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The information contained within should not be considered fully accurate and/or complete. Any edits are welcome.

Skills are on of the ways a character's abilities are measured in Barony.

Description[]

There are currently 16 separate sets of skills that can be mastered, each with one or more passive bonuses that gradually increase as the skill is leveled. For example, weapon skills make the character deal more damage with that weapon type, the Magic and Casting skills make a character more adept with casting spells, and the Appraise skill lets the character appraise items more quickly.

Skills are measured from 0-100, and every 20 skill levels the skill goes up a tier. Depending on the skill, going up a tier may provide a large jump in bonuses. When a skill reaches the Legendary tier (level 100), it unlocks the legendary bonus, which gives the character a significantly powerful passive ability. Skill levels can be seen in the upper-right-hand corner when you press tab. By default, Barony only tells you what tier you are in, although the exact level can be found by mousing over the skill or by checking the "Show Numerical Skill Values" box in the video settings

Skills are leveled by performing actions related to the Skill: Swimming is leveled up by swimming around in water, Trading is leveled by buying and selling from shopkeeps, etc. Skills are also effected by your Attribute scores, with one point in an Attribute score acting as one level in the associated Skill(s). For example a character with 15 levels of Magic and 5 INT can learn new spells as if they were level 20 in Magic.

Table of Tiers[]

Numerical Value Tier Numeral
0 None .
1-19 Novice I
20-39 Basic II
40-59 Skilled III
60-79 Expert IV
80-99 Master V
100 Legendary VI

General Skills[]

Name Description Legendary Bonus Ways to Improve Relevant Attribute
Swimming Used to measure your ability in swimming. With a higher swimming skill you swim much faster, use less stamina/hunger, and get in and out of water more quickly. You have become so at home in the water that you literally walk on top of it. You can also walk on lava, receiving no damage from it. Swimming in water and lava. Constitution (CON)
Appraise Used to measure your ability in appraising. With a higher appraise skill you can identify items much more quickly, as well as identify harder items such as gemstones. You are so well learned in inventory, you can instantly tell an items worth at a glance. You instantly identify an item upon picking it up. Appraising items. Perception (PER)
Leader Used to measure your ability in leading groups. With a higher leader skill you can gather more followers, ask followers to do more actions, and recruit higher level NPCs. You've become so friendly and charismatic you can recruit anyone (almost). You can recruit goblins, goatmen, and insectoids as followers. Recruiting followers, having a follwer fight, feeding followers, having followers rest Charisma (CHR)
Trading Used to measure your ability in trading. With a higher trading skill you can get more fairly priced deals at a shop, as well as sell back for an items original worth. You've become so charismatic, you can sell anything to anyone. You can buy/sell any item from shop, as if it were a general store. Buying and selling with shopkeeps. Charisma (CHR)
Stealth Used to measure your ability in stealth. With a higher stealth skill you can sneak around in the darkness more easily, avoiding an enemy's detection. You will also have an easier time of triggered a backstab/stealth kill. You have become so stealthy, you practically vanish from sight. You gain a invisibility while sneaking (blocking without an item) Backstab bonus damage is doubled. Backstab, sneak around a enemy, kill with a backstab. Perception (PER)

Combat Skills[]

Name Description Legendary Bonus Ways to Improve Relevant Attribute
Sword Used to measure your ability with swords. With a higher sword skill you deal more damage, and a swords durability lasts much longer. You've become such a heroic swordsman (woman?), none can match your swordplay! You gain +5 ATK and inflict 5s [bleeding] status on fully charged strike. (targets invulnerable to bleeding take +5 additional ATK) Dealing damage with a sword, and getting kills with a sword. Strength (STR)
Axe Used to measure your ability with axes. With a higher axe skill you deal more damage, and an axes durability lasts much longer. You've become such a heroic hewer, none can evade your fury! You gain +10 ATK and inflict 3s [slow] status on fully charged strike. Dealing damage with an axe, and getting kills with an axe. Strength (STR)
Mace Used to measure your ability with maces. With a higher mace skill you deal more damage, and a maces durability lasts much longer. You've become such a heroic brute, none can match your bludgeoning! You gain +5 ATK and 25% chance inflict 1.5s [paralyze] status on fully charged strike. Dealing damage with a mace, and getting kills with a mace. Strength (STR)
Polearm Used to measure your ability with polearms. With a higher polearm skill you deal more damage, and a polearms durability lasts much longer. You've become such a heroic polearmsmith, none can avoid being skewed! You gain +5 ATK and inflict [knockback] status on fully charged strike. Dealing damage with a polearm, and getting kills with a polearm. Strength (STR)
Ranged Used to measure your ability with ranged weapons, this includes: slings, bows, crossbows, and any item/weapon that can be thrown. (such as tomahawks) With a higher ranged skill you deal more damage, a ranged weapons durability lasts much longer, and you can fire ranged weapons faster. You've become such a heroic sniper, you never miss your mark! Ranged weapons never degrade on use. Dealing damage with a bow or throwing weapons, and getting kills with a bow or throwing weapons. Dexterity (DEX)
Shield Used to measure your ability with shields. With a higher shield skill you absorb/block more damage, and a shields durability lasts much longer. You've become such a heroic tank, you can take any punishment! Shields never degrade on hit. Take or block damage while a shield is equipped (does not have to be held up) Constitution (CON)
Unarmed Used to measure your ability fighting without any weapons. You've become such a heroic drunken boxer, you can fell any foe with your fists alone. You gain +5 ATK and inflict [paralyze] status on fully charged stealth backstab strike. Dealing damage with punches, and getting kills with punches. Strength (STR)

Special Skills[]

Name Description Legendary Bonus Ways to Improve Relevant Attribute
Magic Used to measure your ability in magic. With a higher magic skill you can learn higher level spells, and gain extra mana points. You've gained knowledge of forgotten magics. You gain the Domination spell. Casting spells (learned and from books), firing staves, learning new spells. Intelligence (INT)
Casting Used to measure your ability in casting. With a higher casting skill you can cast spells much more quickly, and rarely ever fumble or fizzle them out. You also can wield/cast Magic Staffs more efficiently, using them faster and increasing their durability. You've become so adept at spellcasting, you can cast low key spells without any effort whatsoever. You gain the ability to cast forcebolt without expending any MP. Casting spells (learned and from books) and firing staves. Intelligence (INT)
Alchemy Used to measure your ability in mixing potions, and brewing up new ones. You've become so adept at mixing potions, your brews are known as magical! Brewed potions have +2 blessing. Alembics never degrade. Drinking a new type of potion the first time, duplicating potions, experimenting with alembics, throwing bottles at enemies, getting a kill with a thrown potion. Intelligence (INT)
Tinkering Used to measure your skill in picking locks, disarming traps, repairing items, and salvaging scrap metal. An extra 100 gold or bonus item upon unlocking a chest. Also can repair any item via toolkit. Using a lockpick on doors, chests, or automatons. Use a Tinkering Kit to craft, repair, and scrap items. Dealing damage and getting kills with traps and robots. Perception (PER)
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