» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and monster details
» (6) Character details
» (6.3) Abilities
» (7) Tactics & strategy
» (8) Miscellanous

Search
Previous
(6.2a) Maiar skill modifications
Next
(6.4) Races
(6.3) Abilities                                                                 
---------------
Depending on your race and class, you will be better or worse at certain
generic abilities. You can see your abilities in the character screen
(press 'C').

Miscellaneous Abilities can range from Bad to Legendary:
Bad         (red)    (or 'Very Bad' if negative, no real difference)
Poor        (red)
Fair        (yellow)
Good        (light green)
Very good   (light green)
Excellent   (light green)
Superb      (light green)
Heroic      (light green)
Legendary   (light green)

Some of those abilities have a maximum value after which they cannot be
increased any further. Such abilities show 'legendary' in different colours
than just light green. Instead they use:
Legendary   (dark green)    This means it's good enough to deserve being
                            called 'legendary'.
Legendary   (golden)        This means, that you have reached the absolute
                            highest possible value for this ability.


Here is a list of detailed information about miscellaneous abilities:

Fighting
    How well you can fight (hit chance; further boni like skills or +hit from
    equipment are added to the ability) or how easily you get disarmed
    ("You lose the grip of your weapon(s)!").
    (Note that any +tohit bonus increases the displayed Fighting ability:
    The displayed value is the sum of your actual ability and your hit boni.)
Bows/Throw
    How well you can shoot/throw.
    (Note that any +tohit bonus increases the displayed Bows/Throw ability:
    The displayed value is the sum of your actual ability and your hit boni.)
Saving Throw
    How well you can resist attacks that have influence on your status
    other than just hit points (except for monster curses, which can be
    prevented too). Saving throw is rolled (possibly modified) against:
    -Fear and paralysation melee attacks
    -Confusion, fear, blindness, slowness, paralysation spell effects
    -Non-friendly teleportation effects
    -All nexus/morph effects (except polymorphing from bat form back to normal)
    -Unmagic effects
    -Direct damage curses (the ones screamed by monsters at you)
    -Suffering damage from dispelling effects
    -Psi attacks of all sorts (damage and effects), including mind-blanking and
     the terribly adverse effects of an encounter with an eldritch horror,
     which can be: Confusion, hallucination, insanity, paralyzation, amnesia
     and (sometimes permanent) loss of intelligence and wisdom.
    -The draining effects of an ancient foul curse (TY_CURSE)
    -Seasoned traveller trap effect.
Stealth
    Determines if monsters will immediately wake up if you're nearby or if
    you are able to sneak past sleeping monsters without waking them.
Perception
    Determines how often you have a chance to spot hidden traps or doors on
    adjacent fields without even searching for them. Whether you really
    discover something will depend on your Searching ability.
Searching
    Determines how easily you spot hidden traps/doors on adjacent fields
    while searching for them (with 's' or 'S'), or when you automatically
    notice them due to your Perception ability.
Disarming
    How well you can disarm traps (without setting them off), and how likely
    you avoid known traps if you accidentally step on them again.
    Disarming also improves your chances to pick locks.
    (Note that manually disarming traps like this will yield experience points
    if successful, while disarming via magic or magic devices won't.)
Magic Device
    How well you can use magic items like wands, staves, rods (these are often
    especially hard to use) or activate magic items like Dragon Scale Mails.
    See (6.10) for more information.

Blows/Round
    How often per round you are able to strike with your weapon. This depends
    on your strength, dexterity, your class, your weapon.
    Spending points in specific weapon masteries will give you an additional
    blow at 25 and at 50 (like Sword- or Blunt-mastery).
    Tables of blows/round limits are at (5.3a) for Martial Arts, and at (6.5)
    and (6.5a) for melee weapons.
Shots/Round
    How often per round you are able to use your ranged weapon.
    Spending points into specific archery skills will give you additional shots
    (see (6.2) for details).
    Mimics may get additional shots per round if the monster form they use has
    the ability to shoot with ranged weapons (see (6.7) for details).
Infra-Vision
    How far you can see warm-blooded monsters in the dark.
    10 ft equal a distance of 1 field.
    IV can be very helpful for spotting monsters outside of your light radius
    that don't carry a light source themselves.

These miscellaneous abilities can also change when your character progresses,
depending on your +hit and +dam (concerning Fighting and Bows/Throws) or your
character level or certain skills you invest points into.
How much an ability changes when a property of your character (skill, level or
weapon enchantments) it depends on changes, depends on your class: The relative
numerical modifiers are given in the class table in (6.5).
Here is a list which ability changes depend on which factors:
(The factors in relation to the values in (6.5) are marked by underscores.
All other factors listed here are further modifications, independant of (6.5).)

Fighting        _'Combat'_, _'Weaponmastery'_, melee +hit boni
Bows/Throw      _'Combat'_, _'Archery'_, ranged +hit boni
Saving Throw    Wisdom, _level_, AM-shell
Stealth         Mimic form weight, stealth items, _'Stealth'_, cloaking,
                'Martial Arts'
Perception      search items, _'Sneakiness'_
Searching       search items, _'Sneakiness'_, cloaking
Disarming       Intelligence, dexterity, _'Trapping'_
Magic Device    Intelligence, _'Magic Device'_


For age, height, weight, social class and gender see (6.14).


Apart from those generic abilities, there are several class- or race-specific
active or passive abilities, given in the race/class descriptions in (6.4) and
(6.5).
Previous
(6.2a) Maiar skill modifications
Next
(6.4) Races