Skills

A class that can learn a skill but cannot raise it to Master is shown with its cap, e.g. knight (expert).

Armor

SkillNormalExpertMasterClasses
Chain ArmorMore protection than leather but creates more drag on the character.knight (expert), paladin, archer (expert), cleric (expert)
Leather ArmorThe lightest armor; smallest protection but slows the character least.knight, paladin, archer, cleric, sorcerer, druid
Plate ArmorThe most protective armor; very heavy and slows the character considerably.knight (expert), paladin
ShieldIncreases a character's armor class.Increases armor class more.Increases armor class still more.knight, paladin, cleric

Magic

SkillNormalExpertMasterClasses
Air MagicAir element: ranges from Wizard Eye to Starburst (meteors), and the ever-useful Fly.archer (expert), sorcerer, druid (expert)
Body MagicBody school: curing and healing (weakness, wounds, poison, disease), Power Cure for the whole party, plus Flying Fist offense.paladin, cleric, druid
Dark MagicDark school: the most powerful magic - a one-hit kill spell, the strongest poison, life-drain, and Armageddon.cleric, sorcerer
Earth MagicEarth element: ranges from Stun to Mass Distortion (halving an enemy's hit points).archer (expert), sorcerer (expert), druid (expert)
Fire MagicFire element: ranges from lighting a dungeon with torch light to a huge fireball that engulfs a single enemy.archer, sorcerer, druid
Light MagicLight school: powerful protection/survival spells (Create Food to Divine Intervention) plus offense (Prismatic Light, Sunray).cleric, sorcerer
Mind MagicMind school: decent magic; offense limited to Psychic Shock, but moves distant things with Telekinesis.paladin (expert), cleric (expert), druid (expert)
Spirit MagicSpirit school: comes into its own at the expensive spells - Raise Dead, Shared Life, Resurrection.paladin (expert), cleric, druid (expert)
Water MagicWater element: useful non-attack spells (Water Walk, Town Portal, Lloyd's Beacon) plus offense (Acid Burst, Ice Blast).archer, sorcerer, druid

Misc

SkillNormalExpertMasterClasses
Body BuildingAdds hit points. HP gained = (Base + Promo1 + Promo2) * Skill; the bonus is retroactive.Doubles the hit points added.Triples the hit points added.knight, paladin, archer, cleric, sorcerer, druid
DiplomacyAlters your numeric reputation score when dealing with townsmembers on the street.Fit in with better or worse crowds.Fit in with anyone from Saintly to Notorious (not enemies).knight, paladin, archer, cleric, sorcerer, druid
Disarm TrapDisarm chest traps.Disarm higher-leveled traps.Disarm almost all traps (all chest traps with an item of disarming as well).knight, paladin, archer, cleric, sorcerer, druid
Identify ItemIdentify the shaded items in your stock - item, description, and price.Identify more special items.Identify all items.knight, paladin, archer, cleric, sorcerer, druid
LearningAdds to the experience received from enemies and quests (10% bonus at Normal). Not retroactive.Doubles the experience bonus (20%).Triples the experience bonus (30%).knight, paladin, archer, cleric, sorcerer, druid
MeditationAdds spell points. MP gained = (Base + Promo1 + Promo2) * Skill; the bonus is retroactive. All non-Knights need this skill.Doubles the spell points added.Triples the spell points added.paladin, archer, cleric, sorcerer, druid
MerchantLets the seller/buyer sell or buy at a better price (affects all transactions including training).Get a better discount.Get the best discount.knight, paladin, archer, cleric, sorcerer, druid
PerceptionHighlights hidden things (hidden rooms and traps) in red and may let a character avoid a triggered trap.Increases the odds of avoiding a trap (and is required to pass the Superior Temple of Baa).Almost always avoid a trap.knight, paladin, archer, cleric, sorcerer, druid
Repair ItemFix a broken item depending on the quality.Ability to fix better-quality equipment.Fix any broken item.knight, paladin, archer, cleric, sorcerer, druid

Weapon

SkillNormalExpertMasterClasses
Ancient Weapons (Blaster)Blasters are the most powerful weapons in the game; you can fire off many rounds in one turn depending on skill level.knight (expert), paladin (expert), archer (expert), cleric (expert), sorcerer (expert), druid (expert)
AxeSlow attacks but great damage when they hit.Gain more attack speed.Can deliver tremendous damage.knight, paladin, archer
BowUsed to fire arrows. Possibly the most useful skill in the game.Speed increase.Fire two arrows per shot.knight (expert), paladin (expert), archer, cleric (expert), sorcerer (expert), druid (expert)
DaggerShorter than swords; increases attack speed but lowers damage. The speed can allow two attacks on a slower opponent.Can use a dagger in one hand with another weapon in the other.Chance of killing a surprised opponent with a single blow.knight, paladin, archer, sorcerer
MaceA melee weapon used to beat things over the head with; covers all mace-type weapons.Do extra damage.Occasionally stun opponents.knight, paladin, archer, cleric, druid
SpearLike a staff with a point or fork on the end; one- or two-handed (two-handed is better).Increase armor class.Boost damage caused.knight, paladin, archer
StaffA pole used to whack enemies or block their attacks.Increase character's armor class.Occasionally stun opponents.knight, paladin, archer, cleric, sorcerer, druid
SwordCovers almost any blade longer than a knife.Quicker attack.Can wield a one-handed sword in one hand and another weapon in the other.knight, paladin, archer (expert)