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Jack of all Trades (Human Ability)

Facko

Sorceror
Jack of all Trades (Human Ability)

*All of this was taken from stratics assassin forums

I see alot of ppl with Human chars NOT taking advantage of this so I thought maybe if ppl saw the info they might start using this amazing thing more...

How it works:
-Human charachters have ALL skills at a base of 20 regardless of training (this is not shown in the skill menu, nor does it count against your cap). Once you're real skill goes over 20 it uses your higher rating. In other words, it does not add to your skills giving you 120 in a skill at 100.

This list details the effects of 20 skill points in each given skill
Assume all skills at 20 unless otherwise indicated

Alchemy:
  • Explosion potions +4 damage
  • Conflagaration potions +1 damage
Anatomy:
  • +15% Damage increase
  • +3 HP healed (9-20 with 20 Healing)
  • 30 Defensive Wrestling with 20 Evaluate Int, 70 Defensive Wrestle with 100 Evaluate Int
Animal Lore:
  • Lore pets and animals
  • +4 Pet HP healed (11-24 with 20 Veterinary)
  • +4% Animal control (20% with 20 Taming)
Animal Taming:
  • Tame: dog, gorilla, jack rabbit, rabbit, skittering hopper, bird, cat, chicken, mountain goat, rat, sewer rat, cow, goat, pig, sheep, eagle, mongbat.
  • +16% Animal control (20% with 20 Animal Lore)
Archery:
  • Marginal skill with bows
  • +20 Applied to reduced mana cost for special moves (-5 Mana Cost with 20 Parry, 20 Lumberjack, 20 Stealth, 20 Poison, 20 Bushido, 20 Ninjitsu, 20* Swords, 20* Mace, and 20* Fencing {*one weapon skill must be 70+ <min to use a special move>}, & -10 Mana Cost with one weapon skill at 120, or equivilant)
Arms Lore:
  • No advantage < but perhaps Arms Lore will be used for the Runic Crafting and Enhancement formula someday *hope hope*>
Begging:
  • Aquire spare change
Blacksmithy:
  • Repair items (high damage/failure rate)
  • Make some minor items (poorly)
  • Aquire bulk order deeds (doesn't work on demise?)
Bowcraft/Fletching:
  • +25% make shafts, arrows, and bolts. (75% ea, total)
Bushido:
  • +20 applied to reduced mana cost for special moves (-5 Mana Cost with 20 Parry, 20 Lumberjack, 20 Stealth, 20 Poison, 20 Ninjitsu, 20* Swords, 20* Mace, 20* Fencing, and 20* Archery {*one weapon skill must be 70+ <min to use a special move>}, & -10 Mana Cost with one weapon skill at 120, or equivilant)
Camping:
  • Ability to set camp and safely log-out
Carpentry:
  • +40% making boards (90% Total)
Cartography:
  • 17% Make Local Map
Chivalry:
  • 40% Close Wounds for 4-24 HP, up to 39 w/ very high karma.
  • 30% Cleanse by Fire (95% vs level 1 poison, 75% vs level 2 poison, 55% vs level 3 poison, 35% vs level 4 poison, 15% vs level 5 poison)
  • 30% Remove Curse (effect based on karma)
  • 7% Consecrate Weapon (duration based on karma)
  • 7% Sacred Journey
Cooking:
  • 20% Make most non-SE foods
Detect Hidden:
  • Improved trap detection on dungeon floors
  • Improved passive & active reveal radius and chance
  • Improved tracking chance
Discordance:
  • Some chance of discording weaker creatures (18% chance vs mongbat with 20 music, 90% with 100 Music)
  • +5 Firehorn damage (31-38 PvM damage with 100 music, 100 provoke, and 20 peace)
Evaluate Intelligence:
  • +60% Base spell damage *not SDI*
Fencing:
  • Marginal skill with fencing weapons
  • +20 Applied to reduced mana cost for special moves (-5 Mana Cost with 20 Parry, 20 Lumberjack, 20 Stealth, 20 Poison, 20 Bushido, 20 Ninjitsu, 20* Archery, 20* Swords, and 20* Mace {*one weapon skill must be 70+ <min to use a special move>}, & -10 Mana Cost with one weapon skill at 120, or equivilant)
Fishing:
  • Fish Steak. yum
  • Shoes, Sandals, Boots, Thighboots. Fill BODs
Focus:
  • +2 Stamina regeneration
  • +1 Mana regeneration
Forensic Evaluation:
  • Improved detection of thieves and criminal identities (?)
Healing:
  • 9-20 healed (with 20 Anatomy)
Herding:
  • No data found
Hiding:
  • Improved chance of hiding
  • Decreased chance of being tracked or revealed
Inscription:
  • +1% Spell Damage Increase
  • +1 Phys Resist when casting Reactive Armor (+16 Phys Resist, -5 Elemental Resists)
  • -1 Phys Resist penalty when casting Magic Reflect (-24 Phys resist, +10 Elemental Resists)
  • Copy Books and Inscribe 1st-4th circle spells, chance varies based on circle
Item Identification:
  • No advantage
Lock Picking:
  • Improved chance of picking simple locks (no specific data found)
Lumberjacking:
  • 20% Cut logs
  • 4% Damage Increase with axes (except war axe)
  • +20 Applied to reduced mana cost for special moves (-5 Mana Cost with 20 Parry, 20 Stealth, 20 Poison, 20 Bushido, 20 Ninjitsu, 20* Swords, 20* Mace, 20* Fencing, and 20* Archery {*one weapon skill must be 70+ <min to use a special move>}, & -10 Mana Cost with one weapon skill at 120, or equivilant)
Mace Fighting:
  • Marginal skill with bashing weapons
  • +20 Applied to reduced mana cost for special moves (-5 Mana Cost with 20 Parry, 20 Lumberjack, 20 Stealth, 20 Poison, 20 Bushido, 20 Ninjitsu, 20* Archery, 20* Swords, and 20* Fencing {*one weapon skill must be 70+ <min to use a special move>}, & -10 Mana Cost with one weapon skill at 120, or equivilant)
Magery:
  • 95% 1st circle spells
  • 60% 2nd circle spells
  • 25% 3rd circle spells
Meditation:
  • +60 Mana regen base speed in medible armor (.38 mana/second at 10 int, .65 mana/second at 120 int)
Mining:
  • 20% Mining iron ore.
  • 7% Ingot return on smelted iron.
Musicianship:
  • Some chance of Barding weaker creatures (18% chance vs mongbat with 20 peace, or discord, 16% chance mongbat vs mongbat with 20 provoke)
Necromancy:
  • 40% Curse Weapon (duration based on Spirit Speak)
  • 1% Pain Spike (damage based on Spirit Speak vs targets Resist Spells)
  • 1% Corpse Skin (effect based on Spirit Speak vs targets Resist Spells)
  • 1% Evil Omen
  • 1% Blood Oath (duration based on Spirit Speak vs targets Resist Spells)
  • 1% Wraith Form
Ninjitsu:
  • 50% Cast Animal Form (Rabbit, Rat)
  • 1% Cast Backstab
Parrying:
  • 5% Parry with shield (with 0 real bushido)
  • 2% Parry with 1-handed weapon and no shield equiped
  • 2% Parry with 2-Handed weapon no shield equiped
  • +20 Applied to reduced mana cost for special moves (-5 Mana Cost with 20 Lumberjack, 20 Stealth, 20 Poison, 20 Bushido, 20 Ninjitsu, 20* Swords, 20* Mace, 20* Fencing, and 20* Archery {*one weapon skill must be 70+ <min to use a special move>}, & -10 Mana Cost with one weapon skill at 120, or equivilant)
Peacemaking:
  • Some chance of Peacing weaker creatures (18% chance vs mongbat with 20 music, 90% with 100 Music)
  • +5 Firehorn damage (31-38 PvM damage with 100 music, 100 provoke, and 20 discord)
Poisoning:
  • 20% Apply level 1 or 2 (normal) poison to food or weapons
  • Apply up to level 2 (normal) poison with the Infectious Strike special move
  • 20% to increase level 2 (normal) poison to level 3 (greater) poison
Provocation:
  • Some chance of provoking weaker creatures (16% chance vs mongbat with 20 music, 80% with 100 Music)
  • +5 Firehorn damage (31-38 PvM damage with 100 music, 100 provoke, and 20 peace)
Remove Trap:
  • Inneffective without 50 Detect Hidden & Lockpicking
  • Some(?) chance of disarming simple traps with 50+ Detect Hidden and 50+ Lockpicking
Resisting Spells:
  • Improved chance to resist spell effects (poison, poison field, and poison strike?)
  • Lowered stat loss (-2) vs clumsy, weaken, feeblemind, curse, and mass curse.
  • -20 mana loss to Mana Drain and Mana Leech
  • -6 seconds Paralyze and Paralyze Field effects
  • -2 damage from Pain Spike
  • -1.25 second Corpse Skin effect
  • -.25 second Blood Oath effect
  • -.4 second Mind Rot effect
Snooping:
  • 20%(?) view the contents of another's pack (chance of being observed unknown)
Spellweaving:
  • 40% Arcane Circle for minimum duration
  • 40% Gift of Renewal for minimum duration
  • 40% Immolating Weapon for minimum duration
  • 40% Attune Weapon for minimum duration
  • 10% Thunderstorm for minimum duration
  • 10% Nature's Fury for minimum duration
Spirit Speak:
  • 1 HP healed channeling energy through corpse
  • 3-4 HP healed channeling own energy
  • some chance of understanding ghosts(?)
Stealing:
  • 20%(?) Steal items (2 stones max weight) from others (chance of being observed unknown)
Stealth:
  • Inneffective without 50 Hiding (according to stratics, 80 according to UO.com)
  • 2 steps hidden between skill checks with 50(?)+ hiding
Swordsmanship:
  • Marginal skill with sword-type weapons
  • +20 Applied to reduced mana cost for special moves (-5 Mana Cost with 20 Parry, 20 Lumberjack, 20 Stealth, 20 Poison, 20 Bushido, 20 Ninjitsu, 20* Archery, 20* Macing, and 20* Fencing {*one weapon skill must be 70+ <min to use a special move>}, & -10 Mana Cost with one weapon skill at 120, or equivilant
Tactics:
  • +12.5% Damage increase
Tailoring:
  • Repair items (high damage/failure rate)
  • Make some minor items (poorly)
  • Aquire bulk order deeds (doesn't work on demise?)
Taste Identification:
  • improved chance to determine potion keg strength
Tinkering:
  • Repair items (high damage/failure rate)
  • Make some minor items (poorly)
Tracking:
  • Improved chance to track targets
Veterinary:
  • 11-24 HP healed (with 20 Animal Lore)
Wrestling:
  • Marginal skill unarmed
 

pbguy434

Knight
Re: Jack of all Trades (Human Ability)

Some of those are kinda cool. But some of them like the Vet, you have llittle to no chance to even successfully heal, but to each their own. And for alchemy, I think agility pots, strength pots, etc, will effect your stats more.
 

Akame

Sorceror
Re: Jack of all Trades (Human Ability)

awesome, thanks for posting this here, now i can see truly human abilities :p
 
Re: Jack of all Trades (Human Ability)

Dont you get +10% SDI with GM inscription? (UOS) So it should be +2% and not +1% each 20 skillpoints.
 

Facko

Sorceror
Re: Jack of all Trades (Human Ability)

Saphrax said:
Dont you get +10% SDI with GM inscription? (UOS) So it should be +2% and not +1% each 20 skillpoints.

you get a bonus at gm
 

pbguy434

Knight
Re: Jack of all Trades (Human Ability)

At 0 scribe, you get 0 SDI. At 20 scribe, you get 0 SDI. At 50 scribe, you get 0 SDI. At 99 scribe, you get 0 SDI.

Only at GM will you get the extra SDI.
 

Lucifall

Knight
Re: Jack of all Trades (Human Ability)

Or whan i bleed hem, or whan someone dont see it lol, i laugh of the people spamming reveal all arround. Also if your super lucky, you can hide somewhere whan running from someone, but that doenst works all time :p
 

xaxas

Wanderer
Re: Jack of all Trades (Human Ability)

I just used to say one of my frenzieds to follow him, then cast reveal. At least the frenzies arent as stupid as the hiruys and follow good enough :)
 

gozergs

Wanderer
Re: Jack of all Trades (Human Ability)

the necro spell revenant always follows 1 tile away from shadow knights (facing them too :))
 

Argyle_SP

Wanderer
Re: Jack of all Trades (Human Ability)

I dont see 20pts in all my skills and I chose a human character...is there something I need to do?
 

Cjdawg1069

Wanderer
Re: Jack of all Trades (Human Ability)

I am unfamilar with how the jack of all trades ability applies to higher skilled players. If someone is a legendary tailor, does it technically make him have 140.00 skills since he has 20 to start? Or does it become ineffective once the skill gets high like this.
 
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