Skills dictate what you are able to do within Sosaria. Unlike many other MMOs, you are not limited by levels or married to a certain skill template. You can be a Paladin/Smith or a Mage/Scribe, or even a Stealth/Thief/Bard! All you are limited by is your imagination andthe Skill Cap. When you create your character (see Character Creation), you will be given basic items based on the skills you’ve selected. In addition, you will also receive a Book (blank), Candle, Dagger, Pants/Skirt, Shirt, Shoes and 1,000 Gold.
Attributes dictate how far you can develop a Skill. Greater Strength is good for a Warrior while an Archer will wand more Dexterity and a Mage will want Intelligence. They also determine how much Health, Stamina and Mana you have.
Strength governs how much you can carry, how much damage you can do in combat, and which weapons and armor you may use. Your Strength is the primary stat used to calculate your maximum Hit Points, which determine how much damage you can take before dying.
Dexterity governs how quickly you react. Your Dexterity is used to calculate your maximum Stamina, which determines how long you may keep moving, fighting, or engaging in other strenuous activity.
Intelligence is extremely important to a number of skills, including Magery and many craft and lore skills. Intelligence is also used to calculate your maximum Mana, which determines how much energy you have available for spell casting at any given moment, as well as plays a role in determining your maximum Hit Points. Mana is also used for executing special moves.
|Health||(Strength / 2) + Strength Bonus + 50|
|Stamima||Dexterity + Dexterity Bonus|
|Mana||Intelligence + Intelligence Bonus|
To see how certain weapon or spells will affect your Derived Attributes, use the calculator below.
|Alchemy||3 each of 4 random Reagents, 4 Bottles, Mortar & Pestle, Robe (pink)||Alchemist|
|Anatomy*||3 Bandages, Robe (brown)||Biologist|
|Animal Lore*||Robe (blue-green), Shepherd’s Crook||Naturalist|
|Animal Taming||Shepherd’s Crook||Tamer|
|Archery||25 Arrows, Bow (Not available to Gargoyle characters)||Archer|
|Arms Lore*||random practice weapon||Weapons Master|
|Blacksmithy||Half Apron (brown), Random Blacksmithing Tool, 2 Random Mining Tools, 50 Iron Ingots||Smith|
|Bowcraft/Fletch.||14 Boards, 5 Feathers, 5 Shafts||Bowyer|
|Bushido||Book of Bushido, Hakama, Kasa||Samurai|
|Camping||Bedroll, 5 Kindling||Explorer|
|Carpentry||10 Boards, Half Apron (brown), Random Carpentry Tool||Carpenter|
|Cartography||4 Blank Maps, Sextant||Cartographer|
|Cooking||2 Kindling, Raw Leg of Lamb, Raw Chicken Leg, Raw Fish Slice, Flour Sack (full), Water Pitcher (full)||Chef|
|Detecting Hidden*||Cloak (dark grey)||Scout|
|Discordance||Random Musical Instrument||Demoralizer|
|Fishing*||Fishing Pole, Floppy Hat (brown)||Fisherman|
|Focus||Robe (red), Dagger||Driven|
|Healing||50 Bandages, Scissors||Healer|
|Hiding*||Cloak (dark grey)||Shade|
|Imbuing||Robe, Gnarled Staff||Artificer|
|Inscription||2 Blank Scrolls, A Book (blank)||Scribe|
|Item ID*||Gnarled Staff||Merchant|
|Magery||3 random Scrolls from the first four circles, 30 of each Reagent, Spellbook with three spells for each of the first four circles||Mage|
|Mysticism||Mysticism book with 5 spells, bag of 30 of each mysticism reagent||Mystic|
|Mining||Pickaxe or Shovel||Miner|
|Musicianship*||random Musical Instrument||Bard|
|Necromancy||Necromancy book with 5 spells, bag of 50 each necromancy reagent||Necromancer|
|Ninjitsu||Book of Ninjitsu, Hakama, Kasa||Ninja|
|Peacemaking*||random Musical Instrument||Pacifier|
|Poisoning||2 Poison (Green) Potions||Assassin|
|Provocation||random musical instrument||Rouser|
|Remove Trap||you cannot select this as a starting skill||Trap Specialist|
|Spellweaving||you cannot select this as a starting skill||Arcanist|
|Spirit Speak*||Cloak (dark grey)||Medium|
|Stealth||you cannot select this as a starting skill||Rogue|
|Tailoring||A Bolt of Cloth, Sewing Kit||Tailor|
|Taste ID*||3 random Potions||Praegustator|
|Throwing||boomerang, robe (Gargoyle characters only)||Bladeweaver|
|Tracking||Boots (brown), Skinning Knife||Ranger|
|Veterinary||5 Bandages, Scissors||Veterinarian|
Under the Guaranteed Gain System (GGS), you can always gain a skill point if the skill delay timer allows you to.The Rate Over Time (ROT) system, applied to Siege Ruleset Shards (Siege Perilous and Mugen), provides more of a challenge in at higher levels.
Listed below are the limitations of each skill.
|Skill||Difficulty Based?||Scroll of Power available?||Movement or Target limited?||Skill Delay|
|Animal Lore||No||Yes||Target||1 Second|
|Arms Lore||No||No||Target||1 Second|
|Detecting Hidden||Yes||No||Movement||1 Second|
|Evaluating Intelligence||No||Yes||Target||10 Seconds|
|Forensic Evaluation||No||No||Target||1 Second|
|Item Identification||No||No||Target||1 Second|
|Remove Trap||Yes||No||Target||10 Seconds|
|Spirit Speak||No||No||Movement||1 Second|
|Taste Identification||Yes||No||Target||1 Second|
|* You will not receive any normal skill gains in these skills inside a player owned house at higher levels.
** 5 second delay on sucess, 10 on failure.
*** There is no delay before you can use another skill, though there may be other limitations on skill usage.
The Guaranteed Gain System, or “GGS,” provides additional opportunities for skill gain alongside the basic skill gain system within Ultima Online. Although it may benefit every player at one time or another, those who play infrequently and those who suffer from consistent bad luck when attempting to increase their skills may find it especially beneficial.
UO’s basic skill gain operates as a “use-based system,” and each time a character successfully uses a skill he or she has thepossibility of gaining in that skill—sometimes the character will gain skill, other times not.
GGS tracks each successful use of a skill, and whether or not skill points were gained in the wake of that success. If no skill points are gained over a given period of time, then GGS will award the character a minimum skill point gain as compensation.
It should be noted that if you use a skill and fail, GGS will not come into play. Characters will only be able to gain skill after having successfully performed an action—GGS simply improves the odds that you will gain skill points with each successful skill use.
Characters will still be able to gain skill points in the normal use-based fashion—GGS will simply be keeping track of how long it has been since you had gained a point of skill and award you a mandatory point (as in 0.0 to 0.1) if you had not gained your own after a certain period of time.
GGS Timer: The length of the time period, or “timer,” between 0.1 skill point gains is based on the level of skill; the timer will increase as characters achieve a higher total of skill points.
If the time period passes and you do not gain skill points through the regular use-based method, you will gain a point thanks to GGS. GGS time periods are based on the server system clock, meaning that you don’t have to be logged in for your timers to refresh.
However, the use-based system is not restricted by time. Therefore, even if you had just gained a point through the GGS, the game would still check for skill gain under the use-based system—although, admittedly, it would still be incredibly difficult to gain skill in this way at the high end range.
For example: You cast a spell of moderate difficulty, and succeed, but you do not gain skill. If you continue to succeed in the use of the skill but the relevant time period passes and you have still not gained a point in that skill, then you will gain a point in that skill the next time you successfully use that skill.
The chart below may be used as an estimate of the amount of time that may need to pass (after multiple consecutive skill-use successes without skill point gains) before a character will see a raise of 0.1 within the noted bracket due to GGS, and NOT how long it will take to pass through the whole bracket. Please note that these time periods are not to be used as an absolute rule, but instead as a general guide—as the saying goes, “your mileage may vary.”
For example, a player with a total of 700 total skill points and 82.3 Blacksmithy has been practicing his craft for some time, but has been failing steadily hasn’t noted any skill gains. We can cross-reference the “80.0 – 84.9” row with the “700 total skill points” column and see that if this pattern continues for a total of 15.0 hours GGS will compel a 0.1 gain, making her Blacksmithy raise from 82.3 to 82.4.
If this unlucky streak returns after that and lasts another 15 hours, she will go from 82.4 to 82.5, and so on.
GGS affected by the difficulty of the task: The most noticeable difference between GGS and previous skill gain systems or incentives is that gains for skills that score in the 90s, for example, are not only possible during normal or casual play, they are guaranteed—provided you are successfully performing your skill in or around your current skill level.
An example of “performing at your skill level” could be someone casting Magic Arrow with a Magery skill of 90.0, which would provide no chance whatsoever to gain skill in Magery even considering GGS, as that spell is of too low a spell circle to be challenging for someone with that high a Magery score. You would need to cast higher circle spells to see guaranteed skill gain. Similarly, crafting daggers with a Blacksmithy of 80.0 would provide no chance to gain skill in Blacksmithy.
Skills that are not difficulty based, however, would always have a chance to gain (without concern for the challenge level of the task being attempted).
|Approximate GGS time period between 0.1 skill gains|
|Skill||350 total skill points||500 total skill points||700 total skill points|
|0.0 – 4.9||1 minute||3 minutes||5 minutes|
|5.0 – 9.9||4 minutes||10 minutes||18 minutes|
|10.0 – 14.9||7 minutes||17 minutes||30 minutes|
|15.0 – 19.9||9 minutes||24 minutes||44 minutes|
|20.0 – 24.9||12 minutes||31 minutes||57 minutes|
|25.0 – 29.9||14 minutes||38 minutes||1.2 hours|
|30.0 – 34.9||17 minutes||45 minutes||1.4 hours|
|35.0 – 39.9||20 minutes||52 minutes||1.6 hours|
|40.0 – 44.9||23 minutes||60 minutes||1.8 hours|
|45.0 – 49.9||25 minutes||1.1 hours||2.0 hours|
|50.0 – 54.9||27 minutes||1.2 hours||2.3 hours|
|55.0 – 59.9||33 minutes||1.5 hours||2.7 hours|
|60.0 – 64.9||55 minutes||2.5 hours||4.4 hours|
|65.0 – 69.9||1.3 hours||3.6 hours||6.5 hours|
|70.0 – 74.9||1.9 hours||4.9 hours||9.0 hours|
|75.0 – 79.9||2.4 hours||6.4 hours||11.8 hours|
|80.0 – 84.9||3.0 hours||8.2 hours||15.0 hours|
|85.0 – 89.9||3.8 hours||10.1 hours||18.6 hours|
|90.0 – 94.9||4.6 hours||12.4 hours||22.6 hours|
|95.0 – 99.9||5.6 hours||14.9 hours||27.0 hours|
|100.0 – 104.9||6.6 hours||17.6 hours||32.0 hours|
|105.0 – 109.9||7.8 hours||20.7 hours||38.0 hours|
|110.0 – 114.9||9.0 hours||24.0 hours||43.0 hours|
|115.0 – 120.0||10.3 hours||27.7 hours||51.0 hours|
On Siege Perilous and Mugen, the RoT (Rate over time) system applies for gaining skill points above 70. RoT resets once per day, at 8pm EST/1am GMT.
- Skill points for skills less than 70 points will gain as normal shards.
- Skill points for skills between 70 and 79.9 points have a time limit of 5 minutes between points gained. (250 minutes min to gain 5.0 skill)
- Skill points for skills between 80 and 89.9 have a time limit of 8 minutes between points gained. (320 minutes min to gain 4.0 skill)
- Skill points for skills between 90 and 99.9 have a time limit of 12 minutes between points gained. (360 minutes min to gain 3.0 skill points)
- Skill points for skills between 100 and 120 have a time limit of 15 minutes between points gained. (750 minutes min to gain 5.0 skill points)
- Players will be allowed to gain 15 stat points a day.
So you are curious about the Skill and Stat Caps? These caps were put in place to even the playing field for newer players and people who didn’t have all day to spend practicing their skills and raising their attributes. A character that was 18 months old would be godlike, with GM Status in every skill and 100s for Strength, Dexterity and Intelligence, without the Caps because this character would have months and months to train.The Stat and Skill Caps were not put into place to inconvenience you or make your life miserable. They were put in place as a way to force boundaries upon characters that would normally run rampant over the countryside slaying everything in their wake if they were given no limits. With the addition of the Scrolls of Power, players now have a way to specialize their characters even more, and even train their stats a little bit higher than others to make things more “interesting”.
Each individual stat, Strength, Dexterity and Intelligence, can be set to either one of these three options:
- Set to Raise
- Set to Lower
Total stats are capped at 225 for new accounts. At 6 months, all characters will have their stat cap raised by 5 points to 230. Also, Scrolls of Power can be found to raise your stat cap by up to 25 points. Individual stats are capped at 150*.
– Only when a player character advances in a skill or is at the skill cap for that skill, he/she may gain a stat point.
– All skills now have a primary and secondary stat. The primary stat will rise 75% of the time. The secondary stat will rise 25% of the time. If the primary stat is not set to “gain”, the secondary stat will be chosen. If the primary and secondary stats are both locked or set to “decrease”, neither stat will rise.
Note: If a stat is at the maximum individual stat cap of 125 and is not locked, it can be chosen, but it will not rise.
– The chance that a stat will increase on any given skill gain is 1 in 20.
– Purchasing skill training from an NPC will not raise stats.
– There is no cap on how many stat points you can gain in any given time period
* Individual stats are capped at 125 real with a total cap of 150 including bonuses from items.
Table of Primary and Secondary Stats
- Raise – When a skill is set to Raise (up arrow), this skill will increase as it is used..
- Lower – When a skill is set to Lower (down arror), this skill will decrease if you’re at the skill cap and gain in other skills. Skills set to Lower will not allow you to gain stats from use of that skill.
- Lock – When a skill is set to Lock (padlock), this skill’s value will not change. Skills set to Lock will not allow you to gain stats from use of that skill.
A field at the bottom of the skill menu lists your character’s skill total. This allows you to see how close you are to the skill cap. Click on the Show Skill Caps button to see your individual skill caps.
Initially, there are 4 skill groups, sorted by category. To add a new group, click the New Group button. If you wish to rename a group, double-click the group name and make your desired changes. To move skills between groups, click and drag the skill from one group to another. If you’re moving a skill to an empty group, you will have to drag the skill on top of the group name in order to add it to that group.
To make viewing or editing your skills easier, you can click and drag the blue gem at the bottom of the skill window to show more skills at once.
Originally posted by Xena Dragon
Updated by Petra Fyde November 17, 2013