This should be very close to accurate, having gone through over 100 jewelry pieces to rebuild the table the Devs once provided us (that was lost in the Stratics crash of 2008) There are 5 different "Skill Groups" that are possibilities, when jewelry is created by the game (as loot or using a tinker recipe). Each Group counts as a single, unique, property. As a result, one cannot have 2 skills from the same group on an item, unless it is an artifact or EM-created item (so, for example, it is impossible for a naturally spawning item to have both Magery & Music on it). Imbuing will not allow you to put multiple skills from the same group on a piece of jewelry. Note that the order below is how Devs originally described them to us in a post on Stratics. However, the actual group order is reversed in the Imbuing skill Gump (Group 5 is Imbuing Group 1, etc.) Jewelry Skill groups break down as follows: Group 1: Archery, Peacemaking, Healing, Resist Spells, Ninjitsu, Chivalry Group 2: Bushido, Veterinary, Anatomy, Eval Int, Necromancy, Stealing Group 3: Disco, Parry, Stealth, Med, Focus, Animal Lore Group 4: Provo, Taming, Tactics, Spirit Speak, Wrestling Group 5: Magery, Musicianship, Swords, Fencing, Macing Skills ALWAYS go onto the Jewelry in the order of the groups, so a piece that has archery (group 1), stealth (group 3) and music (group 5) will always show them in that order. Examples of possible (though rare) "Dream Jewelry" In other words, ones that hit most of the skills for a template (skill group in parentheses after skill name). These will give you ideas of what to shoot for in SA when unravelling jewelry to imbue other pieces. Tamer: Vet(2), Lore(3), Taming(4), two slots left over (perhaps Magery or Music from group 5, plus one other slot). Mage: Eval(2), Med(3), Magery (5), two slots left over (probably some combination of FC/FCR/LMC/LRC, depending on what the other jewelry and their suit has). A Necro-mage might want Necromancy in slot 2 instead of Eval, and Spirit speak as a slot 4 skill, and with the right suit, not want Med at all. Wrestling is an option for slot 4 as well, for wrestle-mages. Lastly, Resist Spells is a Slot 1 skill, which is also useful for a mage (a traditional (pre-AOS) mage template jewelry piece would be resist/eval/med/wrestling/magery, though most modern interpretations of that would drop wrestling for FC or FCR, maybe med as well). Bard: Peace(1), Disco(3), Provo(4), Music(or Magery)(5), 1 slot left over (perhaps Eval for level 2, for magery, or one of the other properties in Mage, above). Melee Warrior: Chivalry, Healing or Resist(1), Anatomy, Bushido or Necromancy(2), Parry(3), Spirit Speak or Tactics(4), Weapon skill(5). NOTE: With this one, you got to pick and choose to fit your template's existing skills, as a Whammy or Sampire will have other skill priorities than someone playing a regular Samurai or Paladin. Archer: Archery(1), Anatomy or Bushido(2), Tactics(4) NOTE: For archers, groups 3 & 5 are near-useless (about the most useful would be the mana regen skills, or adding music & disco). However, one could also go for necro/SS for necro-archer templates, and keep the anatomy, Busihido & tactics as real skill (or supplied by the other half of the jewelry pair). Thief/Ninja: Ninjitsu(1), Stealing(2), Stealth(3). A ninja will probably want Tactics & weapon skills to a lesser extent, maybe even Necro instead of stealing. A Thief might go for Resist, Spirit speak and/or Magery (since Necro is in the same slot as Stealing). The variations for these templates are such that if not for a combination Thief/Ninja, you'd about want to custom imbue pieces for a non-thief Ninja, or a non-ninja Thief.