Skill 1 Power
Gives a bonus of +1 damage sides to your melee attacks, but makes it harder to score critical hits (increasing the base required by 1).
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
84 abilities across the eight skills. “Skill N” means you need that skill at N or above before you can buy it. The price is experience: 500 times the number of abilities you already hold in that skill, plus one — 500 for the first, 1,000 for the second, 1,500 for the third. So piling abilities into one skill gets expensive fast. An affinity for the skill from your race or house takes 500 off, mastery takes 1,000 off, and the first ability in a skill you have an affinity for is free (races and houses).
Melee Archery Evasion Stealth Perception Will Smithing Song
Gives a bonus of +1 damage sides to your melee attacks, but makes it harder to score critical hits (increasing the base required by 1).
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Lowers the base number needed to get critical hits with melee from 7 to 5.
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
You have a chance to knock enemies back a square in melee depending upon your effective strength and your opponent's constitution.
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves, Shield
Gives you +2 to attack with polearms (spears & glaives) and lets you set them to receive free attacks on advancing enemies when you wait (z or 5).
Applies to: Gloves
When you attack an opponent immediately after moving towards it, your attack is calculated as if you had 3 points more strength and dexterity.
Applies to: Blunt weapon, Polearm, Edged weapon, Boots, Shield
Allows you to continue your attack if you kill an opponent, moving onto the next adjacent enemy.
Requires: Melee: Power; Melee: Finesse
Applies to: Blunt weapon, Polearm, Edged weapon
When using a polearm or greatsword you can strike through or past opponents to attack an opponent behind.
Requires: Melee: Power; Melee: Polearm Mastery
Applies to: Edged weapon, Polearm, Gloves
Lowers the base number needed to get critical hits with melee by 2 points, when you are using a one handed weapon with the other hand free.
Requires: Melee: Finesse
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Whenever you attack an enemy, you get a free attack on all other enemies adjacent to you. The original attack must be a regular, flanking or controlled retreat attack.
Requires: Melee: Polearm Mastery; Melee: Follow-Through
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
You get a free attack whenever an opponent moves between two squares which are adjacent to you.
Requires: Melee: Finesse; Melee: Polearm Mastery
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
When using a two-handed weapon, the first main attack you make on your turn rolls the maximum possible damage to all opponents it hits. If you make such an attack, you lose a turn to recover.
Requires: Melee: Knock Back; Melee: Charge
Applies to: Blunt weapon, Polearm, Edged weapon
Allows you to wield a one-handed weapon in your off-hand for an extra attack (calculated as if you had 3 points less strength and dexterity).
Requires: Melee: Finesse; Evasion: Parry
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Grants you an extra melee attack, but your attacks are calculated as if you had 3 points less strength and dexterity.
Requires: Melee: Subtlety; Stealth: Opportunist
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
You gain a point of strength.
Firing at fleeing monsters is calculated as if you had 5 points more dexterity.
Applies to: Bow
Allows you to use the '-' command to give ordinary arrows a +3 bonus. Takes one turn for each arrow.
Applies to: Gloves, Ring
The monster you are firing at cannot get an attack of opportunity.
Applies to: Bow, Gloves
Whenever an enemy's armour roll would fully block your archery damage roll, you deal the enemy a flat five damage instead.
Applies to: Bow, Gloves, Ring
Grants an additional critical damage die whenever you hit an unwary or sleeping monster with an arrow.
Applies to: Bow, Gloves, Cloak
If you have more skill points in archery than in melee, you gain a bonus to melee of half the difference between them.
Applies to: Bow, Gloves
Your critical hits sometimes temporarily slow monsters (depending on the level of critical and the monster's Will).
Requires: Archery: Puncture; Archery: Ambush
Applies to: Bow
Arrows fired the turn after killing an enemy with an arrow do twice their normal damage.
Requires: Archery: Rout; Archery: Puncture
Applies to: Bow, Gloves
You gain a point of dexterity.
Gives you a +3 bonus to evasion if you moved on your last turn.
Applies to: Boots, Soft armour, Cloak, Ring
Doubles the protection roll for your shield against all attacks if you did not move on your last turn.
Applies to: Shield
Doubles the evasion bonus granted by your primary melee weapon.
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Halves the bonus opponents get for surrounding you.
Applies to: Gloves, Mail, Boots, Helm
You can leap over a chasm or trap if you moved towards it the previous turn. (Roosts and webs are not leapable).
Applies to: Boots, Blunt weapon
You start moving more quickly if you run four or more squares in roughly the same direction.
Requires: Evasion: Dodging; Evasion: Leaping
Applies to: Boots
Gives you a free attack on an opponent if you step from a square which is adjacent to it, to another square which is adjacent to it.
Applies to: Boots, Soft armour
Gives you [1dX] protection, where X is your total armour weight divided by 15 lbs.
Requires: Evasion: Blocking; Evasion: Crowd Fighting
Applies to: Mail, Shield
It gives you a free attack on an opponent who misses you by at least 10 + the weight of your weapon (only once per round).
Requires: Evasion: Parry
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Gives you a free attack on an opponent when you step away from it, but only if you did not move the previous round.
Requires: Evasion: Dodging; Evasion: Blocking
Applies to: Blunt weapon, Polearm, Edged weapon, Shield, Boots
You gain a point of dexterity.
Halves any bonuses that awake but unwary enemies have to notice you due to you being in their line of sight.
Applies to: Boots, Cloak, Soft armour, Ring
Gives you a melee bonus against non-alert creatures equal to your stealth score.
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Your critical hits sometimes confuse monsters with the pain (depending on the level of critical and the monster's Will).
Requires: Stealth: Assassination
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Allows you to use the 'X' command to exchange places with an adjacent enemy (who gets a free attack on you as you pass).
Requires: Stealth: Disguise; Evasion: Crowd Fighting
Applies to: Boots, Soft armour, Amulet
You get a free attack whenever an adjacent opponent moves away from you.
Requires: Stealth: Assassination; Melee: Follow-Through
Applies to: Blunt weapon, Polearm, Edged weapon, Gloves
Gives a +10 stealth bonus towards making enemies become unwary when you are out of their line of sight.
Requires: Stealth: Disguise
Applies to: Boots, Cloak, Soft armour, Ring
You gain a point of dexterity.
Requires: Stealth: Disguise; Stealth: Assassination
Allows you to take advanced abilities when you don't have the prerequisite abilities.
Applies to: Amulet
Gives you a bonus of half your Perception score to your attacks if you passed the previous turn.
Applies to: Blunt weapon, Polearm, Edged weapon, Helm, Bow
Allows you to see enemies who are just beyond the edge of a pool of light, and gives a +5 bonus to spot 'invisible' creatures.
Applies to: Helm, Light, Amulet
Gives you a +1 bonus to attack for every consecutive round spent attacking the same enemy (to a maximum of Perception/2).
Applies to: Helm, Soft armour, Amulet
Lets you determine the purpose of all herbs and potions you encounter, as well as staves and horns.
Applies to: Helm, Ring
You receive a bonus to all skill rolls against a selected category of enemy. The bonus increases as you kill more.
Whenever you receive a critical hit, make a Perception roll against the attacker's Perception. If you succeed, negate all critical damage.
Applies to: Helm, Light, Amulet
Gives you a chance each turn to detect enemies that you cannot see (including around corners and through doors).
Requires: Perception: Keen Senses
Applies to: Helm
Gives you an attack bonus of +1 for each time you have killed an opponent of the same type (up to a maximum of Perception/2).
Requires: Perception: Concentration; Perception: Bane
Applies to: Helm, Boots, Bow
You gain a point of grace.
Allows you to break the curses on items when you attempt to take them off.
Applies to: Amulet, Helm, Ring, Shield
You automatically recognise all staves and horns and can use them twice as efficiently.
Applies to: Helm, Ring
Gives you bonuses to Strength, Dexterity and Grace when seriously injured: +1 when less than or equal to 50% health, +3 when 25%.
Applies to: Helm, Soft armour, Mail, Amulet, Light
Slaying enemies in melee scares all other enemies who see it. Enemies do not gain morale based on your injuries.
Applies to: Blunt weapon, Polearm, Edged weapon, Helm, Shield
Gives you resistance to fear, confusion, stunning, and hallucination. Slows hunger to one third the normal rate.
Applies to: Amulet, Helm, Mail
Increases the intensity of light within your light radius by 2 points (without increasing the radius).
Applies to: Helm, Light, Soft armour
Swear a great oath, and be rewarded for keeping it.
Gives you resistance to poison.
When you are damaged in melee by an enemy, an additional damage die is added to your next successful strike. This effect does not stack.
Requires: Will: Strength in Adversity
Applies to: Amulet, Helm
Lowers monster morale by half the difference between your Will and theirs.
Requires: Will: Curse Breaking; Will: Inner Light
Applies to: Helm, Soft armour, Amulet
You gain a point of constitution.
Allows you to create weapons.
Applies to: Blunt weapon, Gloves
Allows you to create armour.
Applies to: Blunt weapon, Gloves
Allows you to create rings, amulets, horns and light sources and identify rings, amulets, horns and light sources you encounter.
Applies to: Gloves
Allows you to create {special} items and determine what enchantments exist on items you encounter.
Applies to: Blunt weapon, Gloves
Reduces the time taken to forge an item by half and negates all experience and stat costs.
Requires: Smithing: Enchantment
Applies to: Blunt weapon, Gloves
Allows you to create highly customised artifacts.
Requires: Smithing: Jeweller; Smithing: Enchantment
Applies to: Blunt weapon, Gloves
Allows you to create items that are more difficult than usual. Doing so drains your smithing skill for each excess point.
Requires: Smithing: Enchantment
Applies to: Blunt weapon, Gloves
You gain a point of grace.
Causes weak-willed foes to attack aggressively without regard to strategy. Enemies with ranged weapons will close to melee range.
Applies to: Helm, Blunt weapon, Polearm, Edged weapon
Causes fear in nearby servants of Morgoth.
Applies to: Amulet, Cloak, Light
Slowly reveals the terrain around you, working out from already known areas.
Applies to: Cloak, Digging tool
Discovers and overcomes nearby doors, traps, and rubble. Grants you freedom of movement.
Applies to: Amulet, Cloak, Blunt weapon
Dampens all nearby sounds, making it harder for opponents to hear you and each other.
Applies to: Amulet, Cloak, Boots
Stops all bleeding and speeds healing of your wounds.
Applies to: Amulet, Cloak, Ring
Doors you close while singing this song are warded against your enemies.
Requires: Song: Song of Elbereth; Song: Song of Delvings
Applies to: Amulet, Cloak
Increases your light level by 1 point per 5 points of Song.
Requires: Song: Song of Elbereth; Song: Song of Staunching
Applies to: Amulet, Cloak, Light
Critical hits in melee kill enemies outright instead of doing damage if the enemy has health less than or equal to twice your Song score.
Requires: Song: Song of Challenge; Song: Song of Freedom
Applies to: Polearm, Edged weapon
Gives you a bonus to Will equal to half your Song score and [2d2] protection.
Requires: Song: Song of Challenge; Song: Song of Staunching
Applies to: Helm, Shield, Cloak, Ring
Gradually puts nearby opponents to sleep.
Requires: Song: Song of Silence; Song: Song of Delvings
Applies to: Amulet, Cloak
Occasionally prevents nearby opponents from moving or acting.
Requires: Song: Song of Freedom; Song: Song of Silence
Applies to: Amulet, Cloak
Allows you to add a 'minor theme' to your song. This means you can have the effect of a second song, but at half your normal Song score.
Applies to: Amulet, Cloak
You gain a point of grace.