Skill

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Spell

Abjuration

Alteration

Skill modifications to Alteration increases base healing of abilities. Increases healing by 1% per point. If your target is below 50% its effect is increased to 2%.

Channeling

Channeling increases the player's chance to critically strike with spells by 1% per point.

  • Spell critical strikes currently do 2x damage.

Conjuration

Divination

Evocation

Skill modifications to Evocation increases base damage of any damage source by 1% per point if the monster is NOT in combat range of the player.

Meditate

Weapon

Archery

1H Slash

1H Blunt

2H Slash

2H Blunt

Piercing

2H Piercing

Throwing

Combat

Bash

Block

Defense

Disarm

Dodge

Double Attack

Skill modifications to Double Attack increases chance of double attacking by 1% per point.

Dual Wield

Dual Wield is the act of attacking with two weapons in each hand. Bards, Agents, and Warriors have access to Dual Wield when they class change. Half elves can Dual Wield at 50% no matter the class and if their class can dual wield already they gain a 20% bonus.

Skill modifications to Dual Wield increases chance of dual wielding by 1% per point

Dual Wield on items increases the chance to Dual Wield by the percentage on the item for classes or half elves that have access to it.

Hand to Hand

Harm Touch

Intimidation

Kick

Skill modifications to Kick give a chance to kick on combat round for damage equal to your total kick mod, this damage is modified by strength.

Lay on Hands

Offense

Offense skill modifications increase auto attack damage by 1% per offense point.

Parry

Riposte

% chance to riposte means that percentage of attacks you dodge will trigger a riposte event in place of the dodge.

Slam

Taunt

Dragon Punch

Eagle Strike

Feign Death

Flying Kick

Mend

Round Kick

Safe Fall

Tail Rake

Tiger Claw

Musical

Brass Instruments

Percussion

Stringed Instruments

Wind Instruments

Singing

Agent

Backstab

Apply Poison

Disarm Traps

Pick Lock

Pick Pocket

Sense Traps

Non-Combat

Alcohol Tolerance

Begging

Bind Wound

Fishing

Foraging

Hide

Sense Heading

Sneak

Swimming

Tracking