner some information about the item he
is examining, including the nature of any enchantments and an
approximate price.
The
practitioner of this skill is known as a Merchant.
This
skill identifies an item for everyone. It is frowned on by many
players to identify other people's items without permission, especially
if they are wearing it, as Sphere gives an irritating naming format
such as "+9 Item of <placeholder>" to identified
items.
This identification can be eliminated by casting the Incognito
spell on the item in question, but non-mage players rightfully
resent the necessity. Politeness and courtesy are requested in
using this skill.
This
is the skill of opening locks and doors without a key.
Lockpicks
are naturally necessary to use this skill.
The
practitioner of this skill is called a Locksmith.
This
skill does not presently work in Sphere 0.51.
This
is the skill of how to cut trees to maximise the wood obtained.
It is an important skill for carpenters, bowyers, and to a lesser
extent tinkers and blacksmiths.
To
chop a tree, one needs an axe or another bladed weapon which is
used upon the tree to be cut.
The
cutter of trees is known as a Lumberjack.
In
Sphere 0.51 Lumberjacking has no effect when using an Axe in combat.
Macefighting:
This
is the skill of wielding blunt weapons, hammers, maces, and staves.
One
skilled with such weapons is known as a Macefighter.
Like
all Sphere 0.51 combat skills, macefighters miss more than they
should. This problem is compensated for in the monster difficulties.
The
Ancient Art of casting spells and working arcane enchantments,
Magery is a skill that only the most dedicated can master. As
the caster's skill increases, so too does the range of spells
he or she can weild.
To
cast spells, one needs a spellbook containing that spell, and
the reagents required also. Wearing heavy armour is unusual for
a mage, because the metal inhibits the motions needed for spellcasting,
and often causes them to fumble.
A
practitioner of this Art is called a Mage.
Spells
that affect the stats of strength, dexterity, and intelligence
have all been disabled due to bugs which can permanently mess
up a character's stats.
Tables listing the magery skills needed to cast spells and to
gain various options in the Summon and Polymorph spells are listed
here.
The Invisibility spell is ended if the user moves and fails a
Stealth check, but they can still speak without being revealed.
Armour causes spells to have a chance for failure. This is calculated
for every piece of armour worn. Trying to cast in heavy platemail
is not recommended.
Be warned that there is a bug which can trap a mage in a polymorphed
form permanently. There is a Crystal of Form Restoration in the
Lycaeum which allows the problem to be corrected without GM intervention.
Misusing the crystal will be frowned on however. There is also
an option in the Help Menu to fix this problem.
Spell durations cannot be altered by the staff under Sphere 0.51,
or they already would have been fixed.
The
use of this skill allows a mage to regain his mana faster than
normal.
The
student of Meditation is known as a Stoic.
This
skill is broken in Sphere 0.51. There is little advantage to having
mastered the skill when used as the hardcoding is designed, but
the Meditation Tomes sold by Mariah in the Lycaeum allow mana
to be regained faster at a rate determined by the Meditation Skill
of the holder and effectively make the skill usable.
Mining
is the art of digging up and smelting ores, which can then be
used by other craftsmen to make items.
In
order to dig up ores, one needs either a shovel or a pickaxe.
To smelt ores, one needs a forge's fires.
One
dedicated to this skill is called a Miner.
There
is a table of ores and mining skills here.
Miners can work either along the sides of mountains, or in the
floors of caves.
The
skill of playing a musical instrument.
One
who plays an instrument is called a Bard.
A
limited amount of Musicianship skill is needed for a tinker to
be able to make musical instruments.
In order to use the other music related skills of Enticement,
Peacemaking, and Provocation, a skill check of Musicianship is
also required.
The
Art of dealing with Death and the Dead, Necromancy has an ancient
history. Though many of the practicioners turn to darkness, others
stand against their fallen fellows to do what they can to protect
the innocent from ill, much as many other of Britannia's folk
might do.
The
practitioner of Necromancy is called a Necromancer.
Necromancy
- We've finished our testing and balancing of this new system,
and are preparing for its release in the next coming weeks. This
unique system has been scripted with the original U8 spells, reagents,
and methods. In order to balance and maintain the uniqueness of
the Necromancy skill, it will only be available to training in
game, and can not be chosen during the character creation skill
room. Also, use of the Necromancy skill will cause a limit of
50.0 Magery for the character roleplaying it, requiring the IC
dedication that a new school of magic would entail. If your character
has more than 50.0 in their Magery skill, the first time you use
the required tools to practice this new art, it will automatically
-reduce- that character's Magery skill to the 50.0 skillcap. Loss
of skill from its use will not be recompensated by the staff,
as this is a personal IC choice for each character. ~ Houston.
Parrying:
Parrying
is the art of using a shield to defend oneself from attacks, blocking
them and deflecting them.
Clearly
it needs an equipped shield to be effective as a skill.
One
skilled at Parrying is called a Shieldfighter.
This
skill is the use of music to calm a combat.
To do so, one needs to possess a musical instrument.
A musician skilled at Peacemaking is called a Bard.
It
is suggested that if peacemaking is important that the bard be
ready to run or haide as soon as it takes effect.
This
is the skill of applying poison to food and weapons.
To
use it you need to have a weapon or food to apply the poison to,
and some poison to apply.
One
skilled with poisons is known as an Assassin.
To
apply poison, use the Poisoning skill then select the item to
be poisoned. Choose the poison to be used next and it will be
used.
This is currently bugged under Sphere 51a, and has a long delay
before the effects are seen on player or NPC. Unfortunately this
does not apply to NPCs using the skill on players...
This
is the skill of making foes fight with the use of music.A
musical instrument is necessary to do this.
One
skilled in musical provocation is known as a Bard.
This
skill works quite well. The user must be cautious though, as a
failure provokes the opponents against him.
The
art of removing traps from chests and doors without the use of
magic.
Those
who practice this skill are called Jacks.
This
skill is nonfunctional in Sphere 0.51.
This
skill determines the ability of a person to resist the effects
of spells cast upon them.
A
person skilled in resisting spells is called a Resistor.
Skill
in resisting spells cannot be gained from spells of the 4th circle
or less, or from the Field spells.
This
is the art of peeping into the packs and containers carried by
others.
One
who practices snooping is a Pickpocket.
Read
the Rules about this skill.
In short, never try to snoop a player without permission.
Don't try to snoop unique NPCs inside guard zones.
Rulebreaking tends to result in skill removal and account deletions.
Spirit
Speak:
This
is the skill of communication with spirits and the dead.
One
skilled in Spirit Speak is called a Medium.
This
skill allows communication with player ghosts, but since they
don't exist IC, it has little IC use, despite working perfectly
well.
This
is the skill of taking items from another without permission.
One
who does so is called a Thief.
Read
the Rules about this skill.
In short, never try to steal from a player without permission.
Don't try to steal from unique NPCs inside guard zones.
Don't try to steal items from NPCs that are on their bodies or held
in their hands. This ability is a bug and will not be tolerated.
Rulebreaking tends to result in skill removal and account deletions.
The
art of Stealth is used by both the virtuous and criminal alike.
Moving silently and unseen is as valuable a skill for a noble
ranger as for a sneaking thief.
One
adept at Stealth is known as a Rogue.
This
skill is somewhat buggy. Even at 100 skill it is unusual to be
able to move more than 5-7 paces before being revealed.
This
is the skill of wielding swords, axes, and polearms.
One
skilled with such weapons is known as a Swordsman.
Like
all Sphere 0.51 combat skills, swordsmen miss more than they should.
This problem is compensated for in the monster difficulties.
Tactics
is the primary skill of the combatant. It increases the damage
done with any weapon, or unarmed.
One
versed in Tactics is entitled a Warrior.
This
is the skill of making clothes and armour of leather.
To
make clothing, one needs cloth or leather, and a sewing kit. Use
the sewing kit on leather or cloth to gain access to two different
sets of tailoring options.
One
skilled at making cloths is called a Tailor.
There
are full Legacy skill tables for Tailoring here.
To use the Tailoring skill, use the sewing kit on cloth or leather.
Dragonscale and other exotic armour types are accessed by using
the kit on Leather, not cloth.
This is a profitable skill.
Taming
is the skill of gaining the trust and loyalty of wild animals
and a few monsters.
One
skilled at Taming is known as a Druid.
It
is considered an exploit to trap hostile monsters by gating them
into pens to tame them. It is expected that tamers take their
risks in their craft as any other person would.
Taste
Identification:
This
is the skill of identifying magical potions.
One
skilled at this art is called a Food Taster.
This
skill does not work in Sphere 0.51.
Tinkering:
This
is the skill of crafting tools and jewelry from raw materials.
To
make items, one needs a set of Tinker's Tools and raw materials.
One
who is skilled at this craft is called a Tinker.
There
are full Legacy skill tables for Tinkering here.
Tinkering is not an especially profitable skill, but it is invaluable
for an alchemist or for any other person who needs new tools.
Tracking:
This
is the skill of following a creature by its tracks.
One
who is skillful in tracking is called a Ranger.
This
skill actually shows the names of every creature in a skill determined
radius about the user, and gives the direction of the one selected
for tracking. Going into combat mode stops the tracking skill
from continuing, thus allowing other skills to be used.
This
is the skill of healing animals with bandages. It is useful for
tamers to know to keep their pets healthy.
One
skillful at this craft is called a Druid.
Wrestling:
This
is the skill of unarmed combat. Those who disdain the use of weapons
or whose circumstances are simply too desperate for them to possess
a weapon use this skill.
One
practiced at wrestling is called a Wrestler.
Like
all combat skills, not as effective as one might expect at high
levels.
It is useful for mages when combined with the Polymorph spell,
as the higher strength and damage from the other bodies are themselves
increased by the Wrestling skill.
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