The Skills
Every skill on Perilous Legends, what it does, and where the shard has changed it. One page per skill.
Perilous Legends runs 49 skills on a Renaissance-era ruleset, with two of its own: Enchanting and Skinning. Several classic skills have been given new jobs, and nearly all of them plug into a class, a Quartermaster or a shard system somewhere.
The Rules Every Skill Shares
- Caps: 720 total. Each skill trains to 100; power scrolls raise a skill's cap by exactly 1 per scroll, in four colour tiers: green takes you from 101 to 105, blue 106 to 110, red 111 to 115, blaze 116 to 120. Each tier must be finished before the next works. Champions drop scrolls for every skill; the Quartermasters and the Village Warden sell scrolls for their own trades as well. Scrolls are cursed: they drop with your corpse.
- Stats: 120 each, 225 total; Harrower stat scrolls raise the total to 250.
- Gain: classic use-based gain with guaranteed gain timers and no anti-macro. Skills under 10 always gain. Pets never gain skills. Nothing gains inside a scheduled event: Defense of the Shards, Paintball, Castle Siege or the Hardpoint island.
- Class bonuses to skills are effective bonuses that never push a skill past 120, and every class skill bonus switches off while you are flagged for PvP. The two Cutpurse exceptions (Dangerous, Thuggery) are noted on their pages.
- Builds: the Personality system stores whole skill sets. A new build starts at zero with every cap at 100; a freshly loaded build has all skills locked.
- Where skills are off: every skill is disabled inside Paintball. Stealing is blocked in the Dueling Arena; snooping and stealing are blocked in the Casino and Auction House. Duel templates replace your skills for the match.
- Free bonuses for everyone: Camping (carry weight, weapon damage to monsters), Inscription (spell damage), Taste Identification (potions), Arms Lore (hit chance), Fletching (archery damage), Mining (mace damage), Lumberjacking (axe damage), Herding (pet and summon damage). No class needed.
Combat
| Skill | In one line |
| Swordsmanship | Swords and axes; Pirate Corsair bonus. |
| Mace Fighting | Maces; stamina drain, crushing blow; +Mining damage. |
| Fencing | Piercing weapons; Cutpurse Dangerous. |
| Wrestling | Unarmed combat; stun and disarm. |
| Archery | Ranged weapons; Ranger's home skill. |
| Tactics | Melee and ranged damage multiplier. |
| Anatomy | Melee damage, two-handed special blows, wrestling stun, bandage healing. |
| Parrying | Shield blocks; two-handed weapons parry at 50%. |
| Arms Lore | +1% hit chance per 10, exact durability readout, disarm punch. |
| Healing | Bandage healing, curing and resurrection. |
Magic
| Skill | In one line |
| Magery | Spellcasting success, speed and part of the damage. |
| Evaluating Intelligence | Spell damage versus the target's Resisting Spells. |
| Meditation | Mana regen; never fails at 100+. |
| Resisting Spells | Spell defense; Elementalist Warding. |
| Spirit Speak | Ghost speech; Necromancer summon scaling and Commune. |
| Inscription | Spell scrolls, runebooks, staves, contracts, disenchantment wands; +1% spell damage per 10 (PvM and PvP, PvP capped at +10% with Spirit Speak). |
Bard
| Skill | In one line |
| Musicianship | Instrument play; gates all barding and Concert Mode. |
| Peacemaking | Pacify creatures; boss damage cut. |
| Provocation | Make creatures fight; bosses take +20% damage. |
| Discordance | Debuffs a creature's stats and skills; works on bosses. |
Rogue
| Skill | In one line |
| Hiding | Become hidden; Stealth needs 80. |
| Stealth | Move while hidden; Stealth/10 steps. |
| Snooping | Peek into player backpacks. |
| Stealing | Pickpocketing; Cutpurse procs and Thug Life. |
| Lockpicking | Chests, Treasure Lock minigame, Golden Lock Chests. |
| Remove Trap | Disarm traps; Treasure Lock trap chance. |
| Detecting Hidden | Reveals hidden things; finds Golden Lock Chests. |
| Poisoning | Poison weapons; Assassin Venomancer; Ranger Poisoned Arrows. |
Taming
| Skill | In one line |
| Animal Taming | Tame creatures; control; pet leveling. |
| Animal Lore | Pet control, pet book, egg hatching, taming gains. |
| Veterinary | Pet bandaging and resurrection. |
| Herding | Followers deal +2% damage per 10 Herding. |
Crafting
| Skill | In one line |
| Blacksmithy | Metal weapons, armor, Pet Equipment, siege hammers. |
| Tailoring | Cloth and leather armor; Perilhide; sockets at 100 (beta). |
| Carpentry | Wood crafts, ship repair tools, hamlet repair deeds, fishing poles. |
| Bowcraft/Fletching | Bows and ammo; +1% archery damage per 5 skill. |
| Tinkering | Tools, jewelry, skinning knives, siege cannons, Fine Lockpicks. |
| Alchemy | Potions, Grave Dust, Growth Serum, Soothing Balm and siege spikes. |
| Cooking | Dishes with hour-long effects; Chef's Apron and Frying Pan rewards. |
| Cartography | Decode treasure maps; local, city, sea and world maps. |
| Enchanting PL | Apply enchantments from learned recipes at a table. |
Gathering
| Skill | In one line |
| Mining | Ore and gems; +1% mace damage per 5 (max +20%). |
| Lumberjacking | Wood harvesting; +1% axe damage per 5 (max +20%). |
| Fishing | Fish, sea loot, sport fishing and feeding frenzies. |
| Skinning PL | Harvest enchanting materials and catalysts from corpses. |
Utility
| Skill | In one line |
| Camping | +1 stone carry weight per point; +1% weapon damage per 10 against monsters (not spells, not pets or summons). |
| Taste Identification | +1% potion healing and +1% cure chance per 5 points. |
| Tracking | Locate creatures and players; arrow follows 1 tile per point. |
| Item Identification | Identifies magic items; rarely needed here. |