The bonuses provided by skill mastery at master and grandmaster level
for most skills are given below:
Aim : -20% lag -25%
Alchemy : +8 potion spell level +10
Anatomy : +15% effectiveness +25%
Arcane Lore : +3 caster level on spells from objects +5 levels
Ashura : +30% chance for off-hand attack, +15% for 2H +50%/25%
Assassination : better chance on injured targets (max +60%) +100%
Backstab : +20% chance to land when spotted +25%
Beheading : better chance on injured targets (max +60%) +100%
Berserk : +3% damage while offensive, +6 hit/damroll +5% / +10
Bite : +20% damage, -20% lag +25% / -25%
Bodyguard : 1 extra lag-free rescue each round 2 extra
Brawl : +30% chance for off-hand attack +50%
Burst : +40% effective hitroll +50%
Chop : +20% damage, -20% lag +25% / -25%
Circle (etc) : +12% chance to reach opponents back +15%
Coersion : +10% chance to placate +15%
Critical Strike : +3% critical strike chance +5%
Dagger Focus : +18% effectiveness +30%
Dodge : +3% chance to avoid hit +5%
Double Strike : 40% chance for 'rend' when both attacks hit 50%
Dual Skills : 15% chance of extra offhand attack 25%
Duck : +3% chance and +6% chance to duck in melee +5% / +10%
Endurance : +60% healing bonus +100%
Enhanced Damage : +30% to extra damage bonus +50%
Entrapment : 60% chance to trip and attack 100%
Estimate : Estimate as if +40 levels higher +60 levels
Evasion : +30% effectiveness against non-area spells +50%
Fast Healing : +60% healing bonus +100%
Firstaid : at least 40% effective 50%
Flanking : +30% to extra damage bonus +50%
Flee : -40% lag -50%
Focus : +18% effectiveness +30%
Full Auto : +40% effective hitroll +50%
Giant Feller : x2 effective size difference x3
Guard : 6% chance to auto-guard each opponent 10% chance
Hand to Hand : -6% chance to be parried, -30% parry damage -10% / -50%
Heavy Armor : +30% skill effectiveness +50%
Hunt/Scout : -50% distance penalty +50% max distance
Ignite : +2 ticks to bomb timer +3 ticks
Instruments : +30% effectiveness in reducing song cost +50%
Introspection : roll twice when practicing field, take better roll thrice
Iron Hide : +60% bonus +100%
Jump Up : +15% chance to leap up +25%
Kick : +20% damage, -20% lag +25% / -25%
Killer Instinct : +30% to extra damage bonus +50%
Kung Fu : 12% chance for flurry attack on unarmed hit 20%
Leadership : reduces xp penalty in group (+8-33% xp gained) +12-50%
Lore : -50% lag -66%
Mass Combat : +3% chance to avoid hit +5%
Meditation : +60% healing bonus +100%
Melee : +30% chance for off-hand attack, +15% for 2H +50%/25%
Meta-Magics : -40% extra cost for spells -60%
Mug : +20% damage & bonus gold +25%
Natural Resist. : +60% bonus +100%
Parry : +3% chance to avoid hit +5%
Penetration : +30% effectiveness +50%
Power Attack : +20% damage +25%
Puncture : +20% damage +25%
Puppetry : +3 zombie level, +30 CHA (WRT #lvls controlled) +5 / +50
Rescue : 60% chance to reroll failed rescue 100% chance
Riff : +12 to hitroll cap, +1 duration +20 cap
Round Swing : -20% lag -25%
Second Attack : 15% chance of extra attack 25%
Semi Auto : +40% effective hitroll +50%
Sentinel : 40% reduced damage (instead of 25%) 50%
Sharp Shooting : +30% more likely to work +50%
Shield Block : +3% chance to avoid hit +5%
Snipe : -20% lag -25%
Smite : 40% dispel chance vs different alignment 50%
Stalk : -60% hunt move cost -90%
Strafe : 40% chance of third attack 50%
Taxidermy : -50% lag -66%
Third Attack : 15% chance of extra attack 25%
True Grit : -50% chance of sudden death -75%
Twohand Weapons : +level * 0.15 damage with twohanded weapons +level/4
Uppercut : +20% damage +25%
Use Magic Dev. : +30% effectiveness, +6 spell level at hero +50% / +10
War Cry : +5 hit/damroll, -100 AC -10 saves
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