Skills
Besides your classes
abilities, you can also improve yourself with many of the following
skills.
Abjuration: A special
school of magic focusing on defensive type spells.
Alchemy: Shaman
specific class ability that allows them to mix a variety of beneficial
potions.
Alcohol Tolerance: A
character's ability to absorb the negative effects of being drunk while
enjoying the inherent benefits which include strength and stamina
increase.
Alteration: A special
school of magic focusing on altering reality from the teleportation of a
character's physical self to granting a target increased speed or
quickness.
Apply Poison: A Rogue
specific ability that allows them to grant their primary weapons with poison
specific enhancements. Works in conjunction with the Make Poison
skill.
Archery: The ability
to use the bow as a ranged weapon type.
Backstabbing: Rogue
specific special attack. While behind a target the Rogue can inflict
tremendous damage when using this skill.
Baking: Investing
time in this skill allows a character to produce a number of different food
items through the use of an oven found in game. Recipes are also located in
the game through the use of books purchased off
vendors.
Bash: Battle related
skill that allows the character to temporarily stun their opponents with their
shields.
Beg: Investing in
this skill provides an opportunity for the character to have a chance of
begging money from an NPC. Failure of this skill, however, often results in
quick death.
Bind Wound: By using
bandages purchased in the game a character can attempt to heal a portion of
their wounds with this skill. The amount healed depends on the level of the
skill.
Block: A Monk and
Beastlord specific ability that allows them to negate an opponent's
attack.
Brass Instruments: A
Bard specific skill that allows the character to use certain brass instruments
in conjunction with their songs to enhance the song's
characteristics.
Brewing: Investing
time in this skill gives the character the ability to mix potent alcoholic
beverages for consumption.
Channeling: A magic
specific skill that allows the character to focus more intently on their
spell. The higher the ability the faster a spell caster can release the magic
and the less likely they are to be disrupted by extenuating circumstances such
as being attacked.
Common Tongue: A
language specific skill. The higher the skill the more fluent a character is
in speaking Common.
Conjuration: A
special school of magic focusing on summoning physical objects or living
entities into being such as food, weapons, or
elementals.
Dark Speech: A
language specific skill. The higher the skill the more fluent a character is
in speaking the Dark Speech.
Defense: An innate
ability that decreases the chance that a character is
hit.
Disarm: The ability
to completely disarm your opponent's primary or two-handed weapon. Does not
work on magic specific weapons.
Disarm Traps:
Increases the chance of a Bard or Rogue to disarm potentially hazardous
obstacles in the environment such as swinging pendulums or crushing stone
traps.
Divination: A special
school of magic that focuses on turning or revealing things
invisible.
Dodge: The ability to
avoid your opponent's attacks. Completely moves out of the way of an impending
melee attack.
Double Attack: A
battle specific skill that allows the character to have a chance to swing
twice with each weapon wielded (expect ranged weapons).
Dragon Punch: A Monk
specific special attack related to martial arts.
Dual Wield: A battle
specific skill that allows the character to simultaneously wield two
one-handed weapons and attack with each.
Eagle Strike: A Monk
specific special attack related to martial arts.
Elder Elvish: A
language specific skill. The higher the skill the more fluent a character is
in speaking Elder Elvish.
Evocation: A special
school of magic that focuses on channeling offensive magic into spells such as
Lightning, Cold, or Fire based attacks.
Feign Death: A Monk
specific skill that allows the character to temporarily fake death. While
feigned the character can trick an opponent into believing they are dead and
thus move on to another target.
Fishing: By buying a
fishing pole and bait and investing time in this skill a character can
increase their chances of pulling fish or other objects from bodies of
water.
Fletching: Investing
in this skill allows a character to craft special bows and arrows for personal
use or sale. The higher the skill the better bows and arrows a character can
make.
Flying Kick: A Monk
specific special attack related to martial arts.
Forage: Classes with
this skill can pluck various food or water items for consumption from the
ground. Foraged items can also be used to make certain cooked or baked food
items.
Hand-to-Hand: A basic
combat skill that all characters start with.
Hide: A character
with this skill has a chance to camouflage themselves with the local
surroundings rendering them invisible to normal targets. Moving will break
hide. Of note, a Rogue's hide ability renders them invisible to certain undead
creatures as well and in conjunction with the Sneak skill a Rogue can move
while hidden.
Instill Doubt: A
skill of the Monk, Rogue, and Bard that grants them the ability to instill
fear into their opponents causing them to turn tail and
run.
Jewel Craft:
Investing time in this skill allows the character to fashion certain objects
of jewelry such as rings, necklaces, and earrings.
Kick: A combat
specific skill that grants the character the ability to inflict extra damage
by kicking their opponents.
Make Poison: A Rogue
specific skill that allows them to concoct potent poisonous materials by using
a variety of different ingredients for different poisons. Used in conjunction
with Apply poison this will allow the Rogue to add the poisons characteristics
to their primary weapon.
Meditate: An innate
ability for magic using classes. The higher this skill the faster a spell
caster will regenerate their mana which is used to cast their
spells.
Mend Wounds: A Monk
specific ability that allows them to automatically heal a portion of their
health based on the skill's level. Failure of the skill can actually cause
damage.
Offense: An innate
combat ability that increases the damage and chance to hit an
opponent.
Old Erudian: A
language specific skill. The higher the skill the more fluent a character is
in speaking Old Erudian.
One-Hand Blunt: A
combat specific skill that allows the character the ability to wield blunt
weapons. The higher the skill is the more accurate and heavier the
blows.
One-Hand Slashing: A
combat specific skill that allows the character the ability to wield slashing
weapons such as swords. The higher the skill is the more accurate and heavier
the blows.
Parry: The ability to
parry an opponent's attack with your weapon.
Percussion: A Bard
specific skill that allows the character to use certain drums in conjunction
with their songs to enhance the song's characteristics.
Pick Lock: A specific
skill of the Bard and Rogue classes that gives them the ability to unlock
doors with a set of lock picks.
Pick Pocket: An
ability of the Rogue to pick the pockets of NPCs for the chance at
successfully relinquishing them of an amount of copper, silver, or
platinum.
Piercing: A combat
specific skill that allows the character the ability to wield piercing weapons
such as daggers and spears. The higher the skill is the more accurate and
heavier the blows. It is the primary skill of the Rogue being that they can
only backstab with piercing weapons.
Pottery: Investing
time in this skill allows the character to fashion certain objects of pottery
such as bowls, certain containers, and vials.
Research: A special
skill of the magic using classes that allows them to fashion spells out of
certain components found in the environment or off creatures killed. Each of
the magic using classes has different tomes of magic and different components.
Instruction booklets can be found off of vendors in the
game.
Riposte: A combat
specific skill that counters an opponent's attack and inflicts damage back to
the attacker.
Round Kick: A Monk
specific special attack related to martial arts.
Safe Fall: A special
ability of Monks and Rogues that allow them to fall from great heights without
taking a significant amount of damage.
Sense Heading:
Investing time in this skill increases the likelihood that a character will
know which direction they are heading. Using this skill gives the character
the compass direction they are facing.
Sense Traps: The
ability of the Bard and Rogue to locate a potential trap in the nearby
vicinity.
Singing: A Bard
specific skill that allows the character to use their voices in conjunction
with their songs to enhance the song's characteristics.
Slam: An ability of
the larger races such as Trolls, Ogres, and Barbarians to inflict an extra
attack that has the chance to stun their opponents.
Smithing: Investing
time in this skill will allow the character to craft pieces of armor such as
breast plates, greaves, and boots from available ore. Each race can also use
this skill to craft armor specific to their race.
Sneak: A character
with this skill has a chance to go unnoticed by their opponent as long as they
stay out of the opponent's line of sight. Of note, a Rogue's sneak ability in
conjunction with the Hide skill will allow a Rogue to move while hidden. While
sneak reduces the speed at which a character moves, a Rogue's speed increases
the higher the skill progresses.
Specialization: A
magic specific skill that allows magic using classes to specialize in a school
of magic. Specialization decreases the amount of mana used per spell in that
school and increases the rate at which they cast the
spell.
Stringed Instruments:
A Bard specific skill that allows the character to use certain stringed
instruments in conjunction with their songs to enhance the song's
characteristics.
Swimming: The ability
of a character to move and breathe in water. The higher the skill the faster a
character will swim and the longer they can go underwater without coming up
for air.
Tailoring: Investing
time in this skill allows the character to tailor certain objects of leather
from hides and pelts such as bags, backpacks, and
armor.
Taunt: Characters
with this ability can attempt to focus an attacker's attention on themselves
instead of other people around you.
Throwing: A combat
specific skill that allows the character the ability to throw certain weapons
such as axes, daggers, javelins, and shurikens. The higher the skill is the
more accurate and heavier the blows.
Tiger Claw: A Monk
specific special attack related to martial arts.
Tinkering: A race
specific skill attributed to Gnomes that allows them to fashion certain
mechanical objects from a variety of different
components.
Thieves Cant: A
language specific skill. The higher the skill the more fluent a character is
in speaking Thieves Cant.
Track: A skill of
certain characters that grants them the ability to locate creatures in the
surrounding area.
Two-Handed Blunt: A
combat specific skill that allows the character the ability to wield
two-handed blunt weapons. The higher the skill is the more accurate and
heavier the blows.
Two-Handed Slashing:
A combat specific skill that allows the character the ability to wield
two-handed slashing weapons. The higher the skill is the more accurate and
heavier the blows.
Wind Instruments: A
Bard specific skill that allows the character to use certain wind instruments
such as flutes or horns in conjunction with their songs to enhance the song's
characteristics.
Skill Points |
Level |
0-10 |
Awful |
11-20 |
Feeble |
21-30 |
Very Bad |
31-40 |
Bad |
41-50 |
Below Average |
51-70 |
Average |
71-80 |
Good |
81-90 |
Very Good |
91-100 |
Excellent |
101-255 |
Master |
*Note: Most skills require that your character train at least one point in that specific skill at their class trainer before the game increases that skill naturally through normal usage. Oddly, to date, the Rogue's Pick Lock skill requires a character to train to at least eleven at their respective trainer before it will go up naturally through usage*
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