Skillsets: Difference between revisions
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:*'''[[Lore Skillset|Lore-secondary]] (Clerics, Moon Mages, Necromancers, Paladins, and Thieves)''': can have one crafting career and two hobbies, giving them more free crafting techniques and skill bonuses |
:*'''[[Lore Skillset|Lore-secondary]] (Clerics, Moon Mages, Necromancers, Paladins, and Thieves)''': can have one crafting career and two hobbies, giving them more free crafting techniques and skill bonuses |
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* '''[[Survival Skillset|Survival-primary]] (Thieves, Rangers, Necromancers)''': Access to snipe, increased foraging options, increased {{com|hunt}} range. |
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:* '''[[Survival Skillset|Survival-secondary]] (Barbarians, Empaths, Moon Mages, Traders)''': Access to additional foraging options, increased {{tt|hunt}} range. |
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<nowiki>*</nowiki>Because only one guild has this skillset placement, the distinction between guild perks and primary skillset perks is somewhat arbitrary.<br /> |
<nowiki>*</nowiki>Because only one guild has this skillset placement, the distinction between guild perks and primary skillset perks is somewhat arbitrary.<br /> |
Revision as of 19:56, 2 December 2012
A skillset is a grouping of abilities in DragonRealms. The primary function of skillset placement is to determine how quickly you can learn skills. Skillset placement can also give you access to certain "perks." (See below.) Lastly, skillset placement is factored into each guild's circle requirements.
Skillset Placement Perks
- Armor-primary (Paladins)*: lowest possible "minimum hindrance" for armor, ability to reduce or eliminate "mixed armor" penalty, ability to block with large arm-worn shields, highest possible arm-worn shield cap, no penalty for loading/aiming bows while wearing a medium shield, 1 extra stance point every 10 circles
- Armor-secondary (Barbarians, Rangers, and Traders): reduced "minimum hindrance" for armor, ability to block with medium arm-worn shields, no penalty for loading/aiming bows while wearing a small shield
- Weapon-primary (Barbarians)*: ability to dual wield heavy/large weapons, 1 extra stance point every 10 circles
- Weapon-secondary (Bards, Clerics, Paladins, Rangers, Thieves, and Warrior Mages): ability to dual wield medium weapons
- Magic-primary (Clerics, Moon Mages, and Warrior Mages): more spell slots, enhanced recovery of attunement
- Magic-secondary (Bards, Empaths, and Necromancers): more spell slots**
- Lore-primary (Bards, Empaths, and Traders): can have two crafting careers and one hobby, giving them the most free crafting techniques and skill bonuses
- Lore-secondary (Clerics, Moon Mages, Necromancers, Paladins, and Thieves): can have one crafting career and two hobbies, giving them more free crafting techniques and skill bonuses
- Survival-primary (Thieves, Rangers, Necromancers): Access to snipe, increased foraging options, increased HUNT range.
- Survival-secondary (Barbarians, Empaths, Moon Mages, Traders): Access to additional foraging options, increased HUNT range.
*Because only one guild has this skillset placement, the distinction between guild perks and primary skillset perks is somewhat arbitrary.
**Currently, magic-primary and magic-secondary guilds gain spell slots at the same rate; this will change in Magic 3.0.