Skills
Skills are learned abilities. The class you choose when you generate a
character determines the skills in which you were trained before setting
out as a hero, though you will know them only at the most basic level. As
you gain experience, you will be given Skill Points, which you may spend to
improve your skills. At level 1 in a skill, you are barely competent in it;
at higher levels, your proficiency increases until you have gained mastery
of the skill.
You may acquire new skills during your journey by convincing someone who
already knows them to teach you. Be warned, however: instructors demand
substantial payment for their expertise.
Alchemy
Mastering this skill sharpens your ability to transform gathered herbs
into potent potions, significantly boosting your success rate in brewing
and mixing.
Athletics
Athletics pushes your body to its limits through relentless training,
making it far easier to build raw strength and better your dexterity.
Backstabbing
The art of unleash a deadly strike with perfect precision, exploiting the
opponents's moment of vulnerability to deliver a critical blow before it
even flinches.
Climbing
Falling into a pit is easy; getting out of it again is what this skill is
for. When a pit or a spear pit gives way beneath you, the next step you
take is a scramble for the rim rather than a step, and you get out only if
you make it. Nimbleness counts for as much here as practice does, and
practice counts for a great deal, so a hero who has spent time in holes
climbs out of them far more readily than one who has not. You need not be
skilled to escape at all - most heroes manage sooner or later - but a poor
climber loses turns to the attempt, and now and again loses more than
that: a pit you fail to leave may collect its due from you a second time,
and a spear pit has spears in it. Only the one who set the pit off has to
climb; anybody arriving afterwards walks in and out as they please. Every
attempt teaches you something, whether or not it succeeds.
Cooking
Anyone thinking that they can cook, but only those of them who know this skill
can prepare a delicious meal even from bad-looking corpses.
Concentration
Increasing knowledge of the Concentration skill speeds the rate at which you
will regain Power Points.
Create Trap
Traps are not the exclusive privilege of dungeon builders. This skill lets
you lay one of your own on the ground you stand on, provided the square
holds nothing of note already, and then lure your pursuers across it. The
simplest contrivances need no more than a bundle of arrows; more elaborate
ones cost you a spear, or a pickaxe wielded in your tool hand to dig the
pit, and the deadliest of them are woven from magic and demand both the
knowledge of the appropriate spell and a good deal of your Power Points -
the more power you pour into such a trap, the more times it will spring
before it is spent. Only the crudest traps are within reach of a beginner;
as your skill grows, so does the list of what you can build. Every trap you
lay teaches you something about laying the next.
Detect Trap
Surely you didn't think that someone would leave valuables around unguarded?
Pitfalls, jets of flame, poisoned needles, exploding door-handles... the
legends of the subterranean buildings and caves of Avanor are full of traps
for the unwary. Learning Detect Trap will give you some knowledge of these,
along with hints on how to avoid them.
Disarm Trap
This invaluable skill allows you to render traps harmless, at least some of
the time.
Dodge
Armour turns a blow aside; dodging means the blow was never there to turn.
Training in Dodge teaches you to read an attack as it comes and step out of
its way, and each level you gain makes you that much harder to hit. It will
not save you from what you cannot see, however: an attacker you have no way
of perceiving gives you nothing to react to, and against such a one your
skill counts for nothing at all. Every attack you avoid teaches you a little
more about avoiding the next.
Find Weakness
This skill grants knowledge of the limitations of armour. The higher your
level in Find Weakness, the more often you will be able to penetrate an
opponent's armour or skin in order to land a devastating blow, known as a
Critical Hit.
First Aid
This skill increases the speed of curing of wounds and poison.
Healing
The more skilled you are in Healing, the more rapidly you will heal damage
from injuries.
Herbalism
Herbalism is the knowledge of plants and their uses. Not all herbs are
useful; many are worthless, and some are exceedingly dangerous. Improving
your skill in Herbalism will increase your chances of finding useful herbs.
Literacy
Without this skill, you are illiterate, and will be unable to read scrolls
and books. Reading a scroll in order to invoke its effect takes little time,
but learning a spell from a book is a lengthy process. Improving your
Literacy skill will greatly shorten the time it takes to understand the
contents of a book.
Mining
Usually digging trough a rock takes a huge amount of time, but
digger-professionals can crush rocks very quick.
Religion
Anyone can pray to the gods, and no doubt the gods take notice of everything
that people do in Avanor. Learning the Religion skill makes you increasingly
more noticeable to the gods. Whether this is a good thing or not depends on
how pious you are prepared to be...
Stealing
Learning the Stealing skill allows you a chance, which is increased by
improving the skill, of stealing equipment or treasure that another creature
has in its possession. Failing an attempt to steal from a creature will
generally cause it to notice you, and its opinion of you will not be
improved.
Tactics
During a combat you can increase your offence for the cost of defence and
vice versa. Knowing of this skill improves bonuses and removes penalties.