The arts of the body

Skills

Every skill of the realm: what it does, and the level at which each class learns it. In the game, practise them with a trainer and put them in your shortcut squares.

69 skills.

assassinate

Skill · on a foe

  • assassin 36
Syntax: assassinate <target>
 
This assassin-only skill allows the caster to attempt to assassinate target.
There's a small chance (which goes up with the level of the assassin) that
the target will die in one hit.

axe

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

backstab

Skill

  • thief 1
  • assassin 1
Backstab is the favored attack of thieves, murderers, and other rogues. It
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attacker's level, his
weapon skill, his backstab skill, and the power of his opponent.
Only thieves and assassins may learn backstab.

bash

Skill

  • warrior 4
  • monk 12
  • assassin 2
  • ranger 6
  • samurai 6
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees. Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent. Bashing a dragon
is not generally a wise idea.

behead

Skill · on a foe

  • knight 95
Syntax: behead <target>
 
This skill allows you to attempt to cut off target's head. Only knights
can successfully behead somebody, and only while they can see their target's neck. Once suffciently wounded a beheading may cleave through a neck causing an instant kill.

berserk

Skill

  • warrior 41
  • knight 37
  • samurai 29
Only powerful warriors can master berserking, the ability to enter insane rage
in combat. Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.
Berserking warriors are more resistant to the effects of magic.

bow

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
The simplest way to use a bow and arrow is to wield the bow,
hold the arrow and use the fire command. The syntax of the
fire command is: fire [monster or player name]
The monster or player must be one room away and cannot be in
the same room as you. After you fire the arrow you must hold
another arrow to fire again. If you find a quiver of arrows
you may wear the quiver on your waist and 'draw' arrows from
it. You must have a free hand to do this, which means you
cannot be using a shield, a held item, or a secondary weapon.
When you draw an arrow it will automatically be placed in your
held item slot, and you may then fire it at an opponent. You
can find quivers of arrows for sale in the general store of
Midgaard, and bows at the weapon shop. There are many other
bows and arrows hidden throughout the game, and some of the
arrows are enchanted with magical spells. These enchanted arrows
lose their spell after a use and just become regular arrows,
so use them wisely. If an arrow happens to get lodged in your
body you may 'dislodge' it and keep it. Be careful, dislodging
an arrow can be very painful.

brew

Skill

  • cleric 1
  • druid 1
  • priest 1
  • mystic 1
Holding an empty vial, brew a potion of a spell you know: the potion casts it when quaffed. A failed brew can explode in your hands.

chi blast

Skill · on a foe

  • monk 65
  • samurai 65
In a fight, the monk releases a blast of inner energy at the opponent.

circle

Skill · on a foe

  • assassin 51
Syntax: circle
 
This skill allows you to quickly maneuver around your opponent in combat
and attack from behind. Only assassins may circle.

counter attack

Skill

  • warrior 45
  • monk 16
  • knight 41
  • ranger 26
  • samurai 19
Syntax: none
 
This is an automatic skill which allows the user to negate one attack and
get another hit through.

cutpurse

Skill

  • thief 64
  • assassin 64
Syntax: cutpurse <target>
 
This skill allows you to steal all of target's gold.

dagger

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

dirt kicking

Skill

  • thief 12
  • warrior 14
  • monk 11
  • assassin 12
  • knight 13
  • ranger 15
  • samurai 15
Consider by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick. Only warriors and thieves may
learn this skill.

disarm

Skill

  • warrior 25
  • monk 36
  • knight 37
  • ranger 34
  • samurai 32
Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon. The best possible chance of disarming occurs when you
are skilled both your own and your opponent's weapon. Only talented thieves
and warriors may learn this skill.

dodge

Skill

  • mage 24
  • cleric 20
  • thief 11
  • warrior 18
  • psionicist 24
  • necromancer 21
  • druid 16
  • monk 1
  • archmage 24
  • priest 18
  • assassin 11
  • knight 18
  • mystic 24
  • warlock 19
  • ranger 18
  • samurai 7
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.

dual wield

Skill

  • thief 74
  • warrior 62
  • assassin 74
  • knight 54
  • ranger 47
  • samurai 41
Lets you wield a second weapon in your other hand and strike with both.

enhanced damage

Skill

  • mage 21
  • cleric 18
  • thief 14
  • warrior 9
  • psionicist 19
  • necromancer 43
  • druid 31
  • monk 10
  • archmage 17
  • priest 16
  • assassin 12
  • knight 6
  • mystic 17
  • warlock 37
  • ranger 10
  • samurai 5
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.

envenom

Skill

  • thief 10
  • necromancer 18
  • assassin 8
  • warlock 16
The envenom skill is a cowardly skill practiced only by thieves, designed to
win a battle through alchemy and treachery rather than skill or strength.
Or, put another way, it's a skill used by the smart to kill the foolish.
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvenience (after all, the typical adventurer could
drink sewer water with only a trace of the runs). A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison
burns through his bloodstream. Poison can also come with spells, and some
poisons do more damage than others. The syntax of the envenom command is:
envenom [name of weapon] [name of poison]. Various thieves and merchants
possess both weak and potent poisons but they can be difficult to find.

fast hands

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Quick fingers: a better chance to keep your weapon when someone tries to disarm you, and to slip things out of reach.

fast healing

Skill

  • mage 18
  • cleric 18
  • thief 25
  • warrior 6
  • psionicist 16
  • necromancer 21
  • druid 4
  • monk 24
  • archmage 15
  • priest 15
  • assassin 25
  • knight 4
  • mystic 17
  • warlock 17
  • ranger 1
  • samurai 7
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle.

feed

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Syntax: feed <victim>
 
This skill lets you drain hitpoints from a sleeping victim. They
have a chance of waking up and attacking you.

fifth attack

Skill

  • monk 65
  • knight 50
  • samurai 95
One more attack each round of combat.

flail

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

focus chi

Skill

  • monk 45
  • samurai 45
The monk focuses their inner energy, which makes their blows stronger for a while.

forge

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Syntax: forge <weapon>
 
This skill lets you enhance your weapon.

fourth attack

Skill

  • warrior 71
  • monk 34
  • knight 40
  • ranger 78
  • samurai 60
One more attack each round of combat.

haggle

Skill

  • mage 7
  • cleric 18
  • thief 2
  • warrior 32
  • psionicist 5
  • necromancer 14
  • druid 18
  • monk 15
  • archmage 5
  • priest 16
  • assassin 2
  • knight 12
  • mystic 3
  • warlock 11
  • ranger 16
  • samurai 17
Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrainined adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.

hand to hand

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Hand to hand combat is a rare skill in the lands of Midgaard. Learning this
style of fighting gives the player a weapon even when disarmed -- bare hands.
Trained hand to hand experts are far more effective than many swordsmen.
Clerics and warriors are the best at this skill, although thieves and mages
may also learn it.

hide

Skill

  • mage 13
  • cleric 13
  • thief 3
  • warrior 9
  • psionicist 13
  • necromancer 13
  • druid 13
  • monk 7
  • archmage 11
  • priest 11
  • assassin 3
  • knight 7
  • mystic 11
  • warlock 11
  • ranger 5
  • samurai 9
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success. Only warriors and
thieves may learn these skills.

increased damage

Skill

  • warrior 54
  • monk 40
  • knight 50
  • samurai 24
Syntax: <none>
 
This skill is an automatic skill that takes effect while the user is in
combat. It increases the average damage the user does every hit.

kamikaze

Skill

  • samurai 54
In a fight, rage takes you over: a large bonus to hit and to damage, but you must keep fighting.

kick

Skill · on a foe

  • thief 14
  • warrior 7
  • monk 3
  • assassin 12
  • knight 2
  • samurai 5
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.

kung fu

Skill

  • monk 1
  • samurai 5
Syntax: automatic skill
 
This skill allows an unarmed fighter to have a chance of getting up to 3 more
attacks per round.

lore

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. It also may occasionally increase the value
of an object, because more will be known about its worth. All classes may
learn lore, although thieves are best at it, and warriors find it very hard
to use. The command for lore is 'examine'.

lunge

Skill · on a foe

  • ranger 51
  • samurai 38
A samurai or ranger may use this skill to begin a fight with a few powerful lunges. It is similar to backstab, but less powerful. A weapon must be wielded to perform a lunge.

mace

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

map

Skill

  • ranger 35
Thanks to Ezra for drawing the originals of several maps on ROM.

meditation

Skill

  • mage 3
  • cleric 5
  • thief 11
  • warrior 15
  • psionicist 3
  • necromancer 3
  • druid 4
  • monk 5
  • archmage 1
  • priest 3
  • assassin 9
  • knight 13
  • mystic 1
  • warlock 1
  • ranger 2
  • samurai 7
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.

parry

Skill

  • mage 18
  • cleric 31
  • thief 40
  • warrior 28
  • psionicist 21
  • necromancer 30
  • druid 21
  • monk 15
  • archmage 18
  • priest 21
  • assassin 40
  • knight 18
  • mystic 19
  • warlock 26
  • ranger 7
  • samurai 3
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge.

peek

Skill

  • mage 13
  • cleric 21
  • thief 20
  • warrior 15
  • psionicist 12
  • necromancer 12
  • druid 15
  • monk 17
  • archmage 11
  • priest 19
  • assassin 20
  • knight 13
  • mystic 10
  • warlock 10
  • ranger 13
  • samurai 19
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. All characters may learn peek, but thieves are the most
common practicioners.

pick lock

Skill

  • thief 8
  • assassin 8
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas. Lock picking chances are improved by
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.

polearm

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

recall

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Syntax: RECALL
 
RECALL prays to Mota for miraculous transportation from where you are
back to the Temple of Midgaard. '/' is a synonym for RECALL.
 
If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.
 
RECALL costs half of your movement points.
 
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.

regeneration

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Syntax: automatic skill
 
If you have this skill you gain back more hp/mana/movement per tick.

rescue

Skill

  • warrior 21
  • monk 5
  • knight 18
  • ranger 6
  • samurai 4
A friend in need is a friend indeed. And when in combat, a warrior with
the rescue skill is just the friend you need. Rescue allows you to intercede
in combat, protecting weaker characters from bodily harm. Hopefully the
favor will be returned. Success in rescuing depends on the skill rating, as
well as a comparision of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)

scribe

Skill

  • mage 1
  • necromancer 1
  • archmage 1
  • warlock 1
Holding a blank parchment, write a scroll of a spell you know: the scroll casts it when recited. A failed scroll can burst into flames.

scrolls

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. Wands and staves also have set charge limits, after these charges are used up the object will explode The item skills are as follows:
 
scrolls The reading of magical scrolls and books (see 'help recite')
staves The use of staves and similar devices (see 'help brandish')
wands The use of wands and similar items (see 'help zap')

second attack

Skill

  • mage 26
  • cleric 19
  • thief 18
  • warrior 12
  • psionicist 19
  • necromancer 31
  • druid 23
  • monk 4
  • archmage 26
  • priest 17
  • assassin 17
  • knight 8
  • mystic 19
  • warlock 28
  • ranger 10
  • samurai 8
Training in second attack allows the character a chance at additional strikes
in combat -- although a 100% second attack does NOT guarantee 2 attacks every
round. Any class may learn this skill, although clerics and mages have a
very hard time with it.

second cast

Skill

  • mage 29
  • cleric 31
  • psionicist 34
  • necromancer 27
  • druid 43
  • archmage 25
  • priest 26
  • mystic 34
  • warlock 22
  • ranger 59
A chance to cast a spell twice in one go.

sharpen

Skill

  • knight 45
Sharpens a weapon with a whetstone: it cuts deeper, for good.

shield block

Skill

  • mage 10
  • cleric 7
  • thief 5
  • warrior 23
  • psionicist 9
  • necromancer 8
  • druid 7
  • monk 6
  • archmage 8
  • priest 5
  • assassin 3
  • knight 24
  • mystic 7
  • warlock 6
  • ranger 5
  • samurai 4
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. All classes may learn shield block, but only warriors and
clerics are good at it. Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them. Axes may split shields in two.

smash lock

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Smashes the lock of a door or a container with brute force.

sneak

Skill

  • thief 5
  • monk 18
  • assassin 5
  • ranger 19
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success. Only warriors and
thieves may learn these skills.

spear

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

spit

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Syntax: spit
 
This is a combat-only skill that allows you to spit acid at your
opponent.

staves

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. Wands and staves also have set charge limits, after these charges are used up the object will explode The item skills are as follows:
 
scrolls The reading of magical scrolls and books (see 'help recite')
staves The use of staves and similar devices (see 'help brandish')
wands The use of wands and similar items (see 'help zap')

steal

Skill

  • thief 7
  • assassin 5
Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and even from shops! But beware, shop keepers guard their merchandise
carefully, and attempting to steal from a character earns you a THIEF flag
if you are caught (making you free game for killing even by non-pk).

sword

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

third attack

Skill

  • mage 52
  • cleric 48
  • thief 55
  • warrior 36
  • psionicist 50
  • necromancer 50
  • druid 47
  • monk 16
  • archmage 45
  • priest 39
  • assassin 53
  • knight 17
  • mystic 68
  • warlock 42
  • ranger 33
Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well. Perfect
third attack does NOT assure three attacks per round. Only warriors and highly
skilled thieves may learn this skill.

third cast

Skill

  • archmage 31
  • priest 43
  • mystic 35
  • warlock 33
A chance to cast a spell three times in one go.

track

Skill

  • ranger 23
Follows the tracks of a creature: tells you which way it went.

trip

Skill

  • thief 19
  • warrior 14
  • monk 9
  • assassin 11
  • knight 39
  • ranger 8
  • samurai 11
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.

vorpal swing

Skill

  • samurai 99
The samurai's deadly art: each blow has a tiny chance to behead the opponent at once.

wands

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. Wands and staves also have set charge limits, after these charges are used up the object will explode The item skills are as follows:
 
scrolls The reading of magical scrolls and books (see 'help recite')
staves The use of staves and similar devices (see 'help brandish')
wands The use of wands and similar items (see 'help zap')

whip

Skill

  • mage 1
  • cleric 1
  • thief 1
  • warrior 1
  • psionicist 1
  • necromancer 1
  • druid 1
  • monk 1
  • archmage 1
  • priest 1
  • assassin 1
  • knight 1
  • mystic 1
  • warlock 1
  • ranger 1
  • samurai 1
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
 
The weapon skills consist of the following:
 
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
 
The exotic skill cannot be purchased, and is dependent solely upon level.

whirlwind

Skill

  • knight 45
Wielding two weapons, spin round and strike everyone you fight in the room.