Reference
Skills
35 skills across four categories. Each has four mastery tiers — Normal, Expert, Master and Grandmaster — and every class caps out at a different tier.
35 skills
Weapon8
Staff
Two-handed blunt weapon. The Monk's signature weapon.
Grandmaster: Monk
Sword
One-handed slashing weapon, usable with a shield.
Grandmaster: Knight
Dagger
Fast, low-damage blade that can be dual-wielded early.
Grandmaster: Thief
Axe
Heavy slashing weapon with a strong damage curve.
Grandmaster: Knight
Spear
Reach weapon; can be used one-handed at higher mastery.
Grandmaster: Knight
Bow
The only conventional ranged weapon. Two-handed.
Grandmaster: Archer
Mace
One-handed blunt weapon favoured by clerics and paladins.
Grandmaster: Knight, Paladin
Blaster
End-game energy weapon from the Ancients. Ignores most resistances.
Armor6
Leather
Light armour with no spell-point penalty.
Grandmaster: Thief, Ranger
Chain
Medium armour; a middle ground between leather and plate.
Grandmaster: Knight, Paladin
Plate
Heaviest armour. Large Armour Class, heavy recovery penalty.
Grandmaster: Knight
Shield
Off-hand protection; also reduces ranged damage.
Grandmaster: Knight, Paladin
Dodging
Adds Armour Class, but only while wearing no plate or shield.
Grandmaster: Thief, Monk
Unarmed
Bare-handed combat. Scales into a real weapon for Monks.
Grandmaster: Monk
Magic9
Fire Magic
Elemental school. Direct damage plus Haste.
Grandmaster: Sorcerer
Air Magic
Elemental school. Utility, Fly and the Shield line.
Grandmaster: Sorcerer
Water Magic
Elemental school. Town Portal and Lloyd's Beacon travel.
Grandmaster: Sorcerer
Earth Magic
Elemental school. Stone Skin, Telekinesis and heavy damage.
Grandmaster: Sorcerer
Spirit Magic
Self school. Resurrection, Heroism and undead control.
Grandmaster: Cleric
Mind Magic
Self school. Charm, Berserk and mind-affliction cures.
Grandmaster: Cleric
Body Magic
Self school. The party's primary healing and cures.
Grandmaster: Cleric
Light Magic
Alignment school. Day of the Gods, Hour of Power and Divine Intervention.
Grandmaster: Cleric
Dark Magic
Alignment school. Shrapmetal, Souldrinker and Armageddon.
Miscellaneous12
Alchemy
Mix reagents and potions; required for stat-boosting potions.
Grandmaster: Ranger, Druid
Armsmaster
Adds to Attack and damage with every melee weapon.
Grandmaster: Knight
Bodybuilding
Adds bonus hit points per level of skill.
Grandmaster: Knight, Monk, Paladin
Disarm Trap
Avoid chest traps. Essential for a party without reloading.
Grandmaster: Thief
Identify Item
Reveal an item's true name and enchantments.
Grandmaster: Thief, Sorcerer
Identify Monster
Reveal enemy hit points, resistances and abilities.
Grandmaster: Knight, Ranger
Learning
Percentage bonus to all experience gained. Take it early.
Grandmaster: Sorcerer
Meditation
Adds bonus spell points per level of skill.
Grandmaster: Cleric, Druid, Sorcerer
Merchant
Better buy and sell prices; at Grandmaster you trade at par.
Grandmaster: Paladin
Perception
Spot hidden treasure and avoid some traps.
Grandmaster: Thief, Archer, Ranger
Repair Item
Fix broken equipment without paying a smith.
Grandmaster: Knight
Stealing
Take gold and items from NPCs. Thief-line only.
Grandmaster: Thief