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ULTIMA LEGACY SKILL OVERVIEW PAGE

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.

Alchemy:

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.

 

Anatomy:

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.

 

Animal Lore:

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.

 

Archery:

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.

 

Begging:

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.

 

Blacksmithing:

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.

 

Bowcraft:

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.

 

Camping:

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.

 

Carpentry:

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.

 

Cartography:

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.

 

Cooking:

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.

 

Enticement:

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.

 

Evaluating Intelligence:

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.

 

Fencing:

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.

 

Fishing:

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.)

 

Forensic Examination:

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.

 

Healing:

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.

 

Herding:

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.

 

Hiding:

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.

Item
Skill
Resources
Magic Sealing Wax
Magic Sealing Wax
60.0 Inscription
40.0 Magery
1 beeswax
Beeswax

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.

 

Item Identification:

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.

 

Lockpicking:

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.

 

Lumberjacking:

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.

 

Magery:

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.

 

Meditation:

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:

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.

 

Musicianship:

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.

 

Necromancy:

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.

 

Peacemaking:

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.

 

Poisoning:

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...

 

Provocation:

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.

 

Remove Traps:

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.

 

Resisting Spells:

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.

 

Snooping:

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.

 

Stealing:

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.

 

Stealth:

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.

 

Swordsmanship:

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:

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.

 

Tailoring:

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:

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.

 

Veterinary:

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.