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Alchemy Edit

Lets you mix reagents to create potions or imbue weapons and armor. See also Alchemy Recipes.

Book I Edit

Skill Level Accessible Recipes
1 Potion of Cat's Eyes, Healing Elixir I, Mana Potion I
2 Potion of Keensight
3 Potion of Fortified Mana, Potion of Nimbleness, Potion of Leatherskin I, Potion of Stoneskin
4 Detox Serum, Demon Oil I, Potion of Ogre Strength, Potion of Greater Protection
5 Potion of Haste I, Healing Elixir II, Mana Potion II, Potion of Cure Disease, Imbue ToHit +1, Imbue Damage +1, Harden Armor +1
10 Potion of Invisibility I, Demon Oil II, Potion of Haste II, Potion of Leatherskin II, Healing Elixir III, Mana Potion III, Potion of Cure Greater Disease, Imbue ToHit +2, Imbue Damage +2, Harden Armor +2
15 Potion of Invisibility II, Demon Oil III, Potion of Haste III, Potion of Leatherskin III, Imbue ToHit +3, Imbue Damage +3, Harden Armor +3
20 Potion of Invisibility III

Book II Edit

Skill Level Accessible Recipes
0 Refill Lantern
1 Cat's Eyes Brew, Healing Elixir I, Mana Potion I
3 Detox Serum
4 Demon Oil I, Potion of Keensight
5 Potion of Haste I, Potion of Nimbleness, Imbue with Fire, Imbue with Cold, Imbue with Poison
6 Elixir of Cure Ailment, Potion of Leatherskin, Healing Elixir II, Mana Potion II, Harden Armor +1
7 Potion of Ogre Strength, Imbue ToHit, Imbue Damage
8 Flask of Charm Cloud, Invisibility I
9 Potion of Fortify Mana, Potion of Greater Protection
10 Demon Oil II, Potion of Haste II, Imbue with Fire +2, Imbue with Cold +2, Imbue with Poison +2
12 Potion of Predator Sight, Flask of Toxic Aura, Harden Armor +2
13 Healing Elixir III, Mana Potion III
14 Imbue ToHit +2, Imbue Damage +2, Invisibility II, Demon Oil III
15 Potion of Haste III
17 Potion of Restoration, Potion of Stone Skin
18 Imbue with Fire +3, Imbue with Cold +3, Imbue with Poison +3
20 Harden Armor +3
22 Imbue ToHit +3, Imbue Damage +3
23 Invisibility III

Arcane (Divination / Elemental) Edit

Allows you to cast spells. The skill level determines what tier of spells you can cast, and at what casting level you can use them.

Skill Level First Tier Second Tier Third Tier
1 1 - -
3 2 - -
5 3 1 -
7 4 1 -
8 4 2 -
9 5 2 -
11 6 3 1
14 6 4 1
15 6 4 2
17 6 5 2
19 6 5 3
20 6 6 3
23 6 6 4
27 6 6 5
31 6 6 6

Cartography Edit

Updates your map as you explore. Note that if your score is temporarily boosted by an item or spell, your improved map will be overwritten with an inferior one if you explore the area again after it wears off.

Book I Edit

Skill Level Map Features
1 Trees and walls in brown outline
2 Trees in dark green
3 Green land, major objects in brown
4 Stone walls in darker brown
5 Indoor floors and roads in grey, major paths in brown, water in blue, shallows in aqua
7 Minor paths in brown
9 Doors in bright green
12 Chests in yellow
14 Levers in dark blue, miscellaneous containers in red
16 NPCs and Mobs in red with black borders

Book II Edit

Skill Level Map Features
1 Trees and walls in brown outline
2 Trees in dark green
3 Green land, major objects in brown
4 Stone walls in darker brown
5 Indoor floors and roads in grey, major paths in brown, water in blue, shallows in aqua
6 Doors in bright green
7 Minor paths, beaches, barren land in brown, loot bags in purple
8 Wells in light grey
10 Levers in dark blue
12 Treasure chests and loot bags in yellow
14 Wall torches in orange, explosive barrels in red
16 NPCs and Mobs in red with black borders

Dodge Edit

Allows you to avoid being hit by attacks. Each level of the skill provides a 1% chance that an attack against you will miss. After a successful Dodge, you will be at +10% ToHit on your next attack.

Foraging (Book II only) Edit

Reduces the rate at which the Hunger and Thirst bars become empty, and allows you to gather Alchemical reagents while Camping.

The higher your Foraging skill, the more quickly you gather reagents and the more valuable reagents you find.

Foraging Skill Hours Required for 1 Reagent Best Reagent Obtainable Reagent Value
1 6 Ambergris 30
4 4 Dwarvish Mellowleaf 55
5 4 Dried Brainstem 60
8 3 Toadis Pollen 120
10 2 Ectoplasm 130
12 1 Auricflax 150

Hide in Shadows Edit

Helps you remain undetected by nearby creatures. When you are successfully hidden, the words "Hidden in Shadows" will appear in your status area. Standing next to walls or trees increases the effect of this skill.

Book I Edit

Hide in Shadows is generally more effective than in Book II.

Dexterity DOES effect the skill.

Book II Edit

As of version 1.04b, Dexterity does NOT effect this skill in any way.

With high enough skill (60-ish?) it is possible always to be Hidden, even in full sunlight, *except* when near hostile creatures. Conversely, even with extremely high levels of both this skill and Move Silently (90+), it is nearly impossible to sneak past hostile creatures.

Light Armor / Heavy Armor Edit

Allows you to wear articles of that kind of armor without a penalty, and determines the level of Damage Reduction you receive from wearing that armor. (Note that DR is a percentage chance for each attack to do half damage, rather than a direct reduction of all damage. Over time, a point of DR will thus prevent about half as much damage as a point of Dodge.)

Only armor worn on your head, torso, or legs contribute to your DR rating. The specific item of armor does not matter. As long as you are wearing any kind of armor on the appropriate body part, you receive the benefit. Consult the appropriate table below.

In Book II, armor skill also reduces the rate at which armor wears out.

Light Armor Skill DR from Head DR from Torso DR from Legs
0 0 0 0
4 1 1 0
5 1 1 1
7 2 2 1
10 3 3 2
14 4 4 2
15 4 4 3
17 5 5 3
20 6 6 4
24 7 7 4
25 7 7 5
27 8 8 5
30 9 9 6
Heavy Armor Skill DR from Head DR from Torso DR from Legs
0 0 0 0
2 1 1 0
4 2 2 1
6 3 3 1
7 3 3 2
8 4 4 2
10 5 5 3
12 6 6 3
14 7 7 4
16 8 8 4
17 8 8 5
18 9 9 5
20 10 10 6

Lore Edit

Along with Intelligence, allows you to identify valuable items that would otherwise show up as "Unknown." Every item in the game has a rarity between 1 (automatically identified) and 9 (most difficult to identify). Consult the table below to determine the level of Lore and/or Intelligence you need to identify an item of a particular rarity.

Note: this table was generated with Book III, but probably applies to Book II as well.

Item Rarity Skill required with Intelligence 7 12 21 33 48 63 93 138 168
2 1 0 0 0 0 0 0 0 0
3 2 1 0 0 0 0 0 0 0
4 3 3 2 0 0 0 0 0 0
5 5 4 3 2 0 0 0 0 0
6 7 6 5 4 2 0 0 0 0
7 10 9 8 7 5 4 0 0 0
8 15 14 13 12 10 9 5 0 0
9 18 18 17 15 14 12 9 4 0

Survival (Book I) / Medicine (Book II) Edit

Each point in adds one point to resistance scores for Toxins and Disease.

Along with Endurance, determines the rate at which you recover Hit Points.

Book I Edit

For non-Druids, the number of turns to regenerate 1 HP is determined by 61 minus the sum of Endurance and Survival, minimum 3. As a result, 58 is the highest useful combined score.

Druids above ground also max out at 58, which lets them recover 1 HP per turn.

Book II Edit

To determine the recovery rate, add your Endurance and Medicine scores. Subtract the total from 50, and the result is the number of rounds it takes you to recover 1 HP. You can never recover more than 1 HP per round.

For Druidic characters, consult the table below.

Medicine + Endurance Above Ground Below Ground
7 25 65
8 25 63
9 24 62
10 24 60
11 23 59
12 22 57
13 22 56
14 21 54
15 21 53
16 20 51
17 19 49
18 19 48
19 18 46
20 18 45
21 17 43
22 16 42
23 16 40
24 15 39
25 15 37
26 14 36
27 13 34
28 13 33
29 12 31
30 12 30
31 11 28
32 10 27
33 10 25
34 9 24
35 9 22
36 8 21
37 7 19
38 7 18
39 6 16
40 6 15
41 5 13
42 4 12
43 4 10
44 3 9
45 3 7
46 2 6
47 1 4
48 1 3
49 1 1

Meditation Edit

Along with Perception, determines the rate at which you recover Mana Points.

Book I Edit

For non-Druids, the number of turns to regenerate 1 MP is determined by 41 minus the sum of Perception and Meditaion, minimum 3. As a result, 38 is the highest useful combined score.

Druids above ground also max out at 38, which lets them recover 1 MP per turn. Each point in Meditation adds one point to resistance scores for Elements and Magick.

Book II Edit

To determine the recovery rate, add your Perception and Meditation scores and consult this chart. The recovery rate varies depending on whether you have the Druidic axiom, and if so whether or not you are below ground.

Meditation + Perception Druidic (Above Ground) Non-Druidic Druidic (Below Ground)
7 1/17 1/28 1/43
8 1/16 1/28 1/41
9 1/16 1/27 1/40
10 1/15 1/26 1/38
11 1/15 1/26 1/37
12 1/15 1/25 1/37
13 1/14 1/24 1/36
14 1/13 1/23 1/34
15 1/13 1/22 1/33
16 1/13 1/22 1/33
17 1/12 1/21 1/31
18 1/12 1/21 1/30
19 1/11 1/21 1/28
20 1/10 1/18 1/27
21 1/10 1/18 1/27
22 1/10 1/18 1/25
23 1/9 1/18 1/24
24 1/9 1/18 1/22
25 1/8 1/18 1/21
26 1/8 1/18 1/21
27 1/7 1/18 1/19
28 1/7 1/18 1/18
29 1/6 1/18 1/16
30 1/6 1/10 1/15
31 1/6 1/10 1/15
32 1/5 1/10 1/13
33 1/4 1/10 1/12
34 1/4 1/10 1/10
35 1/3 1/10 1/9
36 1/3 1/6 1/9
37 1/2 1/5 1/7
38 1/2 1/4 1/6
39 1 1/3 1/4
40 1 1/2 1/3
41 1 1/2 1/3
42 1 1 1
52 2 2 2
58 3 3 3
64 4 4 4
70 5 5 5

Mercantile Edit

Allows you to get better deals when buying and selling items.

The cash you get for selling items is increased by 2.5% of the item's base value per skill level. The price you pay when buying items is reduced by 3.5% of the item's base value per skill level.

To calculate the price buying or selling an item, use the following formulas, where V is item value and M is your mercantile score:

SP = V - (0.5 - 0.025 * M) * V

BP = V + (1.0 - 0.035 * M) * V

At level 20, you can buy items for their actual value. At level 25, you can buy and sell items for the same price. At level 26 and above, you sell items for more than you buy them for, and can make money by buying and selling the same items repeatedly. At level 58 and above, items cost a negative amount - you actually get paid to take them.

Mercantile also affects repair costs, but not the cost of skill training.

Move Silently Edit

Helps you remain undetected by nearby creatures. When you are successfully moving silently, the word "Silent" will appear in your status area.

Book II Edit

The supporting attribute for this skill is Dexterity. It is affected by equipment - wearing more (pieces? weight?) requires a higher skill to be Silent in the same circumstances.

With nothing equipped, a skill level of 19 with Dexterity 7 seems sufficient to always be Silent, even when directly next to an enemy. A Dexterity of about 65 is required for the same effect with skill level 1.

Creatures will not be aware of you if you are silent and not visible to them, either by physical obstruction or hiding.

Pick Locks Edit

Lets you open locks without the appropriate key. You also need at least one lock pick to attempt to pick a lock.

All locks have a lock level, ranging from 1 to 10. Chance to pick a lock is based on a combination of your Pick Locks skill and your Dexterity ability score. The formula is:

(Pick Locks skill level * 3) + (Dexterity ability score / 3) + 50 - (Lock Level * 10)

The maximum chance of success is 99% and the minimum is 1%.

Successfully picking a lock earns you 25 Experience Points per lock level.

Repair (Book II only) Edit

Allows you to repair damage to items in your inventory while you camp. More levels increase the speed of the repairs, but generally a single level is sufficient for most play styles.

Shields Edit

Allows you to use a shield without penalty.

In Book II, above Skill Level 10, provides a 3% chance per skill level to deflect projectile attacks:
Projectile deflection chance: (Shields skill - 10) x 3%

Skullduggery Edit

Lets you disarm traps, once you have detected them.

All traps have a trap level, ranging from 1 to 9. Chance to disarm a trap is based on a combination of your Skullduggery skill and your Concentration ability score. The formula is:

(Skullduggery skill level * 3) + (Concentration ability score / 3) + 60 - (Trap Level * 10)

The maximum chance of success is 99% and the minimum is 1%.

Successfully disarming a trap earns you 25 Experience Points per trap level.

Note that it is possible to attempt to disarm traps without any training in Skullduggery.

Spot Hidden Edit

The ability to detect traps and other hidden objects. Augmented by Perception.

Your chance to Spot Hidden is re-rolled each time you walk next to the hidden trap or object. Once you have detected something it stays visible, even if you leave the area or save and reload.

Swords / Bows / Piercing Weapons / Bludgeoning Weapons / Thrown Weapons / Unarmed Edit

For all but Unarmed, allows you to wield that kind of weapon without a penalty.

For all skills, provides bonuses to hit and damage when using that kind of weapon. To hit increases at every odd skill level (1, 3, 5, etc.) and damage at every even skill level.

In Book II, you are able to use the associated weapon Feats at skill level 10. To begin with, you can only use the feat every 90 turns. With each addition level of weapon skill, the frequency decreases by 3 turns to a minimum of every 5 turns at skill level 32.