Skillsets: Difference between revisions

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*'''[[Magic Skillset|Magic-primary]] (Clerics, Moon Mages, and Warrior Mages)''': more spell slots, enhanced recovery of attunement
*'''[[Magic Skillset|Magic-primary]] (Clerics, Moon Mages, and Warrior Mages)''': more spell slots, enhanced recovery of attunement, access to guild-specific Sorcery spells.
:*'''[[Magic Skillset|Magic-secondary]] (Bards, Empaths, and Necromancers)''': more spell slots<nowiki>**</nowiki>
:*'''[[Magic Skillset|Magic-secondary]] (Bards, Empaths, and Necromancers)''': more spell slots<nowiki>**</nowiki>



Revision as of 20:58, 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.

Guild Armor Lore Magic Survival Weapon
Barbarian Secondary Tertiary Tertiary Secondary Primary
Bard Tertiary Primary Secondary Tertiary Secondary
Cleric Tertiary Secondary Primary Tertiary Secondary
Commoner Secondary Secondary Secondary Secondary Secondary
Empath Tertiary Primary Secondary Secondary Tertiary
Moon Mage Tertiary Secondary Primary Secondary Tertiary
Necromancer Tertiary Secondary Secondary Primary Tertiary
Paladin Primary Secondary Tertiary Tertiary Secondary
Ranger Secondary Tertiary Tertiary Primary Secondary
Thief Tertiary Secondary Tertiary Primary Secondary
Trader Secondary Primary Tertiary Secondary Tertiary
Warrior Mage Tertiary Secondary Primary Tertiary Secondary

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, access to guild-specific Sorcery spells.


  • 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.