A (Brief) Guide to Skill Bonuses!
This was asked for and I figured I wold share some of my UO knowledge to those in need!
Disclaimer: This guide assumes you know what the skill does and a bit of basic knowledge such as how high you need to be to mine different types of ore or when you can sew different leathers. I don't consider those special bonuses since that is what the skill is for.
So here are all the skills in alphabetical and any bonuses they may, or may not, have:
Alchemy
-At GM level you can learn how to make glassblowing decorations by reading the glassblowing guide bought from vendors.
-For every 10.0 points of skill you gain 1 extra damage from explosion pots in PvP and PvM.
Anatomy
-At GM level you gain 30% damage to melee and archery attacks
-With 60 Anatomy and 60 Healing you can cure poison
-With 80 Anatomy and 80 Healing you can ressurrect fallen players
-At 80 Anatomy and 80 Wrestling you can paralyze your opponent if you are ready
Animal Lore
-With 40 Animal Lore and 40 Veterinary you can cure pets with band aids
-With 80 Animal Lore and 80 Veterinary you can ressurrect bonded fallen pets with band aids
-At GM level you get an extra stable slot to stable pets
Archery
-No special bonus for any skill levels
Arms Lore
-At 80 Arms Lore and 80 Wrestling you have a chance to disarm your opponent in combat if you are prepared to.
Animal Taming
-At GM level you get an extra stable slot to stable pets
Begging
-No special bonus for any skill levels
Blacksmithy
-At 65 Blacksmithy you can receive large bulk order deeds from smiths
Bowcraft/Fletching
-At GM level, you can turn Juka Bows into Slayer Bows.
Carpentry
-At GM level you can read the book on masonry to create stone crafted decorations.
Cooking
-At 80 skill you can make savage kin paint out of tribal berries
Detect Hidden
-At 50 Detect Hidden and 50 Lockpicking you can attempt to Remove Traps
Discordance
-The higher your combined barding skills are the more damage fire horns will do
-Without this skill some monsters are impossible to provoke
Evaluating Intelligence
- (Evaluation Intelligence/2) + (Anatomy/2) = Wrestling, so you don't have to have wrestling in a tank mage template, but it wont allow you to use stun punch or disarm punch
Fencing
-No special bonus at any skill levels
Fishing
-At 65 you can fish up sunken treasure if someone gives you a MiB, otherwise you must wait til GM to fish the MiBs up yourself
Forensic Evaluation
-At GM you can detect theives to kill
Healing
-With 60 Healing and 60 Anatomy you can cure poison with band aids
-With 80 Healing and 80 Anatomy you can ressurrect fallen players with band aids
Hiding
-At 80 Hiding you can attempt to stealth
Inscription
-Inscription will cause some mage spells to become much more effective: Protection will allow you not to be disrupted while casting and Spell Reflect will last longer.
Item ID
-No special bonus at any skill level
Lockpicking
-Only lockpicking can open up Level 3 and higher tresure chests
-At 50 Lockpicking and 50 Detect Hidden you can attempt to Remove Traps
Lumberjacking
-At GM level you gain a 30% damage bonus when fighting with an AXE (not a polearm) that uses SWORDSMANSHIP (not macefighting!)
Macefighting
-No special bonus at any skill level
Magery
-At 72 skill you can enter the city of Wind
Mining
-At GM level you can mine stone and sand by reading the proper guide that are sold on vendors
Musicianship
-The higher your combined barding skills are the more damage fire horns will do
Parrying
-Not only does your chance to block go up, but the AR of all sheilds increases
Peacemaking
-The higher your combined barding skills are the more damage fire horns will do
Poisoning
-High levels in poisoning allow you to cast higher levels of poison on foes
Provocation
-The higher your combined barding skills are the more damage fire horns will do
Resisting Spells
-No special bonuses for any skill level
Removing Trap
-No special bonuses for any skill level
Snooping
-At GM level you will never be noticed
Stealing
-After 40 hours in game and 60 skill you can steal from people by joining the theives guild
-After joining the theives guild you can use disguise kits
Stealth
-No special bonuses for any skill level
Swordsmanship
-No special bonuses for any skill level
Tactics
-Higher Tactics will help you land a bola more often
Tailoring
-At 65 skill you can recieve large bulk order deeds from tailors
Tinkering
-With the right parts you can build golems to command, higer skill = stronger golem
Tracking
-No special bonuses for any skill level
Veterinary
-At 40 Veterinary and 40 Animal Lore you can cure pets with band aids
-At 80 Veterinary and 80 Animal Lore you can resurrect fallen bonded pets
Wrestling
-At 80 Wrestling and 80 Anatomy you can stun your opponent if you are ready
-At 80 Wrestling and 80 Arms lore you can disarm your opponent if you are ready
I hope this post makes it to the guides area and that it provides many players with the information they need, good luck and goodnight!
This was asked for and I figured I wold share some of my UO knowledge to those in need!
Disclaimer: This guide assumes you know what the skill does and a bit of basic knowledge such as how high you need to be to mine different types of ore or when you can sew different leathers. I don't consider those special bonuses since that is what the skill is for.
So here are all the skills in alphabetical and any bonuses they may, or may not, have:
Alchemy
-At GM level you can learn how to make glassblowing decorations by reading the glassblowing guide bought from vendors.
-For every 10.0 points of skill you gain 1 extra damage from explosion pots in PvP and PvM.
Anatomy
-At GM level you gain 30% damage to melee and archery attacks
-With 60 Anatomy and 60 Healing you can cure poison
-With 80 Anatomy and 80 Healing you can ressurrect fallen players
-At 80 Anatomy and 80 Wrestling you can paralyze your opponent if you are ready
Animal Lore
-With 40 Animal Lore and 40 Veterinary you can cure pets with band aids
-With 80 Animal Lore and 80 Veterinary you can ressurrect bonded fallen pets with band aids
-At GM level you get an extra stable slot to stable pets
Archery
-No special bonus for any skill levels
Arms Lore
-At 80 Arms Lore and 80 Wrestling you have a chance to disarm your opponent in combat if you are prepared to.
Animal Taming
-At GM level you get an extra stable slot to stable pets
Begging
-No special bonus for any skill levels
Blacksmithy
-At 65 Blacksmithy you can receive large bulk order deeds from smiths
Bowcraft/Fletching
-At GM level, you can turn Juka Bows into Slayer Bows.
Carpentry
-At GM level you can read the book on masonry to create stone crafted decorations.
Cooking
-At 80 skill you can make savage kin paint out of tribal berries
Detect Hidden
-At 50 Detect Hidden and 50 Lockpicking you can attempt to Remove Traps
Discordance
-The higher your combined barding skills are the more damage fire horns will do
-Without this skill some monsters are impossible to provoke
Evaluating Intelligence
- (Evaluation Intelligence/2) + (Anatomy/2) = Wrestling, so you don't have to have wrestling in a tank mage template, but it wont allow you to use stun punch or disarm punch
Fencing
-No special bonus at any skill levels
Fishing
-At 65 you can fish up sunken treasure if someone gives you a MiB, otherwise you must wait til GM to fish the MiBs up yourself
Forensic Evaluation
-At GM you can detect theives to kill
Healing
-With 60 Healing and 60 Anatomy you can cure poison with band aids
-With 80 Healing and 80 Anatomy you can ressurrect fallen players with band aids
Hiding
-At 80 Hiding you can attempt to stealth
Inscription
-Inscription will cause some mage spells to become much more effective: Protection will allow you not to be disrupted while casting and Spell Reflect will last longer.
Item ID
-No special bonus at any skill level
Lockpicking
-Only lockpicking can open up Level 3 and higher tresure chests
-At 50 Lockpicking and 50 Detect Hidden you can attempt to Remove Traps
Lumberjacking
-At GM level you gain a 30% damage bonus when fighting with an AXE (not a polearm) that uses SWORDSMANSHIP (not macefighting!)
Macefighting
-No special bonus at any skill level
Magery
-At 72 skill you can enter the city of Wind
Mining
-At GM level you can mine stone and sand by reading the proper guide that are sold on vendors
Musicianship
-The higher your combined barding skills are the more damage fire horns will do
Parrying
-Not only does your chance to block go up, but the AR of all sheilds increases
Peacemaking
-The higher your combined barding skills are the more damage fire horns will do
Poisoning
-High levels in poisoning allow you to cast higher levels of poison on foes
Provocation
-The higher your combined barding skills are the more damage fire horns will do
Resisting Spells
-No special bonuses for any skill level
Removing Trap
-No special bonuses for any skill level
Snooping
-At GM level you will never be noticed
Stealing
-After 40 hours in game and 60 skill you can steal from people by joining the theives guild
-After joining the theives guild you can use disguise kits
Stealth
-No special bonuses for any skill level
Swordsmanship
-No special bonuses for any skill level
Tactics
-Higher Tactics will help you land a bola more often
Tailoring
-At 65 skill you can recieve large bulk order deeds from tailors
Tinkering
-With the right parts you can build golems to command, higer skill = stronger golem
Tracking
-No special bonuses for any skill level
Veterinary
-At 40 Veterinary and 40 Animal Lore you can cure pets with band aids
-At 80 Veterinary and 80 Animal Lore you can resurrect fallen bonded pets
Wrestling
-At 80 Wrestling and 80 Anatomy you can stun your opponent if you are ready
-At 80 Wrestling and 80 Arms lore you can disarm your opponent if you are ready
I hope this post makes it to the guides area and that it provides many players with the information they need, good luck and goodnight!