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| Skill Guide |
Choose a skill to read its description, statistics, trainers, and related skills from the original Ultima Online guide.
Alchemy
Mixes reagents into potions, including healing, cure, refresh, and poison potions. An alchemist uses a mortar and pestle to prepare them.
Anatomy
Assesses the strength and dexterity of people and creatures. Knowledge of anatomy also supports weapon damage and the use of Healing.
Animal Lore
Reveals information about animals and creatures, including their condition and abilities. It complements Taming and Veterinary when caring for pets.
Archery
Uses bows and crossbows to attack at a distance. Archers need the appropriate arrows or bolts for their weapon.
Arms Lore
Examines weapons and armor to judge their condition and quality. This helps a character assess equipment before using, repairing, or trading it.
Begging
Asks non-player characters for a small donation of gold. More practiced beggars have a better chance of persuading a suitable target to give.
Blacksmithing
Uses ingots, a smithing hammer, an anvil, and a forge to make metal weapons, shields, and armor. Blacksmiths can also repair metal equipment.
Bowcraft
Turns wood and feathers into bows, crossbows, arrows, and bolts. It is the crafting skill used to supply archers with weapons and ammunition.
Camping
Allows a traveler to establish a secure camp with kindling and a bedroll. A secure camp provides a way to log out safely in the wilderness.
Carpentry
Works wood into furniture, containers, and other wooden goods. Some projects also draw on related crafting skills.
Cartography
Draws maps and deciphers treasure maps. Deciphering a treasure map is the first step toward finding its buried chest.
Cooking
Prepares food from raw ingredients using suitable tools and a heat source where needed. Recipes range from simple cooked meat to bread, pies, and other dishes.
Detecting Hidden
Searches an area for concealed people and objects. It is useful for discovering hidden characters and spotting traps.
Enticement
A bardic skill used with a musical instrument and Musicianship. The original Enticement lured creatures toward the bard; its later replacement, Discordance, weakens a creature through music.
Evaluating Intel
Estimates the intelligence of a person or creature. It also supports the effectiveness of offensive Magery.
Fencing
Fights with fencing weapons such as daggers, krysses, and spears. It determines a character's ability to land blows with those weapons.
Fishing
Catches fish and occasionally other objects from the water with a fishing pole. Experienced anglers can pursue more unusual catches at sea.
Forensics
Examines evidence such as corpses and picked locks. It can reveal clues about a death, looting, or who opened a lock.
Healing
Uses bandages to treat wounds. Together with Anatomy and sufficient skill, it can also cure poison and resurrect other characters.
Herding
Uses a shepherd's crook to direct an animal or creature toward a chosen location. It moves creatures without making them permanent pets.
Hiding
Conceals a character from ordinary sight while remaining still. Moving or taking a revealing action can break concealment.
Inscription
Copies known spells onto blank scrolls with a scribe's pen and the required supplies. It works alongside Magery for magical writing.
Item ID
Identifies items and reveals information about their properties. In the classic rules, this is particularly useful for discovering the properties of unidentified magical equipment.
Lock Picking
Opens suitable locked containers with lockpicks. Opening the lock does not remove any trap protecting the container.
Lumberjacking
Harvests logs from trees with an axe or hatchet. The wood supplies crafts such as Carpentry and Bowcraft.
Macefighting
Fights with maces, clubs, and other bashing weapons. It determines a character's ability to land blows with those weapons.
Magery
Casts spells for combat, healing, protection, travel, and other purposes. Spellbooks, reagents, and mana form the basis of a mage's work.
Magic Resistance
Helps a character resist hostile magical effects. The protection it provides depends on the spell and the rules in use.
Meditation
Helps restore mana, both through natural recovery and by actively meditating. Armor and other equipment can affect a character's ability to meditate.
Mining
Extracts ore from suitable rock and mountain faces with a pickaxe or shovel. Ore can be smelted into ingots for metalworking.
Musicianship
Determines how reliably a character plays musical instruments. It supports Peacemaking, Provocation, and the Enticement or Discordance bardic skill.
Parrying
Helps a character block incoming blows with a shield. A successful parry can prevent an otherwise damaging attack.
Peacemaking
Uses music to calm creatures and interrupt fighting. It works alongside Musicianship and requires a musical instrument.
Poisoning
Applies poison from a potion to suitable weapons or food. More dangerous poisons require greater skill to apply successfully.
Provocation
Uses music to incite creatures to attack one another. Success depends on the bard's Provocation and Musicianship, as well as the difficulty of the chosen creatures.
Remove Trap
Attempts to disarm traps on suitable containers. Removing a trap is separate from picking the lock, and a failed attempt can be dangerous.
Snooping
Examines the contents of another character's backpack. It is often paired with Stealing, but looking inside does not itself take an item.
Spirit Speak
Allows communication with the dead. Under rules that include Necromancy, it also supports necromantic spells and can channel spiritual energy for healing.
Stealing
Attempts to take an eligible item from another character or container. The difficulty depends on the item and the circumstances, and being caught can bring consequences.
Stealth
Allows a hidden character to move without immediately becoming visible. The distance traveled safely depends on skill and the equipment being worn.
Swordsmanship
Fights with swords, axes, and other weapons assigned to this combat skill. It determines a character's ability to land blows with those weapons.
Tactics
Represents practical knowledge of weapon combat. It improves the damage dealt when fighting with weapons.
Tailoring
Makes clothing and leather armor from cloth, hides, and leather. A tailor uses a sewing kit and can also repair suitable equipment.
Taming
Attempts to turn a wild animal or creature into a pet that will accept commands. Animal Lore and Veterinary help a tamer understand and care for those pets.
Taste ID
Examines food and drink to identify what they are and whether they contain poison. It is a way to check suspicious provisions before consuming them.
Tinkering
Creates tools, jewelry, containers, and mechanical items from suitable materials. Tinkers can also make traps for appropriate containers.
Tracking
Searches for nearby people or creatures and indicates the direction of a selected target. It helps a tracker follow a trail through the surrounding area.
Veterinary
Uses bandages to treat pets and other suitable creatures. Paired with Animal Lore and sufficient skill, it can also cure poison and resurrect pets.
Wrestling
Governs unarmed combat. It is useful both for striking without a weapon and for defending against blows while empty-handed.
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