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{{SkillPage
{{SkillPage
|overview=Anatomy increases combat damage, enhances healing, and allows you to check an opponent’s Strength and Dexterity.
|overview=
Anatomy can be used in three ways:
* Passively increases the combat damage you deal.
* Passively boosts healing amounts on human types.
* Actively allows you to check the Strength and Dexterity of another creature.
 
You also receive a bonus to dodge physical attacks if your Anatomy and Evaluating Intelligence skills are both 100.0 or higher while both hands are empty. 
This bonus is equivalent to having 100.0 Wrestling skill (without accuracy) when defending.


|howitworks=
|howitworks=
* Passively increases the damage you deal in combat.
* Passively increases the damage you deal.
* Passively boosts the amount healed when healing human types.
* Passively boosts the amount healed when using the Healing skill.
* Actively used to check another creature’s Strength and Dexterity.
* Actively checks another creature's Strength and Dexterity.
* If both Anatomy and Evaluating Intelligence are at 100.0 or higher, and both hands are empty, you gain a dodge bonus equivalent to 100.0 Wrestling skill.
* Provides a dodge bonus if combined with Evaluating Intelligence at 100.0 skill.


|bonuses=
|bonuses=
'''Damage Increase Bonus %''' = Anatomy ÷ 2 (Max 55%)
'''Damage Increase Bonus %''' = Anatomy ÷ 2
 
You will receive an extra +5% bonus when the skill reaches 100.0, for a maximum damage bonus of 55%.


'''Healing Bonus %''' = Anatomy ÷ 6
'''Healing Bonus %''' = Anatomy ÷ 6


{{{!}} class="wikitable"
Special abilities unlocked at certain Anatomy skill levels:
 
{| class="wikitable"
! Skill Level
! Skill Level
! Ability
! Ability
{{!-}}
|-
| 60
| 60
{{!}} Cure poison
| Cure poison
{{!-}}
|-
| 80
| 80
{{!}} Resurrect human types
| Resurrect human types
{{!}}}
|}


|activeuse=
|activeuse=
Using Anatomy actively reveals:
Using Anatomy actively on a selected target will give you two types of messages:


{{{!}} class="wikitable"
=== Strength Messages ===
! Strength Message
 
{| class="wikitable"
! Message
! Strength Range
! Strength Range
! Dexterity Message
|-
! Dexterity Range
{{!-}}
| Rather feeble
| Rather feeble
{{!}} 1–10
| 1–10
{{!}} Very clumsy
|-
{{!}} 1–10
{{!-}}
| Somewhat weak
| Somewhat weak
{{!}} 11–20
| 11–20
{{!}} Somewhat uncoordinated
|-
{{!}} 11–20
{{!-}}
| To be of normal strength
| To be of normal strength
{{!}} 21–30
| 21–30
{{!}} Moderately dexterous
|-
{{!}} 21–30
{{!-}}
| Somewhat strong
| Somewhat strong
{{!}} 31–40
| 31–40
{{!}} Somewhat agile
|-
{{!}} 31–40
{{!-}}
| Very strong
| Very strong
{{!}} 41–50
| 41–50
{{!}} Very agile
|-
{{!}} 41–50
{{!-}}
| Extremely strong
| Extremely strong
{{!}} 51–60
| 51–60
{{!}} Extremely agile
|-
{{!}} 51–60
{{!-}}
| Extraordinarily strong
| Extraordinarily strong
{{!}} 61–70
| 61–70
{{!}} Extraordinarily agile
|-
{{!}} 61–70
{{!-}}
| Strong as an ox
| Strong as an ox
{{!}} 71–80
| 71–80
{{!}} Moves like quicksilver
|-
{{!}} 71–80
{{!-}}
| One of the strongest people you have ever seen
| One of the strongest people you have ever seen
{{!}} 81–90
| 81–90
{{!}} One of the fastest people you have ever seen
|-
{{!}} 81–90
{{!-}}
| Superhumanly strong
| Superhumanly strong
{{!}} 90+
| 90+
{{!}} Superhumanly agile
|}
{{!}} 90+
 
{{!}}}
=== Dexterity Messages ===
 
{| class="wikitable"
! Message
! Dexterity Range
|-
| Very clumsy
| 1–10
|-
| Somewhat uncoordinated
| 11–20
|-
| Moderately dexterous
| 21–30
|-
| Somewhat agile
| 31–40
|-
| Very agile
| 41–50
|-
| Extremely agile
| 51–60
|-
| Extraordinarily agile
| 61–70
|-
| Moves like quicksilver
| 71–80
|-
| One of the fastest people you have ever seen
| 81–90
|-
| Superhumanly agile
| 90+
|}


|tips=
|tips=
* Combine Anatomy with Evaluating Intelligence for a passive dodge bonus.
* If a target has low Dexterity, it may suggest high Intelligence (indicating they might be a mage).
* Use active checks to estimate enemy class (e.g., low Dexterity suggests a mage).
* Active use of Anatomy can help in identifying an opponent's combat strengths and weaknesses.


|notes=
|notes=
* Damage and healing bonuses are passive and automatic once you reach certain skill thresholds.
* Anatomy bonuses for damage and healing are passive and automatic.
* Active use provides valuable combat information about your opponents.
* Pair with Evaluating Intelligence to gain defensive bonuses when unarmed.


|credit=Information edited from UOGuide.com
|credit=Information edited from UOGuide.com
}}
}}
[[Category:Skills]]

Revision as of 12:33, 28 April 2025

Anatomy

Overview

Anatomy can be used in three ways:

  • Passively increases the combat damage you deal.
  • Passively boosts healing amounts on human types.
  • Actively allows you to check the Strength and Dexterity of another creature.

You also receive a bonus to dodge physical attacks if your Anatomy and Evaluating Intelligence skills are both 100.0 or higher while both hands are empty. This bonus is equivalent to having 100.0 Wrestling skill (without accuracy) when defending.

How It Works

  • Passively increases the damage you deal.
  • Passively boosts the amount healed when using the Healing skill.
  • Actively checks another creature's Strength and Dexterity.
  • Provides a dodge bonus if combined with Evaluating Intelligence at 100.0 skill.

Bonuses

Damage Increase Bonus % = Anatomy ÷ 2

You will receive an extra +5% bonus when the skill reaches 100.0, for a maximum damage bonus of 55%.

Healing Bonus % = Anatomy ÷ 6

Special abilities unlocked at certain Anatomy skill levels:

{

Active Use

Using Anatomy actively on a selected target will give you two types of messages:

Strength Messages

{

Tips

  • If a target has low Dexterity, it may suggest high Intelligence (indicating they might be a mage).
  • Active use of Anatomy can help in identifying an opponent's combat strengths and weaknesses.

Notes

  • Anatomy bonuses for damage and healing are passive and automatic.
  • Pair with Evaluating Intelligence to gain defensive bonuses when unarmed.

Credit: Information edited from UOGuide.com