Skills

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Most skill 'a'pplications receive general penalties if you are blind, stunned, confused, or in the dark. These will be omitted for non-combat skills to save space; do not rely on any non-combat skill to work exactly as described if you are disabled.

Alchemy

  • Alchemy Fireballs deal 12d12 damage, doesn't appear to depend on stats/Alchemy skill.

Alertness

  • Strongly factors into your ability to dodge bolt spells. (87.5% stacking with all other bonuses at max skill)
  • Gives you an Alertness / 600 chance to avoid traps.
  • Can be trained by dodging spells from something like a Kobold Shaman.

Also raises DV a small amount:
Alertness > 75 AND HaveAlchemy = +4DV
Else Alertness > 90 = +2DV
Else Alertness 75-90 = +1DV

Athletics

  • Gives +8 speed at 100 Skill.

Backstabbing

  • Harder the high level monster you're attacking.
  • Doesn't work on Undead or Constructs.
  • Successful backstabs give an added 1/4 chance to crit.
  • Gives a +4 To Hit, and Level12+ Assassins get a +Level ToHit in addition.
  • Deals double damage if successful, or quadruple for Level12+ Assassins ans Thieves.

Bridge Building

  • Reading the Manual of Bridge Building when you don't already have the skill teaches you the skill, giving you 5d5 points in it. Reading it once you already know the skill doesn't do anything whatsoever, despite the message saying 'it still contains some information you haven't learned'.
  • Using blessed hatchets while building bridges improves your chances.
  • Giving Hatchets to Carpenter raises Bridge Building, (Learning * 0.8 + 2d5)? or grants skill starting at 8+1dLearning+1d10

Climbing

  • Easily trained by running around on mountain squares in the Wilderness.
  • Applying this has exactly one in-game effect, exiting pits. This may be the only way to exit pits on D:49.

Haggling

  • Can be used up to 11 times per level
  • Adds (1d110 - Skill) / 3 percent to a price multiplier (slightly simplified around the zero point)
  • Price multiplier cannot be lowered below 70%; if you get the starving children message, you've hit the floor and should stop haggling immediately
  • Effectiveness is very nonlinear; the skill is useless below ~50, and increasing it further than ~65 is pointless

Pick Locks

  • You cannot bypass traps with this skill, ever.
  • Attempting to unlock a trapped door may set it off even on fail, chance (29-Ma) in 30.
  • Failing to unlock a door trains Ma by 1 if you don't spring a trap - even if there was no trap to spring, possibly a bug.
  • Open doors can be closed and locked in a single action.
  • Cursed lock picks have a 5% chance of creating traps when doors are locked with them.
  • Locking doors is DC 80 / 60 / 40 by C/U/B; unlocking them, 140/120/100.

Pick Pockets

  • Only humanoids can be pickpocketed
  • 'Ignore walls' monsters (Andor Drakon, ghost librarian) cannot be pickpocketed
  • Monsters you can't see can't be pickpocketed, but the check is bugged and only handles timed invisbility - invisible stalkers are fair game

Detect Traps

  • DetectTraps / 200+DetectTraps chance to find traps (probably per attempt, very likely including searching, maybe also including walking into adjacent space).

Disarm Traps

  • Successfully using Disarm Traps gives you a small amount of experience.

Dodge

  • Factors into dodging bolt spells, though not as much as Alertness does.
  • SkillAmount / 200 to avoid Stone Block door traps.

Provides a DV bonus depending on your skill level: 01-30: +1
31-50: +2
51-65: +3
66-75: +4
76-83: +5
84-90: +6
91-95: +7
96-99: +9?
100 �: +10
Assassin Lvl32+ = *2
Fighter Lvl12+ = *??

Find Weakness

  • Has a SkillAmount / 500 chance of causing a critical hit in melee, SkillAmount / 1000 for Missile attacks.

Food Preservation

  • At 60, your chances to get a corpse from a dead monster are doubled. At 90, they are tripled.

Gardening

  • Plant seeds do nothing at all - they don't even train the skill.
  • Blessed seeds work better and cursed seeds work worse.
  • 90 Skill guarantees planting a blessed seed.
  • Planting successfully gives +5 Alignment.

Gemology

  • (1dSkillAmount / ((100 - DangerLevel) * 5)) chance of mining out gems.
  • SkillAmount / 120 to ID unknown gems when they're created.

Literacy

  • Reading graves by walking over them repeatedly is an easy way to train your Literacy skill.
  • Getting the Weird Tome sets your Literacy to 100.
  • Eating a non-cursed Dark Sage corpse will gain you the Literacy skill. Eating a cursed Dark Sage corpse will reduce your Literacy.
  • Potion of Literacy grants you the Literacy skill. If you already have it, it instead trains Learning: 20 if cursed, 100 if uncursed, 500 if blessed.

Mining

  • 1/20 chance of stone giant from mining.
  • 1/40 chance for pickaxe to break break if not rusty and you fail a skill check.
  • 1/6 chance to break if rusty and you fail a skill check.
  • 1/3 chance for rocks, 1/300 for huge rock, (1/10 for iron then 1/20 for mithril, then 1/30 for addy, then 1/40 for eternium)
  • Corroding your pickaxe will make it cheaper to repair.

Music

  • Type of instrument should not matter, the best I can tell. A flute should be just as effective as a glockenspiel, and lighter. (Whistles are an exception).
  • Whistles never tame or calm down anything. They will tend to tell companions to come to you, though it's also possible you'll make them fearful instead.
  • Bards have an advantage when using music; their chances for taming/calming down monsters is higher [unclear how much higher] than other classes.
  • Only monsters flagged as Animals or Aquatic can be affected by music.
  • B/U/C status of an instrument determines how far away creatures can be and still be affected: Blessed - 4, Uncursed - 3, Cursed - 2.

Necromancy

  • Still trained when you fail to make something. Lose 3d3 PP when you fail.
  • Successful Necromancy gives you -300 Alignment.
  • All classes can make zombies with the Necromancy skill; Necromancers can make other things as their level progresses.
  • You lose from 1 to 8 Mana for successful application, but your Mana is trained by 2000 per Mana lost (which should be enough to gain the mana back eventually, except at very high Mana levels).
  • You cannot use corpses from Unique monsters for Necromancy (that there is only 1 of in the game). Oddly, this does NOT apply to the Minotaur Emperor.
  • I believe that only HP and Speed are affected by the type of corpse you use -- the Damage, Attacks, DV, and PV are only based on the type of slave you create and its level.

Smithing

  • An easy way to train smithing is by removing rust. Low risk of damaging the item, no lost ingots, and easy to get rusty items with a river or a water trap. Also quite fast.
  • Glod charges exactly 2500gp in all cases, and only if he is on the current level, for the use of his forge. Killing him, luring him off the level, and turning him into a writhing mass of primal chaos will all stop the demands; making him hostile won't.
  • The Smithing skill costs a base 5000gp from Glod, 5250 if female. If you have very high Charisma, you get a discount; 1% per 1 Ch over 15. Being cursed doubles the price, doomed triple, trollishness doubles, orcishness quadruples, all cumulative.
  • You need a hammer wielded in either hand and an anvil in inventory or equipment to smith. If multiple such items apply, the best by BUC is used. The following items count as hammers: large eternium hammer, large mithril hammer, large adamantium hammer, huge iron hammer, eternium warhammer, warhammer, adamantium warhammer, mithril warhammer, hammer of the gods, large hammer.
  • You can do three things with a smithing setup - smelt ore, remove rust, and improve items.
  • Teleportitis does not occur during smithing sessions. (Needs confirmation)
  • Smithing is influenced by the statuses of all involved items (hammer, anvil, work, and ingot if applicable). BUCMod in the below formulas means +10 per cursed item and -10 per blessed item.
  • You can never smith artifacts.

Smelting ore

  • Takes 25 turns (even for Weaponsmiths). If you are interrupted, the ore is lost.
  • Let Difficulty be BUCMod + 0/-5/-10/-20 by ore material (better materials are easier!?).
  • If you pass a DC 110+Difficulty Smithing check, you now have an ingot (randomly generated item of the correct type, so 10/80/10 B/U/C and 2% chance of rusty if iron) instead of the ore.
  • Otherwise, you fail. Normally you keep the ore. There is a Difficulty+1 in Smithing*4 chance of losing the ore. "On the other hand, you succeed in ruining the�%s."

Removing rust

  • Takes 25 turns, or 6 for level 12+ Weaponsmiths. Being interrupted has no lasting effects.
  • If you pass a DC 110+BUCMod Smithing check, you remove the rust.
  • Otherwise, nothing happens. There is a BUCMod+1 in Smithing*4 chance of the item becoming 'broken'. "The�%s is seriously damaged!"

Improving items

  • Requires an ingot of the same material as the work, which is consumed in the process.
  • Requires 200 - Smithing turns (one-quarter that for level 12+ Weaponsmiths). Being interrupted has no lasting effects and does not consume an ingot.
  • If the item is broken, you will attempt to fix it. Succeed on a DC 120 + BUCMod Smithing check. No penalty on failure.
  • Otherwise, you attempt to increase the item's stats. This is a two-step process; first you must pass a Smithing check to improve the item at all, then the amount by which the item is improved is determined. Improvement amounts are determined only by the item's existing stats, not by skill. If you fail the Smithing check, "You fail to improve the�%s.". If you pass it but zero improvement is rolled, "Despite your best efforts the quality of the�%s does not improve.". Otherwise, "You manage to improve the�%s.".
  • The difficulty of the check is determined as follows:
    • Start with Difficulty equal to BUCMod.
    • If the item is a weapon, add 12 times the sum of the absolute values of the to-hit and to-damage numbers (X and Y in (+X, 1d4+Y)).
    • Otherwise, add 18 times the sum of the absolute values of the DV and PV numbers.
    • If you are a weaponsmith of any level and Difficulty is positive, divide it by 2. Otherwise, add 20.
    • Subtract your experience level.
    • Final difficulty is 120 + Difficulty, with a minimum of 120.
  • Supposing you pass the test, the amounts and types of increase depend on the item's class.
  • For melee weapons and missile launchers:
    • Increase to-hit by 1d4 if to-hit is less than 9 and one chance in the (absolute value of to-hit or 2, whichever is larger).
    • Increase to-damage by 1d4 if to-damage is less than 9 and one chance in the (absolute value of to-damage or 2, whichever is larger), and to-hit was not increased.
    • For melee weapons only, increase the DV modifier by 1 if it is no more than 3 more than the base DV modifier of the weapon type, and neither to-hit nor to-damage were increased.
  • For helmets, armor, girdles, shields, bracers, gauntlets, and boots:
    • Increase DV by 1d3 if it is less than 6 more than the base value OR on a one-in-(3 + 2*abs(DV)) chance.
    • Increase PV by 1d3 if it is less than 4 more than the base value OR on a one-in-(3 + 2*abs(PV)) chance, and DV was not increased.
  • All other item types cannot be improved.

Stealth

  • Factors into being able to ambush in the Wilderness. ((Survival + Stealth) / 2) - 1 / 500 are the odds of being able to sneak up on the enemies.

Survival

  • Success depends on where you're using the skill. In order from the easiest: Forest, Swamp Patch & Rugged Terrain & Rocky Terrain & Grass, Hills, Plains, Road, Mountains & Swamps, Water.
  • The Ranger Level 6 ability halves this difficulty and procures 3 times as much food.
  • The Falcon Birthsign gives a 1/3 chance of success even if you fail the initial check.
  • Factors into being able to ambush in the Wilderness. ((Survival + Stealth) / 2) - 1 / 500 are the odds of being able to sneak up on the enemies.

Swimming

  • You can learn swimming from giving Blup Carrot Juice. You need to give Blup either 2+ Carrot Juices at the same time, or 1 Blessed one; you'll gain Rnd(5) + 5 in Swimming. (Blup can't be angry or frightened or anything of course.)
  • Being more burdened makes it harder to swim.
  • Drowning damage depends on your MaxHP.
  • Swimming with the chaos piranhas deals 100d4 damage.
  • Swimming has an energy cost of 1500 at skill 50+ or 1250 below (probably a bug). Wearing an amulet of free action (other sources of the intrinsic do not work) negates this effect.

Tactics

  • Will not be trained if you're using Normal Tactics.
  • Learning / 500 chance to gain training in tactics, if your tactics are not set to normal, every time you make an attack.


Starting Skill Amounts

(Note: these are cumulative if they overlap, e.g. universal Climbing + Ranger Climbing)

Climbing = Rnd(Dx) + Rnd(10) + 20
First Aid = Rnd(Le) + Rnd(10) + 15
Haggling = Rnd(Ch) + Rnd(10) + 15
Listing = Rnd(Pe) + Rnd(10) + 20
If NOT Barbarian or Beastfighter AND Learning > 9: Literacy: Learning * 4?

Fighter:
Athletics = Rnd(To) + Rnd(5) + 25
Archery = Rnd(Dx) + 10
Dodge = Rnd(Dx) + 15
Find Weakness = Rnd(10) + 10
Meallurgy = Rnd(10) + 10
Stealth = Rnd(10) + 10
Swimming = Rnd(20) + 20
Two-weapon Combat = Rnd(5) + 5

Paladin:
Athletics: Rnd(To) + Rnd(5) + 20
Concentration = Rnd(Wi) + 20
Dodge = Rnd(Dx) + 20
Healing = Rnd(10) + 30
Literacy = Rnd(Le) + 25
Stealth = Rnd(Dx) + Rnd(10) + 20
Swimming = Rnd(20) + 20
Two-weapon Combat = Rnd(5) + 5
If lawful, Law = Rnd(20) + 20

Ranger:
Alertness: Rnd(Pe) + 20
Archery: Rnd(Dx) + 20
Athletics: Rnd(To) + Rnd(10) + 30
Climbing: Rnd(Dx) + 20
Dodge: Dx * 2
Food Preservation: 8d5
Healing: Rnd(10) + 15
Herbalism: Rnd(Le) + 20
Survival: Rnd(Pe * 2) + 30
Swimming: Rnd(20) + 30
Two-weapon Combat: Rnd(10) + 50
Woodcraft: Rnd(10) + 20

Thief:
Alertness: Rnd(30) + 10
Appraising: Rnd(Le) + 2d6
Backstabbing: Rnd(5) + 5
Climbing: Rnd(Dx) + 30
Detect Traps: Rnd(Pe) + 30
Disarm Traps: Rnd(Dx) + 25
Listening: Rnd(Pe) + 20
Pick Locks: Rnd(20) + 30
Pick Pockets: Rnd(20) + 25
Stealth: Rnd(10) + 30

Assassin:
Alchemy: 10
Alertness: Rnd(30) + 20
Archery: Rnd(10) + 20
Backstabbing: Rnd(20) + 30
Climbing: Rnd(Dx) + 20
Detect Traps: Rnd(Pe) + 15
Dodge: Rnd(10) + 10
Find Weakness: Rnd(30) + 20
Pick Locks: Rnd(20) + 30
Stealth: Rnd(10) + 30
Two-weapon Combat: Rnd(6) * Rnd(6) + 20

Wizard:
Alchemy: Rnd(Le) * 2 + 20
Concentration: Rnd(Wi) + Rnd(10) + 30
Healing: Rnd(Le) + 10
Herbalism: Rnd(30) + 20
Literacy: 100
Stealth: Rnd(10) + 20

Priest:
Concentration: Rnd(Wi) + Rnd(10) + 20
Detect Item Status: Rnd(50) + 50
First Aid: Rnd(20) + 20
Healing: Rnd(Le) + 40
Herbalism: Rnd(30) + 30
Literacy: Rnd(30) + 60
Music: Rnd(10) + 20

Bard:
NEVER get: Necromancy, Bridge Building, Tactics, Law, or Courage.
ALWAYS gets: Music: Rnd(40) + 60
Every other skill: If 1d100 < 26 (25%), then gain that skill at Rnd(20) + 15

Monk:
Alertness: Rnd(30) + 20
Athletics: Rnd(To) + Rnd(5) + 30
Concentration: Rnd(Wi) + 30
Dodge: Rnd(Dx) + 20
Find Weakness: Rnd(20) + 20
Healing: Rnd(10) + 30
Literacy: Rnd(Le) + 40
Stealth: Rnd(Dx) + Rnd(20) + 20

Healer:
Alertness: Rnd(10) + 10
Concentration: Rnd(Wi) + 20
Cooking: Rnd(30) + 10
Find Weakness: Rnd(10) + 10
First Aid: Rnd(30) + 40
Healing: Rnd(30) + 50
Herbalism: Rnd(40) + 40
Literacy: Rnd(50) + 50

Weaponsmith:
Appraising: Rnd(30) + 10
Athletics: Rnd(40) + 20
Concentration: Rnd(10) + 10
Detect Traps: Rnd(10) + 5
Find Weakness: Rnd(10) + 10
Haggling: Rnd(Ch) + 30
Metallurgy: Rnd(30) + 40
Smithing: Rnd(30) + 40

Archer:
Alertness: Rnd(20) + 20
Archery: Rnd(30) + 50
Climbing: Rnd(20) + 30
Concentration: Rnd(20) + 20
Dodge: Rnd(20) + 30
Fletchery: Rnd(20) + 30
Listening: Rnd(10) + 30
Stealth: Rnd(20) + 30

Merchant:
Appraising: Rnd(40) + 30
Detect Item Status: Rnd(10) + 10
Gemology: Rnd(30) + 30
Haggling: Rnd(30) + 40
Herbalism: Rnd(10) + 10
Literacy: Rnd(30) + 40
Metallurgy: Rnd(20) + 20
Pick Pickets: Rnd(20) + 20
If Scroll Specialist, Literacy: Rnd(20) + 30
If Potion Specialist, Alchemy: 1d(Le)
Otherwise, Survival: Rnd(20) + 20

Farmer:
Archery: Rnd(20) + 5
Bridge Building: Rnd(10) + 10
Cooking: Rnd(10) + 10
First Aid: Rnd(20) + 30
Fletchery: Rnd(10) + 10
Food Preservation: Rnd(30) + 40
Gardening: Rnd(Le * 2) + 20
Haggling: Rnd(20) + 20
Herbalism: Rnd(30) + 20
Smithing: Rnd(10) + 10
Stealth: Rnd(10) + 10
Survival: Rnd(20) + 40
Woodcraft: Rnd(10) + 5

Mindcrafter:
Concentration: Rnd(20) + 50
Gemology: Rnd(30) + 20
Haggling: Rnd(10) + 10
Herbalism: Rnd(10) + 10
Literacy: Rnd(40) + 50
Music: Rnd(20) + 20
Stealth: Rnd(10) + 20

Barbarian:
Athletics: Rnd(30) + 30
Climbing: Rnd(20) + 50
Dodge: Rnd(20) + 50
First Aid: Rnd(20) + 20
Herbalism: Rnd(10) + 20
Stealth: Rnd(30) + 30
Swimming: Rnd(30) + 30
Two-weapon Combat: Rnd(20) + 20
Survival: Rnd(20) + 30
Woodcraft: Rnd(10) + 10

Druid:
Climbing: Rnd(20) + 30
Concentration: Rnd(20) + 30
First Aid: Rnd(20) + 40
Gardening: Rnd(5) + 5
Healing: Rnd(10) + 40
Herbalism: Rnd(30) + 60
Listening: Rnd(20) + 30
Literacy: Rnd(20) + 40
Swimming: Rnd(20) + 30
Survival: Rnd(20) + 30
Woodcraft: Rnd(5) + 5

Necromancer:
Alchemy: Rnd(30) + 30
Appraising: Rnd(10) + 10
Concentration: Rnd(20) + 30
Food Preservation: Rnd(20) + 30
Find Weakness: Rnd(10) + 10
Herbalism: Rnd(20) + 20
Literacy: Rnd(30) + 50
Necromancy: Rnd(30) + 50
Stealth: Rnd(20) + 30

Elementalist:
Climbing: Rnd(20) + 20
Concentration: Rnd(30) + 50
Gemology: Rnd(20) + 20
Healing: Rnd(10) + 5
Listening: Rnd(10) + 10
Literacy: Rnd(30) + 30
Metallurgy: Rnd(20) + 20
Swimming: Rnd(20) + 20

Beastfighter:
Athletics: Rnd(30) + 30
Climbing: Rnd(30) + 30
Dodge: Rnd(30) + 30
Healing: Rnd(30) + 30
Herbalism: Rnd(30) + 30
Listening: Rnd(30) + 30
Stealth: Rnd(30) + 30
Swimming: Rnd(30) + 30
Survival: Rnd(10) + 20

Human:
Climbing: Rnd(10) + 10
Food Preservation: Rnd(10) + 10
haggling: Rnd(20) + 10
Swimming: Rnd(20) + 20

Troll:
Athletics: Rnd(30) + 20
Bridge Building: Rnd(10) + 10
Food Preservation: Rnd(40) + 20
Gemology: Rnd(5) + 10
Mining: Rnd(10) + 10

High Elf:
Dodge: Rnd(10) + 20
Listening: Rnd(10) + 20
Literacy: Rnd(10) + 20
Stealth: Rnd(10) + 20

Gray Elf:
Dodge: Rnd(10) + 10
Listening: Rnd(10) + 15
Literact: Rnd(10) + 30
Stealth: Rnd(10) + 30

Dark Elf:
Alertness: Rnd(30) + 10
Climbing: Rnd(20) + 20
Find Weakness: Rnd(10) + 10
Stealth: Rnd(20) + 30

Dwarf:
Climbing: Rnd(10) + 10
Detect Traps: Rnd(10) + 10
Metallurgy: Rnd(30) + 20
Smithing: Rnd(30) + 20
Mining: Rnd(10) + 60

Gnome:
Gemology: Rnd(10) + 10
Listening: Rnd(30) + 10
Pick Pockets: Rnd(10) + 10
Ventriloquism: Rnd(20) + 20
Mining: Rnd(5) + 5

Hurtling:
Archery: Rnd(5) + 10
Cooking: Rnd(20) + 50
Food Preservation: Rnd(30) + 30
Stealth: Rnd(20) + 40
Gardening: Rnd(15) + 15

Orc:
Backstabbing: Rnd(5) + 5
Climbing: Rnd(20) + 20
Find Weakness: Rnd(5) + 5
Metallurgy: Rnd(5) + 5
Mining: Rnd(10) + 5

Drakeling: 
Alertness: Rnd(20) + 20
Food Preservation: Rnd(25) + 20
Music: Rnd(10) + 5
Swimming: Rnd(20) + 40

Sword Birthsign:
Would get a vague bonus to Tactics if it was possible to ever start with Tactics

Falcon Birthsign:
Survival: 10

Skill Checks

When your skill value controls your chances of success at something, it's called a skill check. Every skill check in ADOM has a difficulty class, typically on the order of 120. A die with (the difficulty class) sides is rolled. If it comes up maximum, there is automatic failure; otherwise, you succeed if your skill value is at least as high as the rolled number.

For some skills (the list is in the manual), the die may be rolled multiple times - twice at 80+ skill, three times at 100. The lowest (best for you) result is taken. Note that this nearly eliminates the automatic failure chance.

The Stealthy and Mechanically Inclined talents reduce difficulty class by 10%. E.g. if you would be comparing Stealth against 1d400, compare it against 1d360 instead.

Successful skill checks give 1 + floor(Le / 20) points of active training (see below). Note the discontinuity at Le values divisible by 20.

Increasing Skills

There are 3 semi-hidden variables associated with each skill.

First is your skill advancement schedule. This corresponds loosely to your increase dice, however, it extends in both directions. You could have an advanchement schedule of 1 level beyond 4d5; this would result in 4d5, but the next time your dice decrease, it would stay 4d5. In the other direction, your advancement schedule can be smaller than the class-dependant minimum dice; if this is the case, increases to the dice will appear to do nothing.

Skill advancement automatically decreases by one rank each time your skill level crosses a multiple of 10.

Second and third are the training counters. The two training counters, taken together, determine the amount by which you can raise your skill; if both are zero or the sum is negative, you cannot increase a skill until it has been somehow trained. The counters, here called 'active training' and 'inactive training', are equivalent except that only active training can lead to increases over time. When a skill is increased, voluntarily or by training, the training counters are decreased, taking first from active and then from inactive.

Class Aptitudes

Each class has different proficiencies at skills, reflected in the initial advancement scheme and in the advancement dice floor. Take, for instance, a Fighter's Courage skill. This is in the 3d3 column, so, at 45 skill his Courage will be advancable by [+3d3] at a time. If it is lower, the advancement will be better, or vice versa; advancement moves one column for every multiple of 10 crossed. However, the advancement will never go below the class-specific minimum, in this case 1d3. Clear?

Typefaces are used to indicate skill relevance. Bold skills are guaranteed to the class; italic ones are easily available (race, or in some cases random chance), and plain ones can only be obtained in game.

Class [+0] always [+1] at 45
[+1] minimum
[+1d3] at 45
[+1] minimum
[+1d5] at 45
[+1] minimum
[+2d4] at 45
[+1d3] minimum
[+3d3] at 45
[+1d3] minimum
[+3d4] at 45
[+1d5] minimum
[+3d5] at 45
[+1d5] minimum
[+4d4] at 45
[+2d4] minimum
[+4d5] at 45
[+2d4] minimum
Fighter Detect item status
Gardening
Necromancy
Gemology
Music
Pick pockets
Alchemy
Appraising
Backstabbing
Concentration
Cooking
Law
Literacy
Pick locks
Stealth
Ventriloquism
Bridge building
Detect traps
Disarm traps
Food preservation
Haggling
Herbalism
Listening
Metallurgy
Mining
Survival
Swimming
Tactics
Woodcraft
Alertness
Archery
Courage
Find weakness
Fletchery
Climbing
Dodge
First aid
Healing
Smithing
Two weapon combat Athletics
Paladin Necromancy Backstabbing Detect item status
Gardening
Gemology
Pick pockets
Appraising
Cooking
Fletchery
Mining
Pick locks
Stealth
Ventriloquism
Woodcraft
Alchemy
Bridge building
Detect traps
Disarm traps
Food preservation
Haggling
Listening
Music
Survival
Swimming
Archery
Dodge
Find weakness
Literacy
Tactics
Two weapon combat
Climbing
Courage
First aid
Healing
Herbalism
Law
Metallurgy
Smithing
Alertness Athletics
Concentration
Ranger Detect item status
Necromancy
Disarm traps
Gemology
Haggling
Pick locks
Pick pockets
Alchemy
Appraising
Courage
Law
Literacy
Tactics
Ventriloquism
Backstabbing
Bridge building
Concentration
Gardening
Smithing
Swimming
Archery
Cooking
Mining
Music
Find weakness
First aid
Healing
Metallurgy
Alertness
Dodge
Fletchery
Stealth
Athletics
Detect traps
Listening
Survival
Woodcraft
Climbing
Food preservation
Herbalism
Two weapon combat
Thief Detect item status Cooking
Gardening
Archery
Courage
Fletchery
Law
Literacy
Music
Necromancy
Tactics
Woodcraft
Bridge building
Find weakness
First aid
Healing
Herbalism
Metallurgy
Smithing
Survival
Swimming
Ventriloquism
Appraising
Mining
Alertness
Athletics
Concentration
Dodge
Food preservation
Gemology
Two weapon combat
Alchemy
Backstabbing
Haggling
Climbing
Detect traps
Disarm traps
Listening
Pick locks
Pick pockets
Stealth
Assassin Detect item status Gardening Alchemy
Cooking
Courage
Law
Music
Survival
Tactics
Woodcraft
Appraising
Bridge building
First aid
Fletchery
Gemology
Haggling
Healing
Metallurgy
Mining
Necromancy
Smithing
Swimming
Ventriloquism
Archery
Literacy
Alertness
Athletics
Disarm traps
Dodge
Food preservation
Herbalism
Pick pockets
Two weapon combat
Detect traps
Find weakness
Listening
Stealth
Backstabbing
Climbing
Concentration
Pick locks
Wizard Detect item status Archery
Fletchery
Mining
Tactics
Two weapon combat
Appraising
Backstabbing
Courage
Dodge
Law
Smithing
Survival
Swimming
Woodcraft
Bridge building
Climbing
Cooking
Detect traps
Disarm traps
Find weakness
First aid
Gardening
Haggling
Healing
Music
Pick locks
Pick pockets
Stealth
Ventriloquism
Alertness
Athletics
Food preservation
Gemology
Listening
Metallurgy
Necromancy
Herbalism Alchemy
Concentration
Literacy
Priest Archery
Fletchery
Mining
Stealth
Tactics
Two weapon combat
Alertness
Appraising
Backstabbing
Cooking
Courage
Dodge
Find weakness
Gardening
Gemology
Law
Survival
Woodcraft
Athletics
Bridge building
Climbing
Detect traps
Disarm traps
Listening
Metallurgy
Pick locks
Pick pockets
Smithing
Swimming
Ventriloquism
Necromancy Alchemy
Music
Food preservation
Haggling
Herbalism
Concentration
Detect item status
First aid
Healing
Literacy
Bard Courage
Law
Alertness
Tactics
Archery
Detect item status
Find weakness
Fletchery
Mining
Necromancy
Stealth
Swimming
Two weapon combat
Backstabbing
Bridge building
Cooking
Dodge
Gardening
Gemology
Survival
Woodcraft
Literacy Alchemy
Appraising
Athletics
Climbing
Concentration
Detect traps
Disarm traps
First aid
Food preservation
Haggling
Healing
Herbalism
Listening
Metallurgy
Pick locks
Pick pockets
Smithing
Ventriloquism
Music
Monk Appraising
Fletchery
Archery
Backstabbing
Detect item status
Gemology
Alchemy
Cooking
Courage
Disarm traps
Law
Mining
Necromancy
Survival
Woodcraft
Bridge building
Climbing
Gardening
Haggling
Metallurgy
Pick locks
Pick pockets
Smithing
Tactics
Ventriloquism
Find weakness
Music
Swimming
Detect traps
Dodge
Herbalism
Stealth
Literacy
Two weapon combat
Alertness
Athletics
First aid
Food preservation
Healing
Listening
Concentration
Healer Detect item status
Fletchery
Alertness
Backstabbing
Gemology
Tactics
Woodcraft
Appraising
Archery
Courage
Dodge
Law
Mining
Music
Stealth
Survival
Two weapon combat
Bridge building
Climbing
Detect traps
Disarm traps
Metallurgy
Necromancy
Pick locks
Pick pockets
Smithing
Swimming
Ventriloquism
Cooking
Gardening
Athletics
Find weakness
Literacy
Concentration
Food preservation
Haggling
Listening
Alchemy
First aid
Healing
Herbalism
Weaponsmith Detect item status Alertness
Archery
Gardening
Music
Necromancy
Pick pockets
Tactics
Woodcraft
Backstabbing
Cooking
Courage
Food preservation
Gemology
Law
Listening
Literacy
Stealth
Survival
Alchemy
Bridge building
Climbing
Detect traps
Dodge
Find weakness
First aid
Healing
Herbalism
Mining
Pick locks
Swimming
Two weapon combat
Ventriloquism
Appraising
Disarm traps
Fletchery Concentration
Haggling
Athletics
Metallurgy
Smithing
Archer Detect item status
Necromancy
Gardening
Gemology
Two weapon combat
Appraising
Cooking
Courage
Disarm traps
Herbalism
Law
Literacy
Metallurgy
Mining
Music
Pick locks
Pick pockets
Smithing
Tactics
Alchemy
Alertness
Bridge building
Swimming
Ventriloquism
Backstabbing
Listening
Woodcraft
Athletics
Detect traps
Dodge
Find weakness
First aid
Haggling
Healing
Survival
Food preservation
Stealth
Climbing
Concentration
Archery
Fletchery
Merchant Necromancy Backstabbing
Find weakness
Music
Tactics
Two weapon combat
Alertness
Archery
Courage
Detect item status
Dodge
Gardening
Law
Athletics
Bridge building
Concentration
Disarm traps
First aid
Fletchery
Healing
Pick locks
Smithing
Stealth
Ventriloquism
Woodcraft
Survival
Swimming
Alchemy
Climbing
Detect traps
Food preservation
Herbalism
Listening
Literacy
Cooking
Metallurgy
Mining
Gemology
Pick pockets
Appraising
Haggling
Farmer Alchemy
Detect item status
Gemology
Necromancy
Tactics
Alertness
Backstabbing
Detect traps
Disarm traps
Find weakness
Healing
Two weapon combat
Ventriloquism
Appraising
Archery
Concentration
Courage
Fletchery
Law
Literacy
Metallurgy
Music
Pick locks
Pick pockets
Stealth
Bridge building
Dodge
Listening
Smithing
Athletics
Climbing
First aid
Haggling
Herbalism
Mining
Survival
Swimming
Woodcraft
Cooking Food preservation
Gardening
Mindcrafter Appraising
Archery
Athletics
Backstabbing
Climbing
Find weakness
Fletchery
Food preservation
Gardening
Pick locks
Pick pockets
Smithing
Tactics
Two weapon combat
Woodcraft
Alchemy
Cooking
Courage
Detect item status
Detect traps
Disarm traps
Dodge
First aid
Healing
Herbalism
Law
Metallurgy
Mining
Music
Necromancy
Stealth
Survival
Bridge building
Swimming
Ventriloquism
Gemology
Haggling
Listening
Alertness
Literacy
Concentration
Barbarian Alchemy
Necromancy
Detect item status
Literacy
Ventriloquism
Appraising
Concentration
Gemology
Haggling
Law
Pick pockets
Tactics
Bridge building
Gardening
Mining
Music
Smithing
Backstabbing
Courage
Detect traps
Disarm traps
Fletchery
Healing
Metallurgy
Pick locks
Archery
Cooking
Find weakness
Food preservation
Stealth
First aid
Herbalism
Swimming
Two weapon combat
Woodcraft
Athletics
Climbing
Dodge
Listening
Alertness
Survival
Druid Detect item status
Necromancy
Backstabbing
Detect traps
Disarm traps
Gemology
Haggling
Pick pockets
Smithing
Tactics
Two weapon combat
Alchemy
Appraising
Archery
Cooking
Courage
Find weakness
Fletchery
Law
Pick locks
Ventriloquism
Bridge building
Metallurgy
Alertness
Concentration
Dodge
First aid
Mining
Stealth
Athletics
Food preservation
Gardening
Listening
Literacy
Music
Swimming
Woodcraft
Climbing
Healing
Survival Herbalism
Necromancer Detect item status
Gemology
Haggling
Detect traps
Disarm traps
Dodge
First aid
Fletchery
Food preservation
Gardening
Healing
Herbalism
Music
Pick locks
Pick pockets
Smithing
Swimming
Tactics
Two weapon combat
Woodcraft
Appraising
Archery
Athletics
Climbing
Cooking
Courage
Find weakness
Law
Listening
Metallurgy
Mining
Survival
Alertness
Bridge building
Ventriloquism
Alchemy Backstabbing
Concentration
Literacy
Stealth
Necromancy
Elementalist Detect item status Backstabbing
Detect traps
Disarm traps
Dodge
Fletchery
Food preservation
Music
Pick locks
Pick pockets
Smithing
Tactics
Two weapon combat
Archery
Cooking
Courage
Find weakness
Law
Listening
Necromancy
Stealth
Survival
Ventriloquism
Woodcraft
Alertness
Appraising
Athletics
Bridge building
First aid
Gardening
Gemology
Haggling
Healing
Herbalism
Climbing Concentration
Metallurgy
Alchemy
Literacy
Mining
Swimming
Beastfighter Detect item status
Necromancy
Smithing
Two weapon combat
Appraising
Fletchery
Gemology
Haggling
Literacy
Metallurgy
Mining
Pick locks
Tactics
Alchemy
Archery
Gardening
Law
Music
Backstabbing
Bridge building
Pick pockets
Woodcraft
Concentration
Cooking
Courage
Ventriloquism
Survival Detect traps
Disarm traps
Find weakness
Food preservation
First aid
Healing
Herbalism
Alertness
Athletics
Climbing
Dodge
Listening
Stealth
Swimming

Training Over Time

This is what happens every turn when the game checks to see if skills get trained up:

  • A SkillTrainCountdown value is decreased by 1. If it's then not 0, nothing happens.
  • If SkillTrainCountdown = 0, then (130 - Learning) * 5 + Rnd(100) = SkillTrainCountdown. (The higher your learning is, the more often you have a chance to get a skill increase. At 25 Learning you'll be roughly 575 turns between checks; At 15, you'll be at about 625 turns.)
  • If no skill can advance, stop here.
  • For each skill, If Rnd(SkillPoints + 10) + 1 > SkillPoints, proceed.
  • If Skill can advance (has material, has positive active training, not +0, not already at 100), add to skill based on advancement scheme OR Rnd(active training) + 1, whichever is less (and it won't raise over 100 obviously).
  • Training is then reduced (active first, as always)

Increasing Skills at Levels

  • Skill increases after level 50, henceforth known as fake levels, follow slightly different rules. Take the difference between your level 49 and your level 50 experience requirements. You can gain a fake level if and only if you have gained that much experience since your last levelup (real or fake), and you have at least one advancable skill. (This is why skill uses tend to precipitate fake levels.)
  • On non-fake levels only, you have a chance to increase your skill advancment. This is dependant on heavy training; the chance of it happening is (total training) in 1000 for each skill. Improvement cannot occur if you are already at 100, or already have 4d5 or better advancement, or are lacking skill increase materials if applicable. If it does occur, a message is only generated if the visible dice change; increasing from one rank to another is hidden if both are below the floor.
  • After this, on non-fake levels, some permanent training is awarded. Your advancement dice are rolled twice; the greater roll is divided by 2 and added as inactive training.
  • For the duration of a single levelup (real or fake), some temporary training is made available, equal to (for each skill) your advancement dice, rolled twice taking the larger, divided by 2, and adding a random number from 0 to 3. This temporary training is lost after the level increase whether it is used or not; this can lead to your training going negative. The increase is always added to active training.
  • You can increase a number of skills starting at 3 and increasing by 1 for every 5 Le after 10. Bards receive two bonus increases. Level 6+ bards receive an additional bonus increase. Characters born under the sign of the Book, or those under Cup if the (new) level is even, receive an additional increase.
  • After removing temporary training, training is decayed, reducing active training to 3/4 of its prior value and inactive training to 7/8. Note that training will never decay if you do not gain levels.

Education

Potions and scrolls of education grant knowledge towards a random skill. 11 tries are made to select a skill which is not already at 100. The chosen skill is then granted at or increased by 6d5, 4d5, or 2d5, depending on BUC.

Training

Potions of training increase the advancement schedule of a random skill, by 2, 1, or -1 steps by BUC. It is guaranteed that a skill not at 4d5 and not at 100 will be chosen if such a skill exists.