Skills
Most skill 'a'pplications receive general penalties if you are blind, stunned, confused, or in the dark. These will be omitted for non-combat skills to save space; do not rely on any non-combat skill to work exactly as described if you are disabled.
Class | [+0] always | [+1] at 45 [+1] minimum |
[+1d3] at 45 [+1] minimum |
[+1d5] at 45 [+1] minimum |
[+2d4] at 45 [+1d3] minimum |
[+3d3] at 45 [+1d3] minimum |
[+3d4] at 45 [+1d5] minimum |
[+3d5] at 45 [+1d5] minimum |
[+4d4] at 45 [+2d4] minimum |
[+4d5] at 45 [+2d4] minimum |
---|---|---|---|---|---|---|---|---|---|---|
Fighter | Detect item status Gardening Necromancy |
Gemology Music Pick pockets |
Alchemy Appraising Backstabbing Concentration Cooking Law Literacy Pick locks Stealth Ventriloquism |
Bridge building Detect traps Disarm traps Food preservation Haggling Herbalism Listening Metallurgy Mining Survival Swimming Tactics Woodcraft |
Alertness Archery Courage Find weakness Fletchery |
Climbing Dodge First aid Healing Smithing |
Two weapon combat | Athletics | ||
Paladin | Necromancy | Backstabbing | Detect item status Gardening Gemology Pick pockets |
Appraising Cooking Fletchery Mining Pick locks Stealth Ventriloquism Woodcraft |
Alchemy Bridge building Detect traps Disarm traps Food preservation Haggling Listening Music Survival Swimming |
Archery Dodge Find weakness Literacy Tactics Two weapon combat |
Climbing Courage First aid Healing Herbalism Law Metallurgy Smithing |
Alertness | Athletics Concentration |
|
Ranger | Detect item status Necromancy |
Disarm traps Gemology Haggling Pick locks Pick pockets |
Alchemy Appraising Courage Law Literacy Tactics Ventriloquism |
Backstabbing Bridge building Concentration Gardening Smithing Swimming |
Archery Cooking Mining Music |
Find weakness First aid Healing Metallurgy |
Alertness Dodge Fletchery Stealth |
Athletics Detect traps Listening Survival Woodcraft |
Climbing Food preservation Herbalism Two weapon combat | |
Thief | Detect item status | Cooking Gardening |
Archery Courage Fletchery Law Literacy Music Necromancy Tactics Woodcraft |
Bridge building Find weakness First aid Healing Herbalism Metallurgy Smithing Survival Swimming Ventriloquism |
Appraising Mining |
Alertness Athletics Concentration Dodge Food preservation Gemology Two weapon combat |
Alchemy Backstabbing Haggling |
Climbing Detect traps Disarm traps Listening Pick locks Pick pockets Stealth | ||
Assassin | Detect item status | Gardening | Alchemy Cooking Courage Law Music Survival Tactics Woodcraft |
Appraising Bridge building First aid Fletchery Gemology Haggling Healing Metallurgy Mining Necromancy Smithing Swimming Ventriloquism |
Archery Literacy |
Alertness Athletics Disarm traps Dodge Food preservation Herbalism Pick pockets Two weapon combat |
Detect traps Find weakness Listening Stealth |
Backstabbing Climbing Concentration Pick locks | ||
Wizard | Detect item status | Archery Fletchery Mining Tactics Two weapon combat |
Appraising Backstabbing Courage Dodge Law Smithing Survival Swimming Woodcraft |
Bridge building Climbing Cooking Detect traps Disarm traps Find weakness First aid Gardening Haggling Healing Music Pick locks Pick pockets Stealth Ventriloquism |
Alertness Athletics |
Food preservation Gemology Listening Metallurgy Necromancy |
Herbalism | Alchemy Concentration Literacy | ||
Priest | Archery Fletchery Mining Stealth Tactics Two weapon combat |
Alertness Appraising Backstabbing Cooking Courage Dodge Find weakness Gardening Gemology Law Survival Woodcraft |
Athletics Bridge building Climbing Detect traps Disarm traps Listening Metallurgy Pick locks Pick pockets Smithing Swimming Ventriloquism |
Necromancy | Alchemy Music |
Food preservation Haggling Herbalism |
Concentration Detect item status First aid Healing Literacy | |||
Bard | Courage Law |
Alertness Tactics |
Archery Detect item status Find weakness Fletchery Mining Necromancy Stealth Swimming Two weapon combat |
Backstabbing Bridge building Cooking Dodge Gardening Gemology Survival Woodcraft |
Literacy | Alchemy Appraising Athletics Climbing Concentration Detect traps Disarm traps First aid Food preservation Haggling Healing Herbalism Listening Metallurgy Pick locks Pick pockets Smithing Ventriloquism |
Music | |||
Monk | Appraising Fletchery |
Archery Backstabbing Detect item status Gemology |
Alchemy Cooking Courage Disarm traps Law Mining Necromancy Survival Woodcraft |
Bridge building Climbing Gardening Haggling Metallurgy Pick locks Pick pockets Smithing Tactics Ventriloquism |
Find weakness Music Swimming |
Detect traps Dodge Herbalism Stealth |
Literacy Two weapon combat |
Alertness Athletics First aid Food preservation Healing Listening |
Concentration | |
Healer | Detect item status Fletchery |
Alertness Backstabbing Gemology Tactics Woodcraft |
Appraising Archery Courage Dodge Law Mining Music Stealth Survival Two weapon combat |
Bridge building Climbing Detect traps Disarm traps Metallurgy Necromancy Pick locks Pick pockets Smithing Swimming Ventriloquism |
Cooking Gardening |
Athletics Find weakness Literacy |
Concentration Food preservation Haggling Listening |
Alchemy First aid Healing Herbalism | ||
Weaponsmith | Detect item status | Alertness Archery Gardening Music Necromancy Pick pockets Tactics Woodcraft |
Backstabbing Cooking Courage Food preservation Gemology Law Listening Literacy Stealth Survival |
Alchemy Bridge building Climbing Detect traps Dodge Find weakness First aid Healing Herbalism Mining Pick locks Swimming Two weapon combat Ventriloquism |
Appraising Disarm traps |
Fletchery | Concentration Haggling |
Athletics Metallurgy Smithing | ||
Archer | Detect item status Necromancy |
Gardening Gemology Two weapon combat |
Appraising Cooking Courage Disarm traps Herbalism Law Literacy Metallurgy Mining Music Pick locks Pick pockets Smithing Tactics |
Alchemy Alertness Bridge building Swimming Ventriloquism |
Backstabbing Listening Woodcraft |
Athletics Detect traps Dodge Find weakness First aid Haggling Healing Survival |
Food preservation Stealth |
Climbing Concentration |
Archery Fletchery | |
Merchant | Necromancy | Backstabbing Find weakness Music Tactics Two weapon combat |
Alertness Archery Courage Detect item status Dodge Gardening Law |
Athletics Bridge building Concentration Disarm traps First aid Fletchery Healing Pick locks Smithing Stealth Ventriloquism Woodcraft |
Survival Swimming |
Alchemy Climbing Detect traps Food preservation Herbalism Listening Literacy |
Cooking Metallurgy Mining |
Gemology Pick pockets |
Appraising Haggling | |
Farmer | Alchemy Detect item status Gemology Necromancy Tactics |
Alertness Backstabbing Detect traps Disarm traps Find weakness Healing Two weapon combat Ventriloquism |
Appraising Archery Concentration Courage Fletchery Law Literacy Metallurgy Music Pick locks Pick pockets Stealth |
Bridge building Dodge Listening Smithing |
Athletics Climbing First aid Haggling Herbalism |
Mining Survival Swimming Woodcraft |
Cooking | Food preservation Gardening | ||
Mindcrafter | Appraising Archery Athletics Backstabbing Climbing Find weakness Fletchery Food preservation Gardening Pick locks Pick pockets Smithing Tactics Two weapon combat Woodcraft |
Alchemy Cooking Courage Detect item status Detect traps Disarm traps Dodge First aid Healing Herbalism Law Metallurgy Mining Music Necromancy Stealth Survival |
Bridge building Swimming Ventriloquism |
Gemology Haggling Listening |
Alertness Literacy |
Concentration | ||||
Barbarian | Alchemy Necromancy |
Detect item status Literacy Ventriloquism |
Appraising Concentration Gemology Haggling Law Pick pockets Tactics |
Bridge building Gardening Mining Music Smithing |
Backstabbing Courage Detect traps Disarm traps Fletchery Healing Metallurgy Pick locks |
Archery Cooking Find weakness Food preservation Stealth |
First aid Herbalism Swimming Two weapon combat Woodcraft |
Athletics Climbing Dodge Listening |
Alertness Survival | |
Druid | Detect item status Necromancy |
Backstabbing Detect traps Disarm traps Gemology Haggling Pick pockets Smithing Tactics Two weapon combat |
Alchemy Appraising Archery Cooking Courage Find weakness Fletchery Law Pick locks Ventriloquism |
Bridge building Metallurgy |
Alertness Concentration Dodge First aid Mining Stealth |
Athletics Food preservation Gardening Listening Literacy Music Swimming Woodcraft |
Climbing Healing |
Survival | Herbalism | |
Necromancer | Detect item status Gemology Haggling |
Detect traps Disarm traps Dodge First aid Fletchery Food preservation Gardening Healing Herbalism Music Pick locks Pick pockets Smithing Swimming Tactics Two weapon combat Woodcraft |
Appraising Archery Athletics Climbing Cooking Courage Find weakness Law Listening Metallurgy Mining Survival |
Alertness Bridge building Ventriloquism |
Alchemy | Backstabbing Concentration Literacy Stealth |
Necromancy | |||
Elementalist | Detect item status | Backstabbing Detect traps Disarm traps Dodge Fletchery Food preservation Music Pick locks Pick pockets Smithing Tactics Two weapon combat |
Archery Cooking Courage Find weakness Law Listening Necromancy Stealth Survival Ventriloquism Woodcraft |
Alertness Appraising Athletics Bridge building First aid Gardening Gemology Haggling Healing Herbalism |
Climbing | Concentration Metallurgy |
Alchemy Literacy Mining Swimming |
|||
Beastfighter | Detect item status Necromancy Smithing Two weapon combat |
Appraising Fletchery Gemology Haggling Literacy Metallurgy Mining Pick locks Tactics |
Alchemy Archery Gardening Law Music |
Backstabbing Bridge building Pick pockets Woodcraft |
Concentration Cooking Courage Ventriloquism |
Survival | Detect traps Disarm traps Find weakness Food preservation |
First aid Healing Herbalism |
Alertness Athletics Climbing Dodge Listening Stealth Swimming |
Training Over Time
This is what happens every turn when the game checks to see if skills get trained up:
- A SkillTrainCountdown value is decreased by 1. If it's then not 0, nothing happens.
- If SkillTrainCountdown = 0, then (130 - Learning) * 5 + Rnd(100) = SkillTrainCountdown. (The higher your learning is, the more often you have a chance to get a skill increase. At 25 Learning you'll be roughly 575 turns between checks; At 15, you'll be at about 625 turns.)
- If no skill can advance, stop here.
- For each skill, If Rnd(SkillPoints + 10) + 1 > SkillPoints, proceed.
- If Skill can advance (has material, has positive active training, not +0, not already at 100), add to skill based on advancement scheme OR Rnd(active training) + 1, whichever is less (and it won't raise over 100 obviously).
- Training is then reduced (active first, as always)
Increasing Skills at Levels
- Skill increases after level 50, henceforth known as fake levels, follow slightly different rules. Take the difference between your level 49 and your level 50 experience requirements. You can gain a fake level if and only if you have gained that much experience since your last levelup (real or fake), and you have at least one advancable skill. (This is why skill uses tend to precipitate fake levels.)
- On non-fake levels only, you have a chance to increase your skill advancment. This is dependant on heavy training; the chance of it happening is (total training) in 1000 for each skill. Improvement cannot occur if you are already at 100, or already have 4d5 or better advancement, or are lacking skill increase materials if applicable. If it does occur, a message is only generated if the visible dice change; increasing from one rank to another is hidden if both are below the floor.
- After this, on non-fake levels, some permanent training is awarded. Your advancement dice are rolled twice; the greater roll is divided by 2 and added as inactive training.
- For the duration of a single levelup (real or fake), some temporary training is made available, equal to (for each skill) your advancement dice, rolled twice taking the larger, divided by 2, and adding a random number from 0 to 3. This temporary training is lost after the level increase whether it is used or not; this can lead to your training going negative. The increase is always added to active training.
- You can increase a number of skills starting at 3 and increasing by 1 for every 5 Le after 10. Bards receive two bonus increases. Level 6+ bards receive an additional bonus increase. Characters born under the sign of the Book, or those under Cup if the (new) level is even, receive an additional increase.
- After removing temporary training, training is decayed, reducing active training to 3/4 of its prior value and inactive training to 7/8. Note that training will never decay if you do not gain levels.
Education
Potions and scrolls of education grant knowledge towards a random skill. 11 tries are made to select a skill which is not already at 100. The chosen skill is then granted at or increased by 6d5, 4d5, or 2d5, depending on BUC.
Training
Potions of training increase the advancement schedule of a random skill, by 2, 1, or -1 steps by BUC. It is guaranteed that a skill not at 4d5 and not at 100 will be chosen if such a skill exists.