Skill Hand to Hand
From EQArchives
Jump to navigationJump to search
The skill that governs how efficiently you fight without weapons. Fists become magical by equipping a Hand to Hand item that is "MAGIC ITEM" (which will defeat mummies 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
- Monk (Max 245) (252?)
- Warrior (Max 200)
- Paladin (Max 100)
- Shadow Knight (Max 100)
- Rogue (Max 100)
- Ranger (Max 100)
- Bard (Max 100)
- Shaman (Max 75)
- Cleric (Max 75)
- Druid (Max 75)
- Enchanter (Max 75)
- Magician (Max 75)
- Necromancer (Max 75)
- Wizard (Max 75)
Spell: | Abjuration • Alteration • Channeling • Conjuration • Divination • Evocation • Meditate • Specialization Specialize: Abjuration • Specialize: Alteration • Specialize: Conjuration • Specialize: Divination • Specialize: Evocation |
Weapon: | Archery • 1H Slash • 1H Blunt • 2H Slash • 2H Blunt • Piercing • 2H Piercing • Throwing |
Combat: | Bash • Block • Defense • Disarm • Dodge • Double Attack • Dual Wield • Hand to Hand • Harm Touch Intimidation • Kick • Lay on Hands • Offense • Parry • Riposte • Slam • Taunt |
Rogue: | Backstab • Apply Poison • Disarm Traps • Pick Lock • Pick Pocket • Sense Traps |
Monk: | Dragon Punch • Eagle Strike • Feign Death • Flying Kick • Mend • Round Kick • Safe Fall • Tail Rake (Iksar) • Tiger Claw |
Bard: | Brass Instruments • Percussion • Stringed Instruments • Wind Instruments • Singing |
Non-Combat: | Alcohol Tolerance • Begging • Bind Wound • Fishing • Foraging • Hide (Evade) • Sense Heading • Sneak • Swimming • Tracking |