Skills Overview
Skill cap: 700 soft, 720 hard
700 is where every character starts — the soft cap, the total skill points you can hold across all skills at once.
720 is the hard ceiling. Nothing takes you past it. You close the 20-point gap with Skill Cap Balls, one point per ball.
UO Sagas features the classic UOR-era skill set. Every character can train any skill — your build is defined by which skills you raise within the overall skill cap. The caps, gain rates and training rules are all further down this page; Skill Masteries is the PvM specialization system layered on top, and Stats covers Strength, Dexterity and Intelligence.
Two columns in the tables below:
- Cap — the highest that skill can reach. Everything starts capped at 100; the 30 skills that have Skill Scrolls can be pushed to 120. You cannot scroll them all: the budget is 120 bonus cap points per character, so at most six skills reach 120.
- Mastery — whether the skill has a Skill Mastery, the PvM specialization track with perks and an ultimate proc. 19 of the skills do.
Combat
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Swordsmanship | Hit chance with swords and axes | 100 | Yes |
| Mace Fighting | Hit chance with maces and staves | 100 | Yes |
| Fencing | Hit chance with piercing weapons | 100 | Yes |
| Archery | Hit chance with bows and crossbows | 100 | Yes |
| Wrestling | Unarmed defense and attacks | 100 | — |
| Tactics | Scales all weapon damage | 120 | Yes |
| Anatomy | Bonus damage and weapon special moves | 100 | — |
| Parrying | Blocking attacks with a shield | 100 | Yes |
| Arms Lore | Weapon insight, passive swing speed | 120 | Yes |
| Healing | Bandage healing, curing and resurrection | 100 | — |
Magic
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Magery | Casting spells from the eight circles | 100 | — |
| Evaluating Intelligence | Spell damage scaling | 120 | Yes |
| Meditation | Faster mana regeneration | 120 | Yes |
| Resisting Spells | Reduces hostile spell effects | 120 | Yes |
| Spirit Speak | Communing with the dead | 100 | — |
| Inscription | Scribing scrolls and spellbooks | 120 | Yes |
Tactics, Evaluating Intelligence, Meditation and Resisting Spells keep their scrolled points only outside PvP — while you are flagged, anything above 100 is ignored.
Bard
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Musicianship | Playing instruments — base for all barding | 120 | Yes |
| Provocation | Turning monsters against each other | 120 | — |
| Peacemaking | Calming aggressive creatures | 120 | — |
| Discordance | Weakening a target's stats and skills | 120 | — |
All four feed the Barding song system.
Rogue
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Hiding | Vanishing from sight | 100 | — |
| Stealth | Moving while hidden | 120 | Yes |
| Stealing | Taking items from others | 100 | — |
| Snooping | Peeking into other backpacks | 100 | — |
| Lockpicking | Opening locked chests | 120 | — |
| Remove Trap | Disarming chest traps | 120 | — |
| Detect Hidden | Revealing hidden players and traps | 120 | — |
| Poisoning | Applying poison to weapons and food | 120 | Yes |
Crafting
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Alchemy | Brewing potions | 120 | Yes |
| Blacksmithy | Forging weapons and armor | 120 | — |
| Carpentry | Building furniture and woodcraft | 120 | — |
| Cartography | Drawing and decoding maps | 120 | — |
| Cooking | Preparing food | 120 | — |
| Fletching | Crafting bows and arrows | 120 | — |
| Tailoring | Sewing clothes and leather armor | 120 | — |
| Tinkering | Tools, jewelry and clockwork | 120 | — |
See the Crafting Overview for the shared crafting model.
Gathering
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Mining | Digging ore and gems | 120 | Yes |
| Lumberjacking | Chopping wood | 120 | Yes |
| Fishing | Fishing, SOS bottles and sea treasure | 120 | — |
| Skinning | Harvesting hides from corpses | 120 | Yes |
See the Gathering Overview for veins, regions and luck.
Animals
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Animal Taming | Taming and controlling creatures | 120 | — |
| Animal Lore | Inspecting creatures and pets | 120 | Yes |
| Veterinary | Healing and resurrecting pets | 120 | — |
| Herding | Directing animals | 100 | — |
Utility & flavor
| Skill | What it does | Cap | Mastery |
|---|---|---|---|
| Tracking | Locating creatures and players | 100 | — |
| Camping | Campfires and resting | 100 | — |
| Item Identification | Appraising items | 100 | — |
| Taste Identification | Detecting poisoned food | 100 | — |
| Begging | Asking NPCs for coin | 100 | — |
Skill caps
- The overall skill cap is 700 points across all skills.
- The overall cap can be raised up to a maximum of 720 using Skill Cap Balls — each consumed ball raises your total skill cap by 1 point.
- Every individual skill is capped at 100 by default.
- Selected skills can be raised beyond 100 — up to 120 — by consuming Skill Scrolls.
Raising a skill above 100
- Each Skill Scroll is bound to one specific skill and raises that skill's cap by 1 point, so going from 100 to 120 takes 20 scrolls of that skill.
- You must be a Grandmaster (skill at 100) in the skill before you can consume its scrolls.
- Raising the cap does not raise the skill itself — you still have to train the points the normal way, all the way to 120.
- There is a shared budget: a character can hold at most 120 points of scroll cap increases across all skills combined — enough for six skills at 120, or any spread you like (twelve skills at 110, and so on). Once the budget is full you have to lower another skill's cap first (the floor is 100) before more scrolls will apply.
- In practice the 700/720 total skill cap is the tighter limit: six skills at 120 is exactly 720, so a fully scrolled character has room for nothing else.
Skills that can reach 120
Only skills that have Skill Scrolls can be raised past 100:
| Type | Skills |
|---|---|
| Animal | Animal Lore, Animal Taming, Veterinary |
| Barding | Discordance, Musicianship, Peacemaking, Provocation |
| Combat | Arms Lore, Tactics |
| Crafting | Alchemy, Blacksmithy, Bowcraft/Fletching, Carpentry, Cooking, Inscription, Tailoring, Tinkering |
| Exploration | Cartography, Detect Hidden |
| Gathering | Fishing, Lumberjacking, Mining, Skinning |
| Magic | Evaluating Intelligence, Meditation, Resisting Spells |
| Thievery | Lockpicking, Poisoning, Remove Trap, Stealth |
All other skills — including the melee skills, Magery, Hiding, Healing, Anatomy and Tracking — cap at 100.
Tactics, Evaluating Intelligence, Resisting Spells and Meditation are a special case: they feed damage, defense and mana regeneration directly, so their scrolled points count only while you are not PvP flagged. For as long as the flag is up anything above 100 is ignored — see Skill Scrolls.
Skill gains
Your chance to gain on a successful or failed skill use depends on how close you are to the skill's cap and how challenging the attempt was. Some things to know:
- Skills below 10.0 gain very quickly (multiple points per use).
- Combat and magic skills gain slightly slower as they approach 100.
- Crafting skills gain noticeably slower — Alchemy, Inscription and Cartography in particular are much harder to raise than other skills. A dedicated crafter is a valuable (and profitable) character on Sagas.
- Citizenship town bonuses can grant extra gain chance for specific crafting or gathering skills.
Where you train matters
Skill gain speed is modified by the region you are in:
| Region | Gain rate |
|---|---|
| Overland (wilderness) | Normal |
| Dungeons | 20% faster |
| Guarded towns | 10% slower |
| Player houses | 20% slower |
Special rules apply on the newbie island Adena and in the Caverns of Adena: skill gains there are doubled, but skills can only be trained up to 70.0 in those regions. See Young Players for more about starting out.
Skill items
- Skill Scrolls — raise an individual skill's cap toward 120.
- Skill Cap Balls — raise your overall skill cap from 700 toward 720 (+1 per ball).
- Skill Scrolls can be stored in a Skill Scroll Almanac, available from the Vault of Eren Vendor — see Almanacs.