SkillsContents:Skills are trained on a minion to augment the minion's primary function. Effects derived from a skill are intrinsic to the minion training the skill, as opposed to enchantments that affect multiple targets outside of the caster. Skills cannot be directly dispelled, although they typically have some counter or inherent sacrifice to create a balance of power. All skills are affected by Armor Dexterity modifiers. The Dexterity (DX) bonus on a pair of Elven Gloves, for instance, will increase the wearer's skill level by the same percentage by which it increases DX. Further, DX penalties from armor result in corresponding penalties applied to the skill.
All bows will fire in all five ranged rounds. However, without Archery trained, bows receive a significant penalty to their base chance to hit (CTH) -- 80% penalty, or a total of 20% CTH. This CTH is where you start before calculating effects from dexterity or plus to hit (PTH). With an Archery trained up to an effect of 1.00, you can minimize this penalty and maximize your base CTH. For all bows other than the Elven Long Bow (ELB), this will maximize at 90% CTH (10% penalty) at an Archery of 1.00. The ELB is the only bow that can achieve a full 100% CTH (no penalty) with full Archery trained. The CTH is interpolated linearly when Archery is somewhere between 0.00 and 1.00: (Archery * 0.8) + 0.2.
1) Effect Stacking. The effects of UC items that increase it percentage-wise, such as Elven gears and the Amulet of Focus, will be applied first. Afterwards the items that increase UC's static effect, such as Helm's Gauntlets and the Combat Gi, will apply their effects on top of any % effects that came first. 2) UC's effect. Unarmed Combat acts as a melee weapon that increases the X and the + as the UC effect increases. The effect number in parentheses, such as Unarmed Combat: 1,893,975/1,200,000 (113), represents the Point-To-Hit of the UC weapon. The 'X' value is currently unknown, as well as the hidden base multiplier. 3) UC's Inherent Evasion. A portion of the Unarmed Combat level trained acts as though it were Evasion levels - this amount changes between Ranged and Melee rounds, and is affected by the Combat Gi. This portion is pre-item-bonus [2], so adding equipment that increase the UC level/effect doesn't affect the inherent Evasion level - only the Gi affects it, and it does so by increasing it by 50%. (Testing has suggested the contrary that the evasion level is effected by any UC boosting items. [3]) Without the Combat Gi, the 1/3 of the trained UC level acts as though it is Evasion. With the Combat Gi, this increases to 50% of the trained UC level during Melee. There do not seem to be any ranged multipliers as of April 10th with the new changes [4]. Minimum Level per Effect ------------------------ Initial effect/level: (0 ) 27 (1 ) 12,064 (26 ) 263,195 (51 ) 582,771 (76 ) 1,014,955 (101) 1,574,207 (126) 2,285,433 (2 ) 22,774 (27 ) 274,262 (52 ) 597,445 (77 ) 1,035,263 (102) 1,614,395 (127) 2,317,704 (3 ) 32,633 (28 ) 285,528 (53 ) 612,323 (78 ) 1,055,818 (103) 1,624,758 (128) 2,350,298 (4 ) 42,559 (29 ) 296,880 (54 ) 627,407 (79 ) 1,076,622 (104) 1,573,894 (129) 2,382,970 (5 ) 52,600 (30 ) 308,597 (55 ) 642,698 (80 ) 1,097,677 (105) 1,688,906 (130) 2,415,717 (6 ) 62,449 (31 ) 320,742 (56 ) 658,198 (81 ) 1,119,000 (106) 1,702,325 (131) 2,449,192 (7 ) 71,800 (32 ) 332,040 (57 ) 673,910 (82 ) 1,140,545 (107) 1,728,818 (132) 2,483,014 (8 ) 81,294 (33 ) 344,597 (58 ) 689,835 (83 ) 1,162,361 (108) 1,755,583 (133) 2,516,797 (9 ) 90,740 (34 ) 356,340 (59 ) 705,975 (84 ) 1,184,434 (109) 1,782,621 (134) 2,551,239 (10 ) 100,302 (35 ) 368,755 (60 ) 722,332 (85 ) 1,206,489 (110) 1,809,940 (135) 2,585,545 (11 ) 110,025 (36 ) 381,351 (61 ) 738,907 (86 ) 1,227,574 (111) 1,837,834 (136) 2,620,670 (12 ) 119,850 (37 ) 394,137 (62 ) 755,702 (87 ) 1,248,903 (112) 1,865,724 (137) (13 ) 129,800 (38 ) 407,113 (63 ) 772,720 (88 ) 1,270,477 (113) 1,893,543 (138) 2,691,067 (14 ) 139,875 (39 ) 420,246 (64 ) 789,962 (89 ) 1,292,298 (114) 1,922,006 (139) (15 ) 149,632 (40 ) 433,596 (65 ) 807,429 (90 ) 1,314,367 (115) 1,950,877 (140) (16 ) 160,425 (41 ) 446,787 (66 ) 825,124 (91 ) 1,336,686 (116) 1,979,876 (141) 2,799,898 (17 ) 170,675 (42 ) 459,536 (67 ) 843,048 (92 ) 1,359,256 (117) 2,009,219 (142) (18 ) 180,675 (43 ) 472,468 (68 ) 861,203 (93 ) 1,382,078 (118) 2,038,846 (143) (19 ) 190,175 (44 ) 485,585 (69 ) 879,590 (94 ) 1,405,153 (119) 2,068,590 (144) (20 ) 199,949 (45 ) 498,890 (70 ) 898,212 (95 ) 1,428,483 (120) 2,098,735 (145) (21 ) 210,130 (46 ) 512,384 (71 ) 917,212 (96 ) 1,452,070 (121) 2,129,037 (146) (22 ) 220,448 (47 ) 526,070 (72 ) 936,165 (97 ) 1,475,914 (122) 2,159,858 (147) (23 ) 230,911 (48 ) 539,950 (73 ) 955,500 (98 ) 1,500,017 (123) 2,190,970 (148) (24 ) 241,521 (49 ) 554,025 (74 ) 975,075 (99 ) 1,524,381 (124) 2,222,272 (149) (25 ) 252,283 (50 ) 568,298 (75 ) 994,893 (100) 1,549,006 (125) 2,253,444 (150) * These are off by either one or zero. ** These are off by unknown numbers but closer then the former value was.
Original stacking Changelog: [5]
This is a spreadsheet Nightstrike has been so nice to put together: [6] Minimum Level per Effect ------------------------ Initial effect/level: (0 ) 27 (1 ) 41 (26 ) 36,157 (51 ) 166,733 (76 ) 414,916 (101) 793,937 (2 ) 100 (27 ) 39,356 (52 ) 173,968 (77 ) 427,954 (102) 812,396 (3 ) 209 (28 ) 42,735 (53 ) 181,415 (78 ) 441,248 (103) 831,127 (4 ) 721 (29 ) 46,297 (54 ) 189,072 (79 ) 453,915 (104) 850,132 (5 ) 1,121 (30 ) 50,044 (55 ) 196,944 (80 ) 466,736 (105) 869,411 (6 ) 1,582 (31 ) 53,980 (56 ) 205,030 (81 ) 479,799 (106) 888,967 (7 ) 2,163 (32 ) 58,109 (57 ) 213,335 (82 ) 493,105 (107) 908,800 (8 ) 2,872 (33 ) 62,221 (58 ) 221,859 (83 ) 506,654 (108) 928,911 (9 ) 3,639 (34 ) 66,365 (59 ) 230,604 (84 ) 520,450 (109) 949,303 (10 ) 3,168** (35 ) 70,694 (60 ) 239,572 (85 ) 534,492 (110) 969,976 (11 ) 5,537 (36 ) 75,209 (61 ) 248,766 (86 ) 548,783 (111) 990,931 (12 ) 6,696 (37 ) 79,914 (62 ) 258,187 (87 ) 563,324 (112) 1,012,170 (13 ) 8,002 (38 ) 84,811 (63 ) 267,836 (88 ) 578,116 (113) 1,033,695 (14 ) 9,328 (39 ) 89,903 (64 ) 277,717 (89 ) 593,161 (114) 1,055,505* (15 ) 10,786 (40 ) 95,192 (65 ) 287,829 (90 ) 608,460 (115) 1,077,604 (16 ) 12,391 (41 ) 100,680 (66 ) 298,176 (91 ) 624,016 (116) 1,099,991 (17 ) 14,150 (42 ) 106,370 (67 ) 308,759 (92 ) 639,828 (117) 1,122,668 (18 ) 16,065 (43 ) 112,265 (68 ) 319,580 (93 ) 655,899 (118) 1,145,637 (19 ) 18,143 (44 ) 118,366 (69 ) 330,640 (94 ) 672,229 (119) 1,168,898 (20 ) 20,387 (45 ) 117,175** (70 ) 341,942 (95 ) 688,821 (120) 1,192,453 (21 ) 22,732 (46 ) 131,199 (71 ) 353,487 (96 ) 705,676 (121) 1,215,391 (22 ) 25,086 (47 ) 137,935 (72 ) 365,276 (97 ) 722,794 (122) 1,237,928 (23 ) 27,601 (48 ) 144,887 (73 ) 377,312 (98 ) 740,178 (123) 1,260,743* (24 ) 30,283 (49 ) 152,058 (74 ) 389,596 (99 ) 757,829 (124) 1,283,835 (25 ) 33,133 (50 ) 159,449 (75 ) 402,130 (100) 775,748 (125) 1,307,208 * These are off by either one or zero. ** These are off by unknown numbers but closer then the former value was. Estimated Evasion Levels To the nearest 1000Lv (12000xp) or 100Lv (1200xp). XP Added = Level Added x 12xp.
Ev) XP Added Level Level Added
130) 0 1,634,768 0
131) 281808 1,658,252 23484
132) 383568 1,690,216 31964
133) 381516 1,722,009 31793
134) 395892 1,755,000 32991
135) 396000 1,788,000 33000
136) 396000 1,821,000 33000
137) 396000 1,854,000 33000
138) 408000 1,888,000 34000
139) 416376 1,922,698 34698
140) 411624 1,957,000 34302
141) 420000 1,992,000 35000
142) 432000 2,028,000 36000
143) 420000 2,063,000 35000
144) 432000 2,099,000 36000
145) 436800 2,135,400 36400
146) 442800 2,172,300 36900
147) 447600 2,209,600 37300
148) 451200 2,247,200 37600
149) 451200 2,284,800 37600
150) 465600 2,323,600 38800
151) 465600 2,362,400 38800
152) 470400 2,401,600 39200
153) 475200 2,441,200 39600
154) 478800 2,481,100 39900
155) 484800 2,521,500 40400
156) 488400 2,562,200 40700
157) 493200 2,603,300 41100
158) 498000 2,644,800 41500
159) 504000 2,686,800 42000
160) 507600 2,729,100 42300
161) 512400 2,771,800 42700
last edited by Game Cube at Apr 10 - Edit Skills Pages that link to this page:
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