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Abilities

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

Melee

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

Skill 2 Finesse

Lowers the base number needed to get critical hits with melee from 7 to 5.

Applies to: Blunt weapon, Polearm, Edged weapon, Gloves

Skill 3 Knock Back

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

Skill 4 Polearm Mastery

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

Skill 5 Charge

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

Skill 6 Follow-Through

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

Skill 7 Impale

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

Skill 8 Subtlety

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

Skill 9 Whirlwind Attack

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

Skill 10 Zone of Control

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

Skill 11 Smite

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

Skill 12 Two Weapon Fighting

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

Skill 13 Rapid Attack

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

Skill 20 Strength

You gain a point of strength.

Archery

Skill 2 Rout

Firing at fleeing monsters is calculated as if you had 5 points more dexterity.

Applies to: Bow

Skill 3 Fletchery

Allows you to use the '-' command to give ordinary arrows a +3 bonus. Takes one turn for each arrow.

Applies to: Gloves, Ring

Skill 4 Point Blank Archery

The monster you are firing at cannot get an attack of opportunity.

Applies to: Bow, Gloves

Skill 5 Puncture

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

Skill 6 Ambush

Grants an additional critical damage die whenever you hit an unwary or sleeping monster with an arrow.

Applies to: Bow, Gloves, Cloak

Skill 7 Versatility

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

Skill 8 Crippling Shot

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

Skill 9 Deadly Hail

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

Skill 10 Dexterity

You gain a point of dexterity.

Evasion

Skill 2 Dodging

Gives you a +3 bonus to evasion if you moved on your last turn.

Applies to: Boots, Soft armour, Cloak, Ring

Skill 3 Blocking

Doubles the protection roll for your shield against all attacks if you did not move on your last turn.

Applies to: Shield

Skill 4 Parry

Doubles the evasion bonus granted by your primary melee weapon.

Applies to: Blunt weapon, Polearm, Edged weapon, Gloves

Skill 5 Crowd Fighting

Halves the bonus opponents get for surrounding you.

Applies to: Gloves, Mail, Boots, Helm

Skill 6 Leaping

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

Skill 7 Sprinting

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

Skill 8 Flanking

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

Skill 9 Heavy Armour Use

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

Skill 10 Riposte

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

Skill 11 Controlled Retreat

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

Skill 20 Dexterity

You gain a point of dexterity.

Stealth

Skill 3 Disguise

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

Skill 4 Assassination

Gives you a melee bonus against non-alert creatures equal to your stealth score.

Applies to: Blunt weapon, Polearm, Edged weapon, Gloves

Skill 5 Cruel Blow

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

Skill 6 Exchange Places

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

Skill 7 Opportunist

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

Skill 8 Vanish

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

Skill 11 Dexterity

You gain a point of dexterity.

Requires: Stealth: Disguise; Stealth: Assassination

Perception

Skill 1 Quick Study

Allows you to take advanced abilities when you don't have the prerequisite abilities.

Applies to: Amulet

Skill 2 Focused attack

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

Skill 3 Keen Senses

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

Skill 4 Concentration

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

Skill 5 Alchemy

Lets you determine the purpose of all herbs and potions you encounter, as well as staves and horns.

Applies to: Helm, Ring

Skill 6 Bane

You receive a bonus to all skill rolls against a selected category of enemy. The bonus increases as you kill more.

Skill 7 Outwit

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

Skill 8 Listen

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

Skill 9 Master Hunter

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

Skill 10 Grace

You gain a point of grace.

Will

Skill 1 Curse Breaking

Allows you to break the curses on items when you attempt to take them off.

Applies to: Amulet, Helm, Ring, Shield

Skill 2 Channeling

You automatically recognise all staves and horns and can use them twice as efficiently.

Applies to: Helm, Ring

Skill 3 Strength in Adversity

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

Skill 4 Formidable

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

Skill 5 Indomitable

Gives you resistance to fear, confusion, stunning, and hallucination. Slows hunger to one third the normal rate.

Applies to: Amulet, Helm, Mail

Skill 5 Inner Light

Increases the intensity of light within your light radius by 2 points (without increasing the radius).

Applies to: Helm, Light, Soft armour

Skill 6 Oath

Swear a great oath, and be rewarded for keeping it.

Skill 7 Poison Resistance

Gives you resistance to poison.

Skill 8 Vengeance

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

Skill 9 Majesty

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

Skill 12 Constitution

You gain a point of constitution.

Smithing

Skill 2 Weaponsmith

Allows you to create weapons.

Applies to: Blunt weapon, Gloves

Skill 3 Armoursmith

Allows you to create armour.

Applies to: Blunt weapon, Gloves

Skill 4 Jeweller

Allows you to create rings, amulets, horns and light sources and identify rings, amulets, horns and light sources you encounter.

Applies to: Gloves

Skill 5 Enchantment

Allows you to create {special} items and determine what enchantments exist on items you encounter.

Applies to: Blunt weapon, Gloves

Skill 6 Expertise

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

Skill 7 Artifice

Allows you to create highly customised artifacts.

Requires: Smithing: Jeweller; Smithing: Enchantment

Applies to: Blunt weapon, Gloves

Skill 8 Masterpiece

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

Skill 10 Grace

You gain a point of grace.

Song

Skill 1 Song of Challenge

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

Skill 1 Song of Elbereth

Causes fear in nearby servants of Morgoth.

Applies to: Amulet, Cloak, Light

Skill 2 Song of Delvings

Slowly reveals the terrain around you, working out from already known areas.

Applies to: Cloak, Digging tool

Skill 2 Song of Freedom

Discovers and overcomes nearby doors, traps, and rubble. Grants you freedom of movement.

Applies to: Amulet, Cloak, Blunt weapon

Skill 3 Song of Silence

Dampens all nearby sounds, making it harder for opponents to hear you and each other.

Applies to: Amulet, Cloak, Boots

Skill 3 Song of Staunching

Stops all bleeding and speeds healing of your wounds.

Applies to: Amulet, Cloak, Ring

Skill 4 Song of Thresholds

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

Skill 5 Song of the Trees

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

Skill 6 Song of Slaying

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

Skill 7 Song of Staying

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

Skill 8 Song of Lorien

Gradually puts nearby opponents to sleep.

Requires: Song: Song of Silence; Song: Song of Delvings

Applies to: Amulet, Cloak

Skill 10 Song of Mastery

Occasionally prevents nearby opponents from moving or acting.

Requires: Song: Song of Freedom; Song: Song of Silence

Applies to: Amulet, Cloak

Skill 11 Woven Themes

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

Skill 12 Grace

You gain a point of grace.