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Skills Legend

 
 Levels 
 A - C 
 D- F 
 H - P 
 Q - Z 

Skill Levels
Point Range Description
0-10 Awful
11-20 Feeble
21-30 Very Bad
31-40 Bad
41-50 Below Average
51-70 Average
71-80 Good
81-90 Very Good
91-100 Excellent
101-255 Master

A - C

Abjuration

A skill only available to users of magic. The ability to cast spells of a defensive nature (i.e., the Druid's Shield of Thorns).

Alchemy

Allows Shamans to concoct potions. Examples of this are Charming Deceit, and Troll’s Essence.
Requires: Medicine Bag

Alcohol Tolerance

The ability to metabolize the distorting, disorienting effects of alcohol. Very useful for a Warrior, as alcohol has beneficial effects such as temporarily raising Stamina and Strength.

Alteration

A spellcasting skill. This is the ability to alter reality and make changes to already existing targets. Good examples are the Teleportation, Gate, and other types of 'ability' spells (run faster, see better, etc).

Apply Poison

A skill specific to the Rogue. If successful, the targeted weapon will have a chance to poison an enemy.

Archery

The ability to use the bow. This includes the Hunting Bow, the Short Bow, and the Long Bow. Crossbows are currently not available as weapons.

Backstabbing

Allows the rogue class a chance to inflict massive amounts of damage with a single blow. The rogue must be positioned behind his mark.

Baking

As food is a vital part of an adventurer's lif in Norrath, Baking can be quite useful. Allows people to produce a wide variety of baked goods. Examples are Bixie Crunchies, Lizard-On-A-Stick, and Dwarf Chops.
Requires: Oven

Bash

Meant to be used with a shield, this skill allows one a chance to temporarily stun an opponent as well as inflict a small amount of damage.
Requires: Shield

Beg

Ability to beg coppers from NPCs.

Bind Wound

Allows the user a chance to begin to heal wounds. May be used an unlimited number of times, but immobilizes the user for a short period. May only be used on a target who has below half of their total HPs.
Requires: Bandages

Block

A special skill of the Monk. Allows the user a chance to deflect an opponent's blow.

Brass Instruments

A skill unique to the Bard. Some Bard songs (spells) are only castable using brass instruments.

Brewing

The fine art of making a brewski. Allows any inhabitant of Norrath to produce potent alcoholic beverages. Your friends will love you if you bring them free beer. This game just gets more and more realistic! Examples are Mead, Short Beer, Kalish, and Halas Heaters.
Requires: Still

Channeling

A magic user with ability in this skill will be able to cast a spell faster no matter the spell's type.

Common Tongue

Ability to speak and understand the Common Tongue.

Conjuration

A spellcasting skill. Allows the user to call upon the arcane forces to summon something into being. For example, a magical pet, food, water, weapons, etc.

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D - F

Dark Speech

Ability to speak and understand the special dark tongue of the Dark Elf, Troll, and Ogre kind.

Defense

The general ability to save one's own skin in melee combat.

Disarm

A very useful skill that actually causes the target to drop its weapon. This is often the death knell for your opponent, especially if you pick up the weapon before he or she does.

Disarm Traps

Allows a Rogue to make the rest of his party very happy by disarming potentially life-threatening traps on objects or in passageways.

Divination

The spellcasting skill of making things visible or invisible.

Dodge

Simply put, a chance to get out of the way of your opponent's weapon. A very useful skill for all classes, but extremely useful for magic users who do not like being interrupted mid-spell.

Double Attack

Allows the user a chance to double their weapon's attack speed, thereby attacking twice in the time that it would have taken them to attack once.

Dragon Punch

Special Monk attack.

Dual Wield

Allows the user the ability to wield a weapon in each hand and a chance to attack with the second weapon.

Eagle Strike

Special Monk attack.

Elder Elvish

Ability to speak and understand Elder Elvish.

Evocation

A spellcasting skill. This is the skill that allows its user to call forth tremendous forces of energy in order to cast purely offensive spells such as Lightening Bolt, Shock of Frost, etc.

Feign Death

A special Monk skill. Allows the user a chance to convince NPCs that they are dead and to attack someone else. Also a good party trick.

Fishing

Allows people to pull fresh fish--or sometimes discarded and wrecked items--from larger bodies of water. Up to a certain point, the more times you cast the better the chance of catching a fish. Examples are Fish, Fish Scales, Rusty Daggers and Tattered Sandals.
Requires: Fishing Pole and Bait

Fletching

Allows anyone to construct a wide variety of bows and arrows. Examples are Elm Linen Bow and a Class 1 Point Porcelain Arrow.
Requires: Fletching Kit

Flying Kick

Special Monk attack.

Forage

A very useful skill of Rangers, Druids and Wood Elves. Allows them a chance to scrounge up food or water from the local surroundings. Examples are Grubs, Berries and Rabbits.

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H - P

Hand-to-Hand

Every class starts out with this skill. One should practice this skill to at least a marginal degree, in order to defend themselves in case of death or disarmament.

Hide

Allows the user a chance to blend in with the local flora. The user does not know if the skill has been successful or not. The only way to know that you have hidden successfully is by the reaction of others to you jumping out and saying BOO!

Instill Doubt

A peculiar ability of the Rogue, thought to create a sense of impending doom in those that they are in combat with. Often causes the target to turn its back and flee, giving the Rogue a chance to use the Backstab skill (a very nasty combination).

Jewel Craft

Allows one to fashion jewelry gems and precious metals. A good trade skill for those that want to make money through means other than mass slaughter. Examples are a Golden Hematite Choker, Engagement Rings, and Wedding Rings.
Requires: Jewelry Kit

Kick

Available to fighter classes. Allows the user a chance to inflict some extra damage during combat. Also increases your chances of being selected as a Dallas Cowboys Cheerleader.

Make Poison

A skill unique to the Rogue. Self explanatory.

Meditate

Magic users should get accustomed to using this skill. Allows faster regeneration of mana. Don't waste training points on it at the trainer, as you will use it so much that the skill will go up on its own.

Mend Wounds

A Monk ability to heal one's self. If not performed properly this skill can actually cause damage to the target.

Offense

The overall ability to inflict damage during combat.

Old Erudian

Ability to speak and understand Old Erudian.

One-Hand Blunt

Ability to use a blunt object that only requires one hand to wield.

One-Hand Slashing

Ability to hit others with one-handed blades, such as small to medium swords and axes.

Parry

Ability to deflect blows with one's weapon. Makes a cool sound in-game.

Percussion

The ability of the Bard to use the drums. Some bard songs can only be played on percussion instruments.

Pick Lock

A Rogue-specific skill that allows possible entry into locked confines. Sometimes the only way to get into certain areas of Norrath.

Pick Pocket

PvP+ may attempt to pick the pocket of NPCs or PvP+ PCs. PvP- is limited to NPCs.

Piercing

Ability to use piercing weapons, such as spears and daggers. A favorite skill of rogues.

Pottery

Allows people to craft clay into pottery. Examples are a Small Bowl, Small Clay Container, and Clay Deity.
Requires: Clay, Pottery Wheel and Kiln

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Q - Z

Research

(Taken from the Official Game Manual.) Permits the magic using classes to assemble spells from component pieces. Spell Research is a trade skill, similar in theory to tailoring and cooking. Specific items are inserted in to a container, combining to produce a new item.

All magi begin researching spells at level 16. To do spell research, you will need a Tome specific to your class – these can be purchased in your guild hall.

Research instruction books can also be purchased in your guild hall. All instruction books are written in languages other than common. To learn the fundamentals of a language, you must train one point in the language with your guild master. Once you have learned the fundamentals, you will be able to advance your linguistic skills through use – usually by listening to someone speak in that language.

Research instruction books will list the components needed to produce a scroll. Spell components can be found scattered throughout the world – they appear randomly on different creatures, so you will not have to ‘camp’ a spot to get a certain component. Components can be stored and traded – ask around – 13 of the 14 classes out there will not be able to use the research component that you need.

Research components are usually found on intelligent creatures, or on creatures that are innately magical. Requires:

Wizards use a Lexicon
Mages use an Elemental Grimoire
Enchanters use a Tome of Endless Enchantments
Necromancers use a Book of Dark Bindings

Riposte

Special attack.

Round Kick

Special Monk attack.

Safe Fall

The ability of Monks and Rogues to fall from great heights and reduce the damage inflicted upon themselves.

Sense Heading

Very useful for one who does not want to get lost. It is recommended that one practice this skill after each level-up until it maxes out.

Sense Traps

An ability of the Rogue to detect traps on objects or in passageways.

Singing

An ability of Bards to cast songs that require the use of their voice.

Slam

An ability peculiar to the the larger races (no matter the class) resulting in an extra melee attack during combat.

Smithing

The ability to shape ore into valuable metal items. These items are of better weight and utility than those sold in stores. Examples are Lockpicks, Muffin Tins, and Iron Boots.
Requires: Ore and Forge

Sneak

Ability to sneak up on other players and NPCs unnoticed. When used, walking pace is slowed to half of normal speed.

Specialization

When a magic user attains a high enough level (usually quite high) this skill becomes available. It allows the user to "specialize" in the spellcasting skill of his or her choice. The added talent in the selected area allows the magic user to cast faster and with less mana usage.

Stringed Instruments

The ability of the Bard to use a stringed instrument. Some songs are only playable with this skill and the appropriate instrument.

Swimming

The ability to travel and breath while in water. This skill increases the amount of time you can swim without tiring and how long you can stay underwater. Many areas in Norrath are only reachable by swimming, sometimes over long distances. It is advisable that one train this skill as much as possible.

Tailoring

Allows anyone to sew fine leather items from hides and pelts. Making your own armor can produce better and cheaper armor than can be found in the stores of Norrath. Examples are Raw hide Tunics, Backpacks, and a Tattered Belt.
Requires: Tailoring Kit, Pattern and a Pelt of some kind (depending on size and type of armor)

Taunt

Allows the user a chance to enrage the target to such a degree that it considers the user enemy number one and will try to kill them before killing everyone else. This is a good way to save a comrade's life when he is down to a sliver of health.

Throwing

Ability to use throwing weapons. Common weapons are the Dagger, Throwing Axe, Spear, and Shuriken.

Tiger Claw

Special Monk attack.

Tinkering

Allows Gnomes to fabricate mechanical items. Examples are a Collapsible Fishing Pole, Gnomish Fireworks, and a Spyglass.
Requires: Toolbox

Thieves Cant

Secret thieves' language performed by the use of body language. Also called "the bird".

Track

Ability of the user to sense the presence of others in the area.

Two-Handed Blunt

Ability to use two-handed blunt weapons, such as Warhammers and Great Staves.

Two-Handed Slashing

Ability to use two-handed slashing weapons, including the larger swords and axes.

Wind Instruments

The horn, pipe and other instruments are required for certain Bardic song-spells.

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