Skills
A class that can learn a skill but cannot raise it to Master is shown with its cap, e.g. knight (expert).
Armor
| Skill | Normal | Expert | Master | Classes |
|---|---|---|---|---|
| Chain Armor | More protection than leather but creates more drag on the character. | knight (expert), paladin, archer (expert), cleric (expert) | ||
| Leather Armor | The lightest armor; smallest protection but slows the character least. | knight, paladin, archer, cleric, sorcerer, druid | ||
| Plate Armor | The most protective armor; very heavy and slows the character considerably. | knight (expert), paladin | ||
| Shield | Increases a character's armor class. | Increases armor class more. | Increases armor class still more. | knight, paladin, cleric |
Magic
| Skill | Normal | Expert | Master | Classes |
|---|---|---|---|---|
| Air Magic | Air element: ranges from Wizard Eye to Starburst (meteors), and the ever-useful Fly. | archer (expert), sorcerer, druid (expert) | ||
| Body Magic | Body school: curing and healing (weakness, wounds, poison, disease), Power Cure for the whole party, plus Flying Fist offense. | paladin, cleric, druid | ||
| Dark Magic | Dark school: the most powerful magic - a one-hit kill spell, the strongest poison, life-drain, and Armageddon. | cleric, sorcerer | ||
| Earth Magic | Earth element: ranges from Stun to Mass Distortion (halving an enemy's hit points). | archer (expert), sorcerer (expert), druid (expert) | ||
| Fire Magic | Fire element: ranges from lighting a dungeon with torch light to a huge fireball that engulfs a single enemy. | archer, sorcerer, druid | ||
| Light Magic | Light school: powerful protection/survival spells (Create Food to Divine Intervention) plus offense (Prismatic Light, Sunray). | cleric, sorcerer | ||
| Mind Magic | Mind school: decent magic; offense limited to Psychic Shock, but moves distant things with Telekinesis. | paladin (expert), cleric (expert), druid (expert) | ||
| Spirit Magic | Spirit school: comes into its own at the expensive spells - Raise Dead, Shared Life, Resurrection. | paladin (expert), cleric, druid (expert) | ||
| Water Magic | Water element: useful non-attack spells (Water Walk, Town Portal, Lloyd's Beacon) plus offense (Acid Burst, Ice Blast). | archer, sorcerer, druid |
Misc
| Skill | Normal | Expert | Master | Classes |
|---|---|---|---|---|
| Body Building | Adds 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 |
| Diplomacy | Alters 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 Trap | Disarm 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 Item | Identify the shaded items in your stock - item, description, and price. | Identify more special items. | Identify all items. | knight, paladin, archer, cleric, sorcerer, druid |
| Learning | Adds 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 |
| Meditation | Adds 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 |
| Merchant | Lets 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 |
| Perception | Highlights 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 Item | Fix a broken item depending on the quality. | Ability to fix better-quality equipment. | Fix any broken item. | knight, paladin, archer, cleric, sorcerer, druid |
Weapon
| Skill | Normal | Expert | Master | Classes |
|---|---|---|---|---|
| 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) | ||
| Axe | Slow attacks but great damage when they hit. | Gain more attack speed. | Can deliver tremendous damage. | knight, paladin, archer |
| Bow | Used 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) |
| Dagger | Shorter 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 |
| Mace | A 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 |
| Spear | Like 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 |
| Staff | A pole used to whack enemies or block their attacks. | Increase character's armor class. | Occasionally stun opponents. | knight, paladin, archer, cleric, sorcerer, druid |
| Sword | Covers 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) |