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Difference between revisions of "Skill Hand to Hand"

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(changed "hand to hand" item to "hands slot" item, as hand to hand weapons aren't in p99.)
(Classes)
Line 14: Line 14:
 
*[[Shaman]] (Max 135)
 
*[[Shaman]] (Max 135)
 
*[[Cleric]] (Max 75)
 
*[[Cleric]] (Max 75)
*[[Druid]] (Max 75)
+
*[[Druid]] (Max 135)
 
*[[Enchanter]] (Max 75)
 
*[[Enchanter]] (Max 75)
 
*[[Magician]] (Max 75)
 
*[[Magician]] (Max 75)

Revision as of 19:34, 14 November 2023

The skill that governs how efficiently you fight without weapons. Fists become magical by equipping a Hands slot (i.e. gloves) item that is "MAGIC ITEM" (which will defeat the magical invulnerabilities of mummies, wisps, and the magical undead).

Note: There seems to have been a bug about how the cap check is calculated - it was possible for certain classes (e.g., Clerics) to reach skills higher than the cap if they continued to obtain skill-ups after passing the cap as long as the character does not camp or zone. It is unknown whether this bug still exists.

Classes

Spell: AbjurationAlterationChannelingConjurationDivinationEvocationMeditateSpecialization
Specialize: AbjurationSpecialize: AlterationSpecialize: ConjurationSpecialize: DivinationSpecialize: Evocation
Weapon: Archery1H Slash1H Blunt2H Slash2H BluntPiercing2H PiercingThrowing
Combat: BashBlockDefenseDisarmDodgeDouble AttackDual WieldHand to HandHarm Touch
IntimidationKickLay on HandsOffenseParryRiposteSlamTaunt
Rogue: BackstabApply PoisonDisarm TrapsPick LockPick PocketSense Traps
Monk: Dragon PunchEagle StrikeFeign DeathFlying KickMendRound KickSafe FallTail Rake (Iksar)Tiger Claw
Bard: Brass InstrumentsPercussionStringed InstrumentsWind InstrumentsSinging
Non-Combat: Alcohol ToleranceBeggingBind WoundFishingForagingHide (Evade)Sense HeadingSneakSwimmingTracking