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» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and monster details
» (6) Character details
» (6.2) Skills, opposed skills
» (7) Tactics & strategy
» (8) Miscellanous

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(6.1) Attributes
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(6.2a) Maiar skill modifications
(6.2) Skills, opposed skills                                                    
----------------------------
If you rise in character levels by gaining experience, you also get skill
points to distribute on various abilities. To invoke the skill system overview
press 'G' (capital G!).
If you make a mistake while distributing skill points, look up the /undoskills
command in (0.2b). "/undoskills" can only be used once per level.


Skills of dark grey colour cannot be used by your character at all.
Skills that are light grey are just dummy skills that serve for organizing
other skills in paragraphs.
Skills coloured orange can be used by your character, but are currently still
at zero.
Skills that your character can train and that have already been increased above
zero will change from orange to white.
Skills that have reached their maximum possible value and therefore cannot be
increased any further are displayed in light blue.

You can collapse/expand blocks of subskills by pressing RETURN key while having
selected the parent skill of that block. Useful for example for collapsing
whole blocks of skills that you cannot or don't want to use anyway.


Here is a list of the available skills and brief explanations to each one:
Note that not every skill is available to every profession (class).

+Combat                         Lets you wear heavier armour without mana
                                points penalty.

                                Lets you wear heavier armour without losing
                                dodge chance (gained from the 'Dodging' skill),
                                or other roguish abilities like
                                boni from dual-wielding, Critical-strike,
                                area-searching and cloaking.

                                Lets you wear heavier armour without getting
                                a penalty to to-hit or sneakiness from being
                                movement-encumbered.

                                Note that Combat skill does NOT affect the
                                continuous ranged-to-hit reduction based on
                                armour weight.
                                (See (5.5) for details about encumberment.)

                                Note that Martial Arts penalties from heavy
                                armour cannot be reduced by training Combat.

                                Ability to pseudo-ID items: You can sense
                                if items are terrible, worthless, cursed,
                                average, good, excellent or special.
                                At the beginning you will only feel 'cursed'
                                or 'good'.
                                Raise combat skill to at least 11 to get
                                more distinctive feelings about melee weapons
                                and armour.
                                A powerful combattant (combat 31) senses the
                                usefulness of ranged weapons and ammunition
                                more distinctively, even if (s)he's not
                                knowledgeable in archery otherwise.
                                A very powerful one (combat 41) can also notice
                                curses on all kinds of items.
                                The further you train Combat, the faster you
                                will pseudo-id items.

                                Increases Fear/Stun/Confuse duration of the
                                target (if attacking causes those).
                                Reduces duration of Fear/Stun/Confuse effects
                                that are applied to you.

                                Increases 'Fighting' and 'Bows/Throws'
                                abilities somewhat, thereby increasing your
                                chance to hit with melee, ranged weapons and
                                when throwing an item and reducing your chance
                                to get disarmed.

                                If your Combat skill isn't zero, then you can
                                press 'm' to check your base chance of
                                parrying (weapon) and blocking (shield), see
                                (6.11) for more details about parry/block.

    +Weaponmastery              Slightly increases melee to-dam and to-hit for
                                armed combat: Hit gets increased by 1/3 of your
                                skill, damage by 1/10.
                                Improves your 'Fighting' ability somewhat,
                                thereby further increasing your chance to hit
                                with melee weapons and reducing your chance to
                                get disarmed.

                                Slightly increases your chance to score
                                critical hits in armed combat (Note: The skill
                                'Critical-strike' has much more effect.)

                                Weaponmastery will also increase your parry
                                chance a good deal (see (6.11) for details):
                                Up to +10% for 1-handers, +15% for 1.5-handers,
                                +20% for 2-handers.

        +Sword-mastery          Greatly improves to-hit/to-dam with swords.
                                At 25 and 50 you will get +1 blow per round
                                while having a sword equipped.

            .Critical-strike    Increases your chance to score hits of
                                extremely high damage. This skill improves
                                the chance to score critical hits and adds
                                to critical-hit bonus from your equipment.

                                NOTES ABOUT CRITICAL-STRIKE SKILL:
                                Critical-strike skill only helps light swords,
                                not heavier than 10.0 lb., while critical-hits
                                items will work with all weapons.
                                (The skill effect does not depend on how heavy
                                exactly the weapon is, as long as it's not
                                above 10.0 lb, so that weight threshold is
                                basically an on/off toggle for the skill to
                                apply to your attacks.)
                                Also, Critical-strike skill will not give you
                                any benefits if your armour is so heavy that
                                you get a flexibility warning (compare (5.5)).

                                NOTES ABOUT CRITICAL HITS IN GENERAL:
                                You can always score critical hits,
                                independent on weapon class and crit-skill.
                                Martial artists can score critical hits too,
                                although the Critical-strike skill won't do
                                anything for them (it only helps light SWORDS
                                not heavier than 10.0 lb).
                                The probability to land a critical hit will be
                                small though, if you don't have +critical hit
                                items or this skill to help out. Critical hit
                                bonus on items counts slightly more than the
                                skill.
                                Crit boni on weapons only apply to the weapon
                                itself, while bonus on other items such as
                                gloves or rings count for all kind of physical
                                attacks. (Same goes for slaying/brand mods on
                                items by the way.)
                                For weapon users, the weight of their weapon
                                affects their critical hits:
                                If your weapon is lighter than 10.0 lb, your
                                chances to score a critical hit will further
                                increase. (However, that increase is much
                                smaller than the effects of this skill or of
                                items that give 'Critical Hits' bonus.)
                                Above 10.0 lb, the chance to hit your target
                                critically won't be worse than with a 10.0 lb
                                weapon.
                                Although your chance of hitting critical spots
                                is better with lighter weapons, the damage of
                                your critical strike -IF you manage to execute
                                one- is higher if your weapon is heavier
                                (in detail: the crit class is more likely
                                to be higher for heavier weapons). This effect
                                of getting bigger crits in if the weapon is
                                heavier has no upper weight boundary, so it is
                                true for all weapons up to Grond.
                                Although Critical-strike skill (if applied) and
                                'Critical Hits' bonus from items will also
                                (about equally) improve your chances to land a
                                higher-class critical hit, the weapon weight
                                has even somewhat more effect on average on the
                                crit class than either of those two alone.
                                However, for a good improvement in crit-class
                                just from weapon weight alone, the weapon would
                                need to be much heavier than 10.0 lb.

                                Note that 'critical hit' stacks. 'Critical hit'
                                bonus from items will be actually be somewhat
                                subject to diminishing returns (while the skill
                                won't!) but if we neglect this we can roughly
                                say that +2.500 skill results in +1 crit hit.
                                So for example if you have a ring of critical
                                hits (+7) and gloves that give (+4) and also
                                trained this skill to 10.000 (+4) you'll have a
                                total of roughly +15 critical hit bonus.

        .Axe-mastery            See Sword-mastery

        .Blunt-mastery          See Sword-mastery

        .Polearm-mastery        See Sword-mastery

        .Combat Stances         Allows you to switch between one of three types
                                of combat stance. You need to wield a weapon to
                                use stances, certain restrictions apply and are
                                explained further below.

                                This ability cannot be trained, but it is
                                increased automatically each time your
                                character gains a level.
                                If you attain the status of King, Queen,
                                Emperor or Empress and are at least level 45,
                                you will learn an additional royal rank version
                                of each stance, which is the most powerful
                                version. If you die and lose your title, you
                                won't be able to use the stance either.
                                Only warriors, mimics, paladins, rangers and
                                mindcrafters can learn certain stances.
                                On certain skill levels, you will learn a new
                                rank of a stance. A higher ranked stance
                                features more of its benefits and/or less of
                                its drawbacks.

                                Press 'm' to enter one of the combat stances
                                you have learned. You will learn a couple of
                                ranks of three basic combat stances, when you
                                reach a certain character level i.e. skill.
                                Each stance has advantages and disadvantages,
                                those are:

                                Balanced stance  - the default, no boni/mali.

                                Defensive stance - you will block more,
                                                 - reduce the effect of most
                                                   combat-induced stun effects
                                                   (and possibly some others),
                                                 - intercept less often,
                                                 - deal less damage.
                                                 Note: You can use it even
                                                 without shield - in that case
                                                 your chance of parrying is
                                                 increased instead of blocking.

                                Offensive stance - you can stun opponents
                                                   depending on your strength,
                                                   your 'Weaponmastery' skill
                                                   and your opponent
                                                   (see (4.12) about stunning),
                                                 - intercept more often,
                                                 - parry and dodge only rarely,
                                                 - get an AC penalty same as
                                                   for being in 'fury'.
                                                 Note: You must wield a weapon
                                                 that is not too small to be
                                                 gripped with both hands
                                                 (COULD2H, SHOULD2H, MUST2H).

                                (Note: Switching your combat stance costs you
                                half a turn of energy.)

        .Dual-wield             The ability to wield two weapons at once. This
                                ability cannot be trained, it's always at 1.000
                                if your character's class can dual-wield, else
                                at zero. (So it's basically a switch.)
                                Classes that are able to dual-wield are
                                warriors, rangers, rogues and hell knights.
                                Note that both weapons must be 1-handed.
                                1,5- or 2-handed weapons cannot be used.

                                Dual-wielding will give you additional parry
                                chance as well as a blows/round bonus
                                (see (6.11) for details about parrying), and of
                                course your character will gain all magical
                                boni from both weapons (such as resistances).

                                NOTE: If your armour is too heavy (see (5.5))
                                then you won't receive any bonus and your
                                second weapon will actually be ignored as if
                                you didn't wield it at all ie you won't gain
                                any resistances/abilities/whatever from it.

                                In combat, a coin is flipped for each blow you
                                deal, determining randomly which weapon will
                                be used for that particular hit.

                                To avoid confusion: If you use weapons with
                                different blows/round, their BpR will get
                                averaged, and rounded up, then BpR bonus for
                                dual-wielding is added.
                                Example: 4BpR & 5BpR = 4.5BpR rounded to 5BpR.
                                +1 bonus BpR for dual-wielding -> 6BpR total.

                                By pressing 'm' you can disable/reenable
                                dual-wield mode.
                                While disabled ('Main-Hand mode') you will just
                                attack with your primary weapon exclusively,
                                and not receive any dual-wield specific boni;
                                this can be useful if it deals much more damage
                                than your secondary weapon.
                                You still gain all magical boni from both
                                weapons while in main-hand mode, as usual.
                                While enabled ('Dual-hand mode') you will
                                attack with both weapons, picked randomly.

    .Martial Arts               Ability to fight with bare hands.
                                Martial Arts users do not and cannot wield any
                                weapons or they get penalised heavily, except
                                for boomerangs.

                                They also get an armour class bonus for each
                                _unused_ equipment slot that can take a piece
                                of armour. Until the skill has been trained
                                quite a bit, armour will rather encumber them
                                instead of help. For this reason, martial
                                artists only wear very light armour or no
                                armour at all in the beginning and do not need
                                to rely on armour during the early game.

                                Slightly raises your character's speed and
                                stealth by +1 for every 10.000 skill increase -
                                the increase might be less or even zero if you
                                are encumbered in some way.

                                Increases your chance of intercepting an enemy.
                                The effectiveness is about 1/4 of what you get
                                out of training the 'Interception' skill.
                                If you train both, their effect will stack.

                                In addition to that, training Martial Arts will
                                provide a base interception chance if you don't
                                have the Interception skill available on a
                                character (see 'Interception' skill). These two
                                interception gains from Martial Arts skill add
                                up. (If you do have the Interception skill
                                available, you get a base interception chance
                                depending on your character level instead, to
                                which again the Martial Arts interception bonus
                                gets added. So you're gaining the same total
                                interception chance in both cases, as long as
                                you keep Martial Arts at maximum possible.)

                                Slightly increases your Dodging skill, simply
                                by increasing your Martial Arts skill, as if
                                'Dodging' was a parent skill of Martial Arts.

                                Lets you attack with special combat styles.
                                You get +1 extra attack at 1,10,20,30,40,45,50
                                each, so up to +7 blows per round in total.

                                At 10 you receive Feather Falling.
                                At 15 your character gets fear resistance.
                                At 20 your character gets confusion resistance.
                                Gives you 'Free Action' (immunity to paralysis)
                                at skill level 25.
                                At 30 you're able to swim without problems.
                                At 40 your movement is perfected enough to
                                cross even highest mountains.
                                At 50 a martial artist will learn the
                                technique of levitation!

                                The dice of martial arts special moves
                                (which your character will use automatically
                                depending on your MA skill) are affected by
                                elemental brands, but slightly less than
                                normal weapons (2/3 as much).
                                Martial arts moves can have high damage dice
                                of up to 8d7. Some moves have special effects
                                such as slowing or stunning your opponent.
                                Your character will use his martial arts moves
                                automatically and somewhat randomly, but mostly
                                choose the most powerful moves available.

                                Under certain conditions (encumberment) MA
                                abilities cannot be used and lose their effect.
                                About this and for more information about
                                Martial Arts in general, see (5.3a)!

    .Interception               Ability to interfere with adjacent enemies.
                                Can prevent them from teleporting, casting,
                                summoning, running away.
                                The monster must be standing right beside you
                                (horizontally, vertically or diagonally).

                                Classes that have the Interception skill
                                available for training will automatically gain
                                a certain base chance to intercept, even if
                                they haven't trained the skill. Training the
                                skill will then add to that base chance.
                                The base chance depends on the character's
                                level, capped at 50.
                                This base chance is also gained by classes that
                                cannot actually train Interception but that are
                                able to train in 'Martial Arts'. In this case
                                however the base chance won't depend on their
                                character level but instead on their current
                                skill in Martial Arts.
                                (So training Martial Arts on such a character
                                would actually increase the total interception
                                chance in two ways at once: Increase the base
                                chance and then add the Martial Arts
                                Interception bonus, see 'Martial Arts' skill
                                for details.)

                                The higher base level the monster has (rlevel)
                                the harder it is to intercept it.
                                Also, interception chance is recuded greatly
                                while you are blind and you aren't able to
                                intercept at all while you are
                                stunned, confused, paralyed, resting, cloaked
                                or shadow running (compare (4.11)).
                                Player ghosts cannot intercept either.

                                Interception works best to prevent shooting a
                                ranged weapon. It's slightly harder to prevent
                                a monster from running away or casting a spell
                                and even somewhat harder to prevent a monster
                                from teleporting or blinking.
                                Some abilities cannot be intercepted at all:
                                Shrieking, unmagic, shooting missiles/rockets,
                                throwing boulders, breathing.

                                Note that multiple players trying to intercept
                                the same monster does not result in 'stacking'
                                of their interception chances:
                                The player who has (under given circumstances
                                such as being blinded etc) the best chance to
                                intercept will override the others.

                                Regarding spell suppression, interception
                                combines with Anti-magic in a special way, see
                                'Anti-magic' skill for details.

    +Archery                    Improves ranged to-damage bonus somewhat, by +1
                                for every 5.000 increase in skill.
                                Also increases 'Bows/Throws' ability somewhat,
                                which in turn further increases hit chance.

                                Allows you to learn some shooting techniques
                                and the ability to craft ammunition,
                                accessible via 'm', see (6.12) for details.

                                Increases your chance to score critical hits.

                                At 20 the quality of your handmade ammunition
                                becomes remarkably better.

                                Lets you pseudo-id ranged weapons and
                                ammunition more often the higher the skill.
                                If increased to at least 11, pseudo-id will
                                give you much more distinctive feelings about
                                the items. Before that, you can only
                                distinguish between cursed and good.

        .Sling-mastery          Increases hit chance (while using a sling) by
                                +1 for every 2.000 skill increase.
                                Also increases Bows/Throws ability somewhat,
                                which in turn further increases hit chance.

                                At 10,20,30,40,50 you will get +1 additional
                                shot per round each (while using a sling).

                                Also reduces the chance of your sling
                                ammunition to shatter by up to 90% at 50.
                                Example:
                                a shot that usually has 10% chance of breaking
                                will only have a 1% chance of breaking if your
                                skill is at 50.000.

                                At 50 you will get an additional bonus of
                                +1 extra might.

                                Artifact ammunition never breaks.

                                Note that the explosion of exploding ammo will
                                still hit "reflecting" monsters.

                                Slings only (does not apply to bow- or xbow-
                                mastery):
                                Adds chance for your shots to ricochet, even
                                multiple times, hitting multiple enemies.
                                Note that magic and ethereal ammo fades away
                                the moment it hits, and never ricochets.

        .Bow-mastery            At 12.5, 25, 37.5, 50 you will get +1 extra
                                shot per round each.
                                Otherwise same as Sling-mastery, except no
                                ricochetting.

        .Crossbow-mastery       At 25 and 50 you will get +1 extra shot,
                                at 12.5 and 37.5 you will get +1 extra might.
                                Otherwise same as Sling-mastery, except no
                                ricochetting.

    .Boomerang-mastery          At 16.6, 33.3 and 50 you get +1 extra throw.

                                Increases ranged to-damage bonus when wielding
                                a boomerang by +1 for every 2.500 increase.

                                Reduces the chance of a boomerang to break or
                                to fall to the ground instead of returning.

                                Artifact boomerangs never break or fall down.

<< For more information about learning spells, see (6.8)
   Most spells will increase in power in one way or the other when you increase
   their school skill. Often their failure rate decreases, too. >>

+Magic                          Increases your base mana by +4 per point.

                                Lets you pseudo-id magic items, potions and
                                scrolls faster the higher your skill is.

                                If 'Magic' is at least at 11 points, you will
                                get more distinctive feelings from pseudo-id,
                                before that you only sense 'good' or 'cursed'.

    +Wizardry
        .Sorcery                Learn to use spells of ALL magic schools at
                                once, instead of training a particular branch!
        .Mana                   Learn spells of the Mana branch.
        .Fire                   Learn spells of the Fire branch.
        .Water                  Learn spells of the Water branch.
        .Air                    Learn spells of the Air branch.
        .Earth                  Learn spells of the Earth branch.
        .Nature                 Learn spells of the Nature branch.
        .Conveyance             Learn spells of the Conveyance branch.
        .Divination             Learn spells of the Divination branch.
        .Temporal               Learn spells of the Temporal branch.
        .Udun                   Learn spells of the Udun branch.
        .Mind                   Learn spells of the Mind branch.

        .Spell-power            Increases the power of learned spells by
                                adding a bonus to the spell level.
                                At 50, it will raise spell levels by 40%.
                                (It won't raise the level of spells which you
                                haven't learned yet.)
                                Note that Spell-power ONLY affects spells of
                                the 'Wizardry' schools!

    +Prayers
        .Holy Offense           Learn prayers of the Holy Offense branch.
        .Holy Defense           Learn prayers of the Holy Defense branch.
        .Holy Curing            Learn prayers of the Holy Curing branch.
        .Holy Support           Learn prayers of the Holy Support branch.

    +Occultism
        .Shadow                 Learn spells of the Shadow branch.
        .Spirit                 Learn spells of the Spirit branch.
        .Hereticism             Learn spells of the Hereticism branch.
        .Unlife                 Learn spells of the Unlife branch.

    +Druidism
        .Arcane Lore            Learn druid magic taught by arcane lore.
        .Physical Lore          Learn druid magic taught by physical lore.

    +Mindcraft
        .Psycho-power           Learn mindcrafter spells of psycho-power.
        .Attunement             Learn mindcrafter spells of attunement.
        .Mental Intrusion       Learn mindcrafter spells of mental intrusion.

    +Runecraft                  See '(6.8b) Runes & Runemastery'.
        .Light                  Learn to evoke light runes.
        .Darkness               Learn to evoke darkness runes.
        .Nexus                  Learn to evoke nexus runes.
        .Nether                 Learn to evoke nether runes.
        .Chaos                  Learn to evoke chaos runes.
        .Mana                   Learn to evoke mana runes.

    .Astral Knowledge           Learn spells of the Astral branch of magic,
                                exclusively available to the Maia race.

    +Blood Magic                Blood magic doesn't require mana and doesn't
                                provide spells unlike most other magic schools.
                                Instead it provides passive or innate powers
                                that are fueled by your own blood to work.

        .Necromancy             Drains life and mana from killed monsters,
                                replenishing your HP and MP.
                                Only works if you are able to see the target,
                                and if you are not a player-ghost.
                                The amount of points gained depends on the
                                skill and the target's level. To get maximum
                                drain, the skill should be at least half as
                                high as the monster level.
                                Necromancy has no effect on undead and
                                nonliving (constructs) monsters.

                                (Don't confuse Necromancy with vampirism:
                                Necromancy drains from the monster's soul on
                                its actual death, while any vampiric effects
                                your character might have drain by simply
                                hitting the monster. So vampirism will work
                                fine in conjunction with Necromancy as they
                                are different effects that don't overlap in
                                any way.)

                                Necromancy will reduce the chance of your life
                                force (experience points) getting drained by
                                nether or chaos or by experience-draining melee
                                attacks by +1% per point, up to 50% at 50.000.
                                (This is cumulative with the 'hold life' flag.)

                                If a character has Unlife and Necromancy both
                                at 50.000 the character gains ultimate hold
                                on his life force, rendering him immune to
                                experience drain.

                                A natural vampire race character who has both
                                Necromancy and Traumaturgy at 25.000 or higher
                                will get his intrinsic melee vampirism drain
                                rate increased from the usual 50% by +1% for
                                each further point in either school, up to
                                100% when both schools reach 50.000.

        .Traumaturgy            Drains mana from monsters when you inflict
                                damage on them, replenishing your MP.
                                Only works if you are able to see the target.
                                The amount of points gained depends linearly
                                on your skill level and also somewhat on the
                                damage you inflicted.
                                Even if your inflicted damage and/or skill
                                level is rather low, each attack still has a
                                (small) chance of replenishing at least 1 MP.
                                Traumaturgy is most effective with spells that
                                have an area of effect and can therefore hit
                                multiple monsters, such as balls and especially
                                clouds.
                                Traumaturgy has no effect on undead and
                                nonliving (constructs) monsters.

                                Traumaturgy has insanity-reducing synergy when
                                trained together with Hereticism. It also can
                                prolong the 'Boundless Rage' spell, the better
                                the higher Traumaturgy is trained. See (6.8)
                                for details.

                                A natural vampire race character who has both
                                Necromancy and Traumaturgy at 25.000 or higher
                                will get his intrinsic melee vampirism drain
                                rate increased from the usual 50% by +1% for
                                each further point in either school, up to
                                100% when both schools reach 50.000.

        .Aura of Fear           Monsters that hit you are stroke by fear.
                                Undead and non-living monsters and those that
                                resist fear (NO_FEAR) are not affected.
                                The chance for the aura to trigger depends on
                                your skill alone. Whether it has effect on your
                                foe or not only depends on its rlevel compared
                                to your skill - uniques and powerful monsters
                                receive a small bonus in their favour.
                                It is automatically enabled when you train the
                                skill; you can disable the aura in 'm' menu.
                                Typing '/ex' command into chat will display the
                                state of all your auras.
                                Being blood magic, auras will feed from your
                                blood. This means that the speed of your hit
                                point regeneration will be reduced while the
                                aura is active.
                                If your skill is at least 20.000 you obtain
                                fear resistance.

        .Shivering Aura         Monsters that hit you are stunned.
                                Monsters that are immune to cold and those that
                                resist stun (NO_STUN) are not affected.
                                The chance for the aura to trigger depends on
                                your skill alone. Whether it has effect on your
                                foe or not only depends on its rlevel compared
                                to your skill - uniques receive a small bonus
                                in their favour.
                                At a skill of 30 the aura is so strong that
                                your melee attacks (weapon as well as martial
                                arts will be branded by it (cold brand).
                                It is automatically enabled when you train the
                                skill; you can disable the aura in 'm' menu.
                                Typing '/ex' command into chat will display the
                                state of all your auras.
                                Being blood magic, auras will feed from your
                                blood. This means that the speed of your hit
                                point regeneration will be reduced while the
                                aura is active.

        .Aura of Death          Monsters that hit you are hit by waves
                                of plasma and ice, alternating randomly.
                                The chance for the aura to trigger depends on
                                your skill alone.
                                At a skill of 40 the aura is so strong that
                                your melee attacks (weapon as well as martial
                                arts) will be branded by it (alternating fire
                                or cold brand).
                                It is automatically enabled when you train the
                                skill; you can disable the aura in 'm' menu.
                                Typing '/ex' command into chat will display the
                                state of all your auras.
                                Being blood magic, auras will feed from your
                                blood. This means that the speed of your hit
                                point regeneration will be reduced while the
                                aura is active.

    .Mimicry                    Ability to shapechange into a monster!
                                To learn a monster form you must kill an amount
                                of it equal to its level, while your Mimicry
                                skill must be at least half as high as the
                                monster level for you to get credit.

                                Example: To learn Uruk form, you need to kill
                                16 Uruks because Uruk is a level 16 monster
                                (see ~7 for monster lore to check level) and
                                your Mimicry skill must be at least 8 while you
                                kill them, or you won't gain any knowledge.

                                You also inherit the monsters abilities,
                                weaknesses and resistances!

                                See section (6.7) for more info.
                                To find out details about a monster form,
                                press  ~ 7  in game or consult a spoiler file.
                                (See (7.4) for more info about spoiler files.)

                                For each point that Mimicry is trained above
                                30.000 the character's mana pool will expand
                                by an extra +5 MP (so up to +100 MP at 50.000).

                                The further Mimicry is trained above 35.000
                                the faster a player can shapechange. Usually it
                                takes a full turn to change into another form
                                (or back to player form), but each point above
                                35.000 will cut this down by 5%, so at 50.000
                                Mimicry shapechanging will only take 1/4 turn.

    .Magic Device               Mainly reduces fail chance when trying to use
                                magic devices (wands, staves, rods, activatable
                                items - see (5.9a)), increases their power and
                                speeds up recharging of rods you carry.
                                See (6.10) for more information on magic
                                devices, the skill and the ability.
                                Note that it is not possible to achieve 100%
                                success rate with any device. It is possible to
                                gain more than 99% chance though, which will be
                                displayed accordingly on inspecting the device.

.Anti-magic                     Generated from your strong disbelief in magic
                                an anti-magic field surrounds you, preventing
                                nearby monsters and players from casting
                                spells (but does not prevent them from using
                                magic devices).
                                This effect is cumulative with the anti-magic
                                field of a Dark Sword. (See (5.9) for more info
                                about dark swords.)
                                It's capped at 75% chance of interrupting
                                enemy spells. The capped chance is further
                                quartered for party members, so they are hardly
                                affected by your anti-magic field. Usage of
                                magic devices by party members is not hindered.
                                The radius of your anti-magic field is approx.
                                the field's power / 9 and caps at range 9.
                                Each point in Anti-magic adds 1% to your
                                AM chance, so the max gain is +50% from skill.
                                If you use a dark sword that gives the maximum
                                amount of anti-magic they can give (+30%) then
                                you only need Anti-magic skill at 45 instead of
                                50 to reach the anti-magic cap value of 75%
                                (30% from dark sword + 45% from skill = 75%).
                                Note: While ball/bolt attacks are spells,
                                      breathing is NOT.
                                Warriors that specialize in Anti-magic are
                                called 'Unbelievers' (The anti-magic powers
                                result from their strong disbelief in magic).

                                Note that as soon as you invest a point into
                                this skill you won't be able to use any spells
                                or magic devices (wands, staves, rods, items
                                that can be activated) anymore!
                                Being anti-magic still allows you to use
                                scrolls and potions though.

                                Training the Anti-magic skill will shorten the
                                duration of certain magical temporary buffs
                                and debuffs on your character, which are:
                                ESP, space/time anchor, probability travel,
                                wraithform, infra-vision, see invisible,
                                invisibilty, haste, slowness, resistances,
                                invulnerability obtained from a potion,
                                deflection, shield.

                                Regarding spell suppression, Anti-magic fields
                                combine with interception in a special way:
                                The total chance to suppress a monster's
                                attempt to cast a spell will yield diminishing
                                returns if the monster's attempt gets hindered
                                by both, Interception and Anti-magic. This
                                means that having high values in both,
                                Interception and Anti-magic, will still give
                                benefits for spell suppression, but the total
                                chance of suppression that results from
                                applying both to a single spell casting attempt
                                will actually come out somewhat reduced.

+Sneakiness                     Slightly increases your character speed
                                (+7 at 50, so approx +1 every 7..8 points).
                                Slightly increases perception and searching.
                                Slightly reduces speed loss while in searching
                                mode, and very slightly while in rogues'
                                cloaking mode.

    .Stealth                    Increases your stealth, which determines
                                if monsters can hear you from a distance
                                or if you can sneak past them.
                                The stealth gain is half as much as from items
                                that give +Stealth.

                                If your character is really bad at stealth,
                                like Draconians, it might seem as if the skill
                                doesn't help. But if you invest a lot of points
                                you will eventually see an improvement ;).

    .Stealing                   Ability to steal items from stores.
                                If you get caught, you will be on the
                                'blacklist of merchants' for a minute up
                                to 2 hours, depending on the item you tried to
                                steal from a shop. During this time it's
                                impossible to steal, and you will get BAD
                                prices (blackmarket-like) in shops.
                                You'll also be on the 'watchlist', meaning
                                that you can shop normally, but are unable to
                                steal until the shopkeepers stop to watch you
                                so intensely. The watchlist runs out slower
                                than the blacklist.
                                The time period you'll be on these lists solely
                                depends on the item's _base_ value (so it does
                                not matter whether you got caught in a normal
                                store or in the black market.) Price discount
                                applies though, reducing the base value and
                                therefore the blacklist time too.

                                Blacklist times, very roughly:
                                Murderous look - 1 hour +
                                Gazes at you angrily - 40 min +
                                Looks at you suspiciously - 25 min +
                                Looks at you disapprovingly - 10 min +
                                Cool glance - less than 10 min.

                                Note that usually people don't want to be seen
                                with stolen goods, which means that very
                                expensive items, depending on their value, have
                                a certain chance of their level becoming 0,
                                making them untradable. (Note: Even if you were
                                stealing Morgoth's crown, which has a value of
                                10 million Au, you'd still have at least a 5%
                                chance of it retaining its original level.)

                                Your chance to steal an item from a shop
                                depends on your dexterity, your stealing skill
                                and the price and weight of the item. Stealth
                                and invisibility are also somewhat helpful.
                                For example it's nearly impossible to steal a
                                large piece of wood without the store owner
                                noticing it, although it's not worth much.
                                There's always a minimum chance of 5% to fail.
                                You need to be at least level 5 to steal
                                and at least level 10 to steal anything of
                                somewhat higher value.

                                You have a chance to successfully steal an
                                item even if your stealing skill is 0 and your
                                dexterity low, so everyone could give it a try.

                                If a shop offers an item more expensive than
                                it actually is (black market) that has no
                                effect on stealing. The 'normal' item value
                                is used to calculate the chances.
                                However, if an item is offered at reduced
                                price, it'll be easier to steal it!

                                It's more difficult to steal from certain
                                stores, eg stores that are found in the dungeon
                                or that don't belong to the basic town stores
                                (numbered 1-9, including the rune repository).
                                It is even impossible to steal from expensive
                                black market (the one located somewhat hidden
                                in Minas Anor), secret black market (the one
                                you can only find in dungeons), rare footwear
                                shop and rare jewelry shop (both in dungeons),
                                or from a dungeon town's temple, potion store
                                or black market.

                                It's a good idea to wear as many +DEX items
                                as possible while trying to steal from a shop,
                                since DEX is the main factor besides the skill.

                                Stealing items which have a base value (without
                                discount applied!) not higher than your
                                stealing_skill * 10 (eg 50 Au->5.000 Stealing)
                                are especially easy to steal.
                                Also, if you still get caught on such an item,
                                the blacklist time will be much shorter too.
                                Some potion/scroll break points regarding this:
                                ?Identify: 50 Au.
                                !Cure Critical Wounds: 100 Au.
                                ?Enchant Weapon/Armour: 125 Au.
                                !Speed: 200 Au.
                                !Restore stat: 300 Au.
                                !Healing, ?Teleportation: 400 Au.
                                !Resistance, !Restore Mana, ,Athelas: 450 Au.
                                ?Wilderness Mapping: 500 Au.

                                Trying to 'steal back' an item that was already
                                owned by a player, ie an item that has been
                                sold to the shop, is especially hard.

                                Training the 'Stealing' skill will carry over
                                strongly into its parent skill 'Sneakiness'.

    .Backstabbing               Lets you backstab enemies, afflicting high
                                damage. Works if the opponent is asleep or
                                running away in fear, exposing his back to you.
                                Also works when you are cloaked (only once per
                                monster though, so re-cloaking won't help) or
                                shadow running. Increasing this skill increases
                                the damage your backstab attacks deal.

                                Backstabbing requires sword-type weapons or
                                Martial Arts skill, in which case it transforms
                                into neck-twisting. That means your target must
                                possess a neck, read: A head and a torso.

                                If you dual-wield, you will also dual-backstab
                                if the moster is either asleep, or you perform
                                the attack from cloaking mode or shadow run.
                                Although you'll deal somewhat less damage with
                                each stab, since they are executed both at once
                                you will do more overall damage than with a
                                single weapon.

                                Note: Weapon weight or whether it's 1-h, 1 1/2h
                                or 2h weapon does not matter for backstabbing.

                                Backstab hits and critical hits do not stack.
                                If you roll a critical hit on backstabbing, the
                                damage is compared to what the pure backstab
                                would do and the higher one is used.

                                Vampires will feed especially much from
                                backstabbing a sleeping opponent to death.

    .Dodging                    Ability to evade attacks. In order to get any
                                benefits from doding skill at all, your armour
                                mustn't be too heavy. If it is, you will get a
                                flexibility warning (compare (5.5)).
                                Also, you must not be using a shield.

                                A low dodging skill will already help greatly
                                against monsters of similarly low level, so it
                                is helpful right from the beginning of your
                                character's career.

                                There are various attacks that can be dodged:
                                Melee attacks mostly, bolts, arrows and the
                                likes (both magical and physical) shot by
                                enemies or traps at you. And it slightly helps
                                to dodge rubble coming down during an
                                earthquake.

                                Your actual chance to dodge an attack depends
                                on the total weight you are carrying around
                                with you, where inventory usually weighs most
                                and will encumber you the most.
                                Your equipment also musn't be too heavy,
                                although your weapons are allowed to weigh
                                quite a bit, as long as your armour isn't too
                                encumbering. However, for weapons, armour, and
                                inventory always goes: The lighter, the higher
                                your chances will be.
                                And of course your dodging chance depends on
                                your dodging skill, which (after penalized by
                                the weight of all your stuff) is compared to
                                the opponent's level or trap level.
                                (For dodging monsters, the rlevel (0.4) of that
                                monster type is important. Any additional
                                levels the monster may have gained due to
                                dwelling deeper than usual will not affect
                                your dodge chance.)

                                You can check your average dodging chance
                                against opponents of same level by pressing
                                'm' and choosing "Check dodge chance".
                                Depending on the server version you might see
                                textual descriptions instead of raw numbers:
                                "Almost no chance" means less than 5%,
                                "Slight chance" -> less than 14%,
                                "Significant chance" -> less than 23%,
                                "Good chance" -> less than 30%,
                                "Very good chance" -> less than 40%,
                                otherwise "High chance" (may occur in actual
                                game play if opponent is much lower than you).

                                Against monsters that have way higher level
                                than you, you receive a minor penalty. You can
                                still dodge them quite effectively though.

                                Dodging also gets slightly increased by the
                                "Martial Arts" skill (see above in this skill
                                table).

                                Dodging improves in a linear manner, for
                                example your chance to dodge any monster (of
                                similar or higher level than yourself) is
                                pretty much half as high at 25.000 dodging as
                                at 50.000 dodging.

                                As a rule of thumb, your dodge chance (at maxed
                                dodging skill) will usually cap at 67% for
                                monsters of equal level and at 50% chance for
                                monsters of twice your level.

    .Calmness                   Ability to not get hindered by enemies.
                                Monsters can try to intercept some of your
                                actions, the Calmness skill counters these
                                interception attempts. In detail: Monsters can
                                interfere if they are standing on an adjacent
                                grid (ie right next to you) and if you try to..
                                -shoot with ranged weapons,
                                -use a void jumpgate,
                                -set a monster trap.
                                Calmness does not depend on the enemy's level.

    .Trapping                   Improves your ability to set traps:
                                Gives you a higher chance to successfully
                                place a trap if a monster is close to you and
                                trying to interfere. Also, monsters will have
                                a harder time to discover your traps.
                                By training Trapping you also learn to optimize
                                your traps for higher damage output.
                                (Note that 'Magic Device' or 'Runecraft' skill
                                have no effect on trap damage output, even if
                                it is loaded with a device or a rune.)
                                See (4.7) for details about monster traps.

                                Improves your ability to recognize traps:
                                Lets you pseudo-id trap kits, the more often
                                the higher your skill.
                                If increased to at least 11, pseudo-id will
                                give you more distinctive feelings instead of
                                just 'good' or 'cursed'.

                                Trapping also improves your disarming ability,
                                making it easier to pick locks and to disarm
                                traps via the manual disarm command. (The
                                experience you gain from manually disarming
                                traps is not affected by the skill but only by
                                the traps' level).
                                The chance to identify the type of a trap on
                                disarming it will also increase with higher
                                Trapping skill.

                                And being more proficient in trapping will also
                                increase your chances of spotting traps, ie
                                improving your 'Searching' ability.

                                Last but not least Trapping gives you a chance
                                (depending on your skill) to salvage a trap kit
                                from any trap you disarm!

                                Hint: Inscribe all your trapping components
                                      '!=' for easy auto-pickup and make sure
                                      to create macros so you can place a trap
                                      by simply pressing a single button.

+Health                         Increases your hit points by 2 for each point.
                                Note that this gain stacks with +LIFE items
                                (compare '+LIFE' in (5.8)).
                                Increases your hit point regeneration rate:
                                 (skill_level * 2)% chance to regenerate 1.5x
                                 the normal amount of HP per turn (stacks with
                                 other regeneration effects and item flag).
                                Increases your stamina regeneration rate.

                                Helps you to recover from temporary stats drain
                                drain, hallucination, blindness, confusion,
                                poison and cuts faster.

                                If you spend 10 points into Health, your
                                sanity will be displayed as a bar.
                                At 20 points you'll get the percentage
                                displayed. At 40 the value will be shown.

                                For mimicry users, Health skill is less
                                effective than for other classes, because the
                                hit point bonus is applied before the player's
                                base hit points and monster form hit points are
                                averaged to calculate the mimic's final amount
                                of hit points in a particular a monster form.

    .Swimming                   Allows you to swim even while carrying more
                                weight and to better protect your items from
                                water.

                                Skill maxes at 01.000, with the ability to
                                swim improving steadily while increasing it.
                                At 0.700 you become able to swim very swiftly
                                if no monsters are within sight, enabling you
                                to 'run' through water.

                                For more details about swimming see (4.15).

    .Climbing                   You need this at 01.000 to be able to climb.

    .Digging                    How well you are able to dig. Also affects
                                your chance to find items (from digging only),
                                and chance for those items to be good or even
                                great, and it affects the amount of cash
                                generated from mining mineral veins.

                                In particular, every 10 digging skill you will
                                have a chance to find an additional pile of
                                cash from mining a treasure vein, up to 6 piles
                                if you're lucky at skill 50.000 (provided your
                                dungeon floor depth is greater than half of
                                your digging skill, otherwise the number of
                                piles is limited to depth/5, eg 5 piles for
                                dungeon level 25, while starting at dungeon
                                level 26 you may uncover the full amount of 6
                                piles if your skill is actually 50.000).

                                Depending on the skill, you might also uncover
                                unusual features such as fountains or
                                staircases or somewhat more often (compared to
                                finding just random items from digging) find
                                chests, runes or heavy material pieces suitable
                                for golem creation.
                                The quality of objects found also depends on
                                your digging skill.

                                Certain tools such as shovels, picks and
                                mattocks will also increase your digging speed
                                greatly (independant of the skill), see (5.9).
                                Also, when hacking through trees and bushes,
                                axes will help a lot and swords somewhat, in
                                case you have no good digging tool at hand.
                                2-handed weapons even more than 1-handed.
                                For hacking away webs or ivy, certain polearms
                                used for slashing (scythes and sickles) may
                                help too, just as well as swords or axes.
                                See (3.4a) for more information on digging
                                tools and (5.20) for technical details on
                                digging.

The abilities Swimming, Digging and Climbing are also granted by items you
can find. Those are for example items that grants you levitation, so you may
just hover across water instead of swimming across. Wands of stone-to-mud will
turn any obstacle to mud that you could dig through, and some boots or a
climbing set might grant you the ability to climb highest mountains. Dwarves
also learn this ability automatically when they reach level 30.

Here is what the numbers mean (we will use the Axe-mastery skill for this
example:

+Combat                         10.500  [0.800]
    +Weaponmastery               5.250  [0.800]
        .Axe-mastery            15.000  [0.500]

As we can see this player has 10.5 skill points in Combat, 5.25 in
Weaponmastery and 15 in Axe-mastery. He just reached a new level and hence
gained 5 skill points. Now he decides to invest them all into Axe-mastery.
He presses <DOWN> key until the Axe-mastery line is selected. Now he presses
<RIGHT> key 5 times to invest all his 5 spare skill points here.
Axe-mastery will be increased by 0.500 points per invested skill point (hence
the [0.500] on the right), leaving him at 17.5 Axe-mastery now.
Since sub-skills always slightly affect their parent skills, Weaponmastery
and Combat will also be raised slightly. The result might look like this:

+Combat                         10.750  [0.800]
    +Weaponmastery               6.250  [0.800]
        .Axe-mastery            17.500  [0.500]


Opposed skills
--------------
Some skills don't go well together, and will have negative influence on each
other when increased, decreasing their opposite!
Take care on the following combinations:
        Weaponmastery   <->     Sorcery
        Archery         <->     Sorcery
        Martial Arts    <->     Sorcery
        Anti-magic      <->     excludes any type of magic and magic devices,
                                including mimicry.
                                However, a mimicking player won't lose his
                                current form on training in Anti-magic.
                                He just won't be able to transform ever again
                                by using his mimic powers.
                                His form CAN still change though, if he is
                                zapped with a wand of polymorph, quaffs a
                                potion of Chauve-Souris, uses Morph Restoration
                                service of a shop or.. dies, three
                                things that he probably wants to avoid at all
                                costs in order to keep his 'final' form.
Previous
(6.1) Attributes
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(6.2a) Maiar skill modifications