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Abilities

Some of what you can do comes from who you are: your race, your class, the skills you are trained in, your weapon skills and fighting styles, and later the things you carry. These are your abilities. They do not each get a key of their own. Instead they are all in one menu.

The basic commands keep their keys (see Controls): moving, opening doors, kicking, searching, picking up, eating, shooting, resting, and so on.

The abilities menu

a opens the abilities menu. It lists your abilities with a letter each, in groups by where they come from: Racial, Birth sign, Profane, Class, Spells, Talents, Skills, Weapon skills, Items, Here, Allies. A group you have nothing in is left out. Profane holds what a profane gift gave you and your birth sign did not (Hate-wyrm’s heart’s Fire breath).

  • Beside each ability is what it asks for once you choose it, such as in a direction.
  • An ability you cannot use right now is greyed out, with the reason: you hold no shield, not usable yet for a skill whose use is not in the game yet, or you are winded while a status effect keeps you from it. One that works on something next to you is greyed out while there is nothing beside you to use it on: no lock beside you, no foe within reach (see Something beside you).
  • Listen at a door and Wedge a door are left out of the menu unless a closed door is next to you (for Wedge, one not wedged already).
  • The arrow keys move the > cursor, and the ability under it is described at the bottom.
  • A letter, or Enter on the > row, uses the ability. The menu closes and the ability asks for what it needs: a direction on the message line (only when more than one thing beside you could be meant), or a place with the aiming cursor (see Aiming). Then it takes its time like any other action. Choosing one you cannot use only tells you why.
  • A long list shows a page at a time. > and < turn the pages, and the letters start again at a on every page.
  • Esc closes the menu.

Looking at the menu takes no time. It remembers the ability you used last and opens on it, so a Enter uses it again. X does the same in one key. With nothing used yet, X opens the menu.

Every ability

Every ability the menu can show, grouped as the menu groups them. The last column links the section that explains it in full: a class’s abilities under its class, the priest’s prayer on Prayer, a skill’s use on Using your skills.

AbilityIn the menu underWho has itAsks forWhat it doesTakes at a normal paceRead more
BlazeBirth signthe Fire-bornnothingFlames burst from you and burn all who stand beside you; then you are burnt out for a long while.6 secondsHoroscope
Fire breathBirth signthose born in the year of the Wyvern who pick it (a sign’s pick, from level 15)a place you seeThe wyvern’s breath: a gout of fire roars from you toward a place you choose, burning everyone in its way; then your fire is drained a while.6 secondsHoroscope
Horn’s graceBirth signthose born in the year of the UnicornnothingThe unicorn’s grace: your bleeding and poison end, and a disease is shaken off; then it rests a day.6 secondsHoroscope
Hound’s bayBirth signthose born in the year of the Barghest who pick it (a sign’s pick, from level 12)nothingThe barghest’s howl: lesser foes who hear it flee from you a few moments; then your throat is raw an hour.6 secondsHoroscope
Transfixing stareBirth signthose born in the year of the Basiliska place you seeThe basilisk’s stare: a foe nearby that sees you slows to a crawl a moment; your eyes then rest two hours.6 secondsHoroscope
Banishing smiteClasspaladins from level 50a directionA smite that sends the summoned back whence they came (an ability, paid in zeal): what was called is unmade outright, and the unholy take your wrath twice over.6 secondsPaladin
Branding smiteClasspaladins from level 12a directionA smite that leaves holy light clinging to the foe (an ability, paid in zeal): it shines for all to see, and the dark hides it from you no more.6 secondsPaladin
CackleClasswitches from level 6nothingYou cackle, loud enough to be heard: every hex you have laid on a creature you see holds a while longer.6 secondsWitch
Call familiarClasswitches from level 1nothingA small beast of the old craft keeps to your heel. Its touch is your evil eye, and it goes for what you have hexed. Lost, it is called again in an hour’s sitting.600 turns, each 6 seconds (a ritual)Familiars
ChargeClasswarriors from level 1a place you seeRush a foe you see along the straight way and strike it as you come (an ability): a point of stamina, and one more a pace. Nobody you pass gets a blow in.6 secondsWarrior
ConsecrateClasspaladins from level 12, priests from level 9nothingKneel and pray for a minute in a cursed, draining, or haunted place (an ability, paid in mana): its curse is lifted for good, the whole level’s if it lies over the whole level.1m (a prayer)Priest
ExploitClassthieves from level 1a directionEvery opening you hold goes into one blow in a direction (an ability): a sneak attack whatever the foe knows, cutting deeper for each opening spent. A foe without vitals has no gap to find.6 secondsExploit
Field forgeClasscraftspersons from level 32a directionWherever you are, an ingot on a heap of stones makes an anvil (an ability): an hour’s work on open ground beside you, and the anvil stays.6 secondsThe makeshift anvil
Holy radianceClasspaladins from level 40nothingA soft light shines about you while you will it (an ability, on and off); everyone sees it.6 secondsPaladin
InspireClassbards from level 9nothingYou gain Inspiration, which your own kills build and time wears away. Sing yourself to courage (an ability, paid in inspiration, and heard): a while surer to hit and quicker to dodge, longer the better you sing.3 secondsSongs
KnockClasswizards from level 4a directionA word of unbinding (an ability, paid in mana): the lock of the locked door or chest beside you springs open. Nothing opens of itself, and no trap is touched.6 secondsWizard
Lay on handsClasspaladins from level 1nothingYour touch heals (an ability, paid in zeal): hit points back by how seasoned you are.6 secondsPaladin
LullabyClassbards from level 20nothingA slow song for those who mean you harm (an ability, paid in mana, and heard): every foe that hears it and cannot shake it off grows drowsy, slow in all it does, a while.3 secondsSongs
LurkClassthieves from level 6nothingWait in ambush (an ability): a foe that steps up beside you takes your blow at once, caught unawares unless it was already hunting you.6 secondsThief
Make do and mendClasscraftspersons from level 18an item you carryYou can mend a damaged thing you carry anywhere, without an anvil (an ability): it takes a while, and if your hands fail you, nothing is spoiled but the time.6 secondsCraftsperson
Merchant’s eyeClassmerchants from level 12an item you carryYou know goods when you see them (an ability): a careful look tells you what a thing you carry is, as a scroll of identify would, for the time it takes to read one.6 secondsMerchant
OrisonClasspriests from level 1nothingPray (a cast’s time, no mana): what ails you most is answered, as far as your prayers reach; for now, your wounds. Pray too often and nothing answers a while.6 secondsPrayer
Patient defenceClassascetics from level 18nothingFor a point of ki and the time of a wait (an ability), you settle into your guard: until your next action you dodge far better, and every blow you dodge or parry is answered with one of yours at once.6 secondsAscetic
Quivering palmClassascetics from level 50a directionA bare-handed blow (an ability) that leaves a wounded foe bleeding badly, for five ki.6 secondsAscetic
RageClassberserkers from level 1nothingFly into a rage (an ability): stronger and tougher, too wild to read or cast, and fighting keeps the fire fed; exhausted after, and no rage till then.6 secondsBerserker
SanctuaryClasspriests from level 50nothingKneel a minute to hallow the ground about you (for mana): an hour no foe sets foot within two paces, and wounds and mind mend fast. Striking from it breaks it.1m (a rite)Priest
ScribeClasswizards from level 12a spell you know, from the list of them with their pricesGiven a blank scroll, time, and three casts’ worth of mana, you write a scroll of a spell you know (an ability). The mana is spent and the blank used up only once the scroll is done.100 turns and 20 more a spell level, each 6 seconds (a study’s)Wizard
Sic ’emClassrangers from level 40a place you seeSet your companion on a creature you see (an ability), for much of your focus: it runs that creature down at a savage pace, and its next few bites that land are terrible.6 secondsRanger
SmiteClasspaladins from level 1a directionA blow of holy wrath in a direction (an ability, paid in zeal): surer for your presence, harder as you grow, and harder still on the unholy. Your zeal rises as you give and take blows.6 secondsPaladin
Spirit weaponClasshunters from Hunter level 1a weapon’s shape, from every melee weaponCall a weapon of spirit-stuff into your hand in the shape you choose (an ability). It strikes surer and finds the gaps in any armour, and it goes back whence it came the moment it leaves your grip; call it again.6 secondsHunter
Step of the windClassascetics from level 6nothingIn no body armour and with no shield, you move a little quicker; and for a point of ki (an ability, taking no time) your next action is quick, at half its time.no timeAscetic
StillnessClassascetics from level 25nothingYour mind is still: you resist what tests your will more easily, and nothing that ails you dulls your wits or your will. And for two ki (Stillness, an ability taking no time) what clouds your mind or holds your body ends at once.no timeAscetic
Stunning strikeClassascetics from level 12a directionA bare-handed blow (an ability) that leaves a wounded foe stunned, off its guard and slow to act, for a point of ki.6 secondsAscetic
Throw your voiceClassbards from level 16a place you seeMake a voice sound at a place you see nearby: those who hear it go and look there.6 secondsThrowing your voice
Thrown exploitClassthieves from level 18something to throw (never a flask), then a place you seeEvery opening you hold goes into one throw at a foe you see (an ability): Exploit’s blow, delivered by a thrown knife, for the mark out of reach. It flies no farther than a sneak attack lands, and needs a clear line.6 secondsThrown exploit
TrapwrightClasscraftspersons from level 25a rig, from the list of them with what each takes, then a directionYou rig traps (an ability): a tripwire from arrows, stakes from a billet of wood, or a pitfall dug with a pick, on a cell beside you. A creature your trap kills is your kill.6 secondsRigging traps
Veteran’s windClasswarriors from level 12nothingAn old soldier’s second breath (an ability): hit points back at once, then winded a quarter hour.6 secondsWarrior
VolleyClassrangers from level 50a place you seeLoose a volley at a place you aim at (an ability): three shots for the time of one, for much of your focus.6 secondsRanger
War cryClassberserkers from level 25nothingRoar your fury (an ability, while you rage): the foes who hear and see you flee from you a few moments, unless they keep their nerve; it is heard far.6 secondsBerserker
Wrathful smiteClasspaladins from level 32a directionA smite that breaks the foe’s nerve (an ability, paid in zeal): unless its will holds, it runs from you a while.6 secondsPaladin
Acid arrowSpellswhoever learns it from a scroll (a level-5 spell, 5 mana a cast)a place you seeA dart of acid toward a place you aim at: it strikes the first creature in its way, if it hits, and keeps eating.6 secondsMagic
Acid splashSpellswhoever learns it from a scroll (a level-3 spell, 7 mana a cast)a place you seeA spray of acid bursts where you aim it: it burns everyone it reaches, keeps eating, and eats at what they wear.6 secondsMagic
Arcane boltSpellswizards from level 18, or whoever learns it from a scroll (a level-6 spell, 11 mana a cast)a place you seeA bolt of raw force from your hand toward a place you aim at, through everyone on its line.6 secondsMagic
BalefireSpellswhoever learns it from a scroll (a level-16 spell, 29 mana a cast)a place you seeA line of fire from before you toward a place you aim at: it burns a while, and all who stand in it or cross it.6 secondsMagic
BarkskinSpellsdruids from level 3, rangers from level 6, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast)nothingYour skin hardens like bark a while: blows land on you less often.6 secondsMagic
BeguileSpellswitches from level 44, or whoever learns it from a scroll (a level-18 spell, 18 mana a cast)a place you seeA creature you see nearby takes you for a friend a while: it fights beside you, and goes its own way when the charm ends.6 secondsMagic
BenisonSpellspriests from level 24, or whoever learns it from a scroll (a level-12 spell, 22 mana a cast)nothingA blessing spoken over all beside you: hit points back to you and every ally within reach; it takes a while to say.6 secondsMagic
BindSpellsbards from level 16, or whoever learns it from a scroll (a level-9 spell, 9 mana a cast)a place you seeBind a foe you see nearby where it stands: it cannot step for a few actions, though it may still strike.6 secondsMagic
BlessingSpellspaladins from level 6, priests from level 3, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast)nothingAsk your god’s favour: blessed a while, your blows land truer and your will is firmer.6 secondsMagic
BlightSpellswitches from level 40, or whoever learns it from a scroll (a level-7 spell, 17 mana a cast)a place you seeA burst of blight where you aim it: it withers flesh and poisons everyone it reaches.6 secondsMagic
BlinkSpellswizards from level 6, or whoever learns it from a scroll (a level-6 spell, 6 mana a cast)nothingYou are elsewhere: a few cells away in a direction you do not choose, free of whatever held you.6 secondsMagic
BrambleSpellsdruids from level 9, or whoever learns it from a scroll (a level-8 spell, 19 mana a cast)a place you seeWhere things grow, you call them up: everyone on living ground where you aim it is caught in thorn and root a while.6 secondsMagic
BrandSpellspaladins from level 14, or whoever learns it from a scroll (a level-7 spell, 7 mana a cast)nothingYour held weapon burns a while: your blows do fire besides, and the blade lights your way a little.6 secondsMagic
Burning handsSpellswizards from level 1, or whoever learns it from a scroll (a level-1 spell, 6 mana a cast)a place you seeA fan of flame from your hands toward a place you aim at: everyone in it is burnt.6 secondsMagic
Call lightningSpellsdruids from level 12, or whoever learns it from a scroll (a level-11 spell, 20 mana a cast)a place you seeCall the sky’s fire down: under the open sky, lightning through everyone on its line toward a place you aim at.6 secondsMagic
Call of the forestSpellsdruids from level 25, or whoever learns it from a scroll (a level-20 spell, 20 mana a cast)nothingCall the deep woods to your side: a bear lumbers out of the shadows to fight beside you for a few minutes.6 secondsMagic
Call of the wildSpellsdruids from level 6, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast)nothingCall the wild to your side: a wolf comes out of the dark to fight beside you for a few minutes.6 secondsMagic
Call the elementsSpellsdruids from level 40, or whoever learns it from a scroll (a level-35 spell, 35 mana a cast)nothingCall the elements to your side: earth, water, air, or fire, as the wild chooses, rises as a great elemental to fight beside you for a few minutes.6 secondsMagic
Cause woundsSpellswitches from level 12, or whoever learns it from a scroll (a level-4 spell, 3 mana a cast)a place you seeA touch that opens wounds in a creature beside you, if it lands.6 secondsMagic
Chain lightningSpellswizards from level 24, or whoever learns it from a scroll (a level-20 spell, 20 mana a cast)a place you seeA bolt of lightning toward a place you aim at: it strikes the first creature in its way, then leaps to the next, and the next.6 secondsMagic
Charnel burstSpellswitches from level 18, or whoever learns it from a scroll (a level-9 spell, 16 mana a cast)a corpse you seeBurst a corpse you see: its rot and bone tear everyone beside it.6 secondsMagic
CloudburstSpellsdruids from level 30, or whoever learns it from a scroll (a level-20 spell, 20 mana a cast)nothingUnder the open sky you call the rain: it falls for an hour, puts out fires, and washes the burning clean.6 secondsMagic
Cure woundsSpellspriests from level 3, or whoever learns it from a scroll (a level-3 spell, 3 mana a cast)a place you seeA prayer and a touch that close wounds: hit points back, yours or another’s beside you; it takes a while to say.6 secondsMagic
Curse of slothSpellswitches from level 32, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast)a place you seeCurse a foe you see nearby: sluggish a while, all it does takes half again as long.6 secondsMagic
Evil eyeSpellswitches from level 1, or whoever learns it from a scroll (a level-0 spell, 4 mana a cast)a place you seeCast the evil eye on a foe you see nearby: hexed a while, its blows land worse.6 secondsMagic
FearSpellswitches from level 36, or whoever learns it from a scroll (a level-10 spell, 18 mana a cast)a place you seeDread bursts where you aim it: everyone it reaches runs from you a while, and fights only when cornered.6 secondsMagic
Fire cloakSpellswhoever learns it from a scroll (a level-12 spell, 12 mana a cast)nothingFlames wrap you a while without burning you: whoever strikes you in melee is burnt, and you shed a little light.6 secondsMagic
FireballSpellswhoever learns it from a scroll (a level-11 spell, 26 mana a cast)a place you seeA ball of fire that bursts where you aim it: it breaks walls and melts ice.6 secondsMagic
FlameSpellsdruids from level 50, or whoever learns it from a scroll (a level-12 spell, 29 mana a cast)a place you seeA ball of flame that bursts where you aim it: it breaks walls and melts ice.6 secondsMagic
FlareSpellswhoever learns it from a scroll (a level-2 spell, 7 mana a cast)a place you seeA blinding flash where you aim it: everyone it reaches who has eyes is stunned a moment.6 secondsMagic
FlaySpellswitches from level 8, or whoever learns it from a scroll (a level-8 spell, 8 mana a cast)a place you seeOpen a foe you see nearby: its skin splits and it bleeds.6 secondsMagic
FrostSpellsdruids from level 50, or whoever learns it from a scroll (a level-6 spell, 14 mana a cast)a place you seeA burst of bitter cold where you aim it: the water it reaches freezes.6 secondsMagic
FumeSpellswhoever learns it from a scroll (a level-4 spell, 10 mana a cast)a place you seeA burst of thick smoke where you aim it, which lies there a while: no eye sees into it or through it, and those inside see no farther than an arm’s length.6 secondsMagic
GaleSpellsdruids from level 20, or whoever learns it from a scroll (a level-11 spell, 20 mana a cast)a place you seeA blast of wind from you toward a place you aim at: everyone on its line is driven a cell back, fires on it are blown out, and clouds and smoke are torn away.6 secondsMagic
GlamourSpellswhoever learns it from a scroll (a level-8 spell, 8 mana a cast)nothingA glamour lies over you a while: you seem a little to one side of where you stand, and blows meant for you miss more often.6 secondsMagic
Grave breathSpellswitches from level 1, or whoever learns it from a scroll (a level-1 spell, 6 mana a cast)a place you seeThe breath of an open grave toward a place you aim at: everyone in its fan withers.6 secondsMagic
Grave feastSpellswitches from level 14, or whoever learns it from a scroll (a level-6 spell, 4 mana a cast)a corpse you seeDraw what life is left out of a corpse beside you: hit points and mana back.6 secondsMagic
Grave spearSpellswhoever learns it from a scroll (a level-14 spell, 25 mana a cast)a place you seeA spear of grave-cold bone from your hand toward a place you aim at, through everyone on its line.6 secondsMagic
HasteSpellswhoever learns it from a scroll (a level-11 spell, 11 mana a cast)nothingThe world slows around you a while: all you do takes a quarter less time.6 secondsMagic
Hex of weaknessSpellswitches from level 3, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast)a place you seeHex a foe you see nearby: weakened a while, weaker and clumsier.6 secondsMagic
IdentifySpellswhoever learns it from a scroll (a level-6 spell, 60 mana a cast)an item you carryLearn the truth of one thing you carry: what it is, and what magic it holds.6 secondsMagic
LeechSpellswitches from level 24, or whoever learns it from a scroll (a level-10 spell, 10 mana a cast)a place you seeA ray of hunger toward a place you aim at: it strikes the first creature in its way, if it hits, and what it takes mends you.6 secondsMagic
LightSpellswhoever learns it from a scroll (a level-0 spell, 4 mana a cast)nothingA pale, steady light gathers about you a while and goes where you go.6 secondsMagic
Lightning boltSpellswhoever learns it from a scroll (a level-11 spell, 20 mana a cast)a place you seeA bolt of lightning from you toward a place you aim at and on: everyone on its line is struck.6 secondsMagic
Magic missileSpellswizards from level 3, or whoever learns it from a scroll (a level-3 spell, 4 mana a cast)a place you seeA dart of force toward a place you aim at: it never misses the first creature in its way.6 secondsMagic
MendSpellsbards from level 1, priests from level 1, or whoever learns it from a scroll (a level-1 spell, 3 mana a cast)a place you seeA touch that closes a scratch: a few hit points back, yours or another’s beside you.6 secondsMagic
MesmeriseSpellsbards from level 8, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast)a place you seeCatch the eye of a foe you see nearby: transfixed a while, all it does takes twice as long.6 secondsMagic
MirkSpellswhoever learns it from a scroll (a level-12 spell, 29 mana a cast)a place you seeA pall of darkness bursts where you aim it and lies there a while: no light reaches into it, and eyes that need light see nothing in it.6 secondsMagic
NightsightSpellsrangers from level 9, or whoever learns it from a scroll (a level-4 spell, 4 mana a cast)nothingYour eyes open to the dark a while: you see as a cat does.6 secondsMagic
Pitch fireSpellswhoever learns it from a scroll (a level-8 spell, 14 mana a cast)a place you seeBurning pitch that bursts where you aim it: it leaves a pool of fire that burns a while, and all who stand in it or cross it.6 secondsMagic
Ray of frostSpellswizards from level 1, or whoever learns it from a scroll (a level-1 spell, 4 mana a cast)a place you seeA thin ray of cold toward a place you aim at: it strikes the first creature in its way, if it hits.6 secondsMagic
RebukeSpellspriests from level 18, or whoever learns it from a scroll (a level-14 spell, 34 mana a cast)a place you seeHold up your faith against the dead, and it burns them: every undead thing where you aim it is seared, and flees from you a while.6 secondsMagic
ReekSpellswhoever learns it from a scroll (a level-13 spell, 31 mana a cast)a place you seeA cloud of foul vapour bursts where you aim it and hangs there a while: everyone in it is poisoned, and poisoned again while they stay.6 secondsMagic
Remove diseaseSpellswhoever learns it from a scroll (a level-11 spell, 11 mana a cast)nothingA rite of cleansing: every disease you carry and any poison in you are gone.6 secondsMagic
RenewalSpellspriests from level 9, or whoever learns it from a scroll (a level-10 spell, 10 mana a cast)nothingYour flesh knits fast a while: wounds close at four times the pace, awake or asleep.6 secondsMagic
RimeSpellsdruids from level 15, or whoever learns it from a scroll (a level-9 spell, 14 mana a cast)a place you seeA breath of killing frost from your hands toward a place you aim at: everyone in it is chilled and slowed, and the water in it freezes.6 secondsMagic
Rouse the deadSpellswitches from level 28, or whoever learns it from a scroll (a level-24 spell, 24 mana a cast)a corpse you seeA corpse you see rises as what it was and fights beside you until it falls again, or ten minutes pass. Now and then it rises against everything, you too.6 secondsMagic
Scorching raySpellswhoever learns it from a scroll (a level-7 spell, 7 mana a cast)a place you seeA ray of fire toward a place you aim at: it strikes the first creature in its way, if it hits, hotter as your power grows.6 secondsMagic
See invisibleSpellswhoever learns it from a scroll (a level-7 spell, 7 mana a cast)nothingFor a while your eyes find what hides from them: the invisible, and shadows in the dark.6 secondsMagic
Sense the quickSpellsbards from level 20, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast)nothingFor a while you feel the living about you: their heartbeats, roughly placed, as you hear a footstep.6 secondsMagic
ShatterSpellswizards from level 9, or whoever learns it from a scroll (a level-8 spell, 14 mana a cast)a place you seeA clap of force that bursts where you aim it: it cracks walls, ice, shut doors, and shut chests, and batters everyone it reaches.6 secondsMagic
SilenceSpellspriests from level 12, or whoever learns it from a scroll (a level-11 spell, 20 mana a cast)a place you seeSilence falls where you aim it: everyone it reaches can neither cast nor read nor sing for a moment.6 secondsMagic
SleepSpellswhoever learns it from a scroll (a level-6 spell, 11 mana a cast)a place you seeA breath of slumber where you aim it: everyone it reaches grows drowsy, slow in all they do, a while.6 secondsMagic
SlickSpellswhoever learns it from a scroll (a level-6 spell, 11 mana a cast)a place you seeThe ground where you aim it turns slick as ice a while: whoever steps on it may slip and lose their footing.6 secondsMagic
SlumberSpellswhoever learns it from a scroll (a level-15 spell, 15 mana a cast)a place you seeA foe you see nearby falls asleep where it stands, until a noise, a blow, or a cry wakes it.6 secondsMagic
SoulglassSpellswitches from level 16, or whoever learns it from a scroll (a level-11 spell, 11 mana a cast)a place you seeA ray of grave-cold toward a place you aim at: it strikes the first creature in its way, if it hits, and one it kills leaves no corpse but a crystal of its nature.6 secondsMagic
SparkSpellsdruids from level 1, or whoever learns it from a scroll (a level-1 spell, 4 mana a cast)a place you seeA crackle of lightning from your fingers toward a place you aim at: it strikes the first creature in its way.6 secondsMagic
SunfireSpellswizards from level 36, or whoever learns it from a scroll (a level-30 spell, 90 mana a cast)a place you seeA piece of the sun bursts where you aim it: everything in it burns, the dark is driven out, and eyes that shun the light are dazzled.6 secondsMagic
ThunderclapSpellsbards from level 12, or whoever learns it from a scroll (a level-7 spell, 13 mana a cast)nothingA clap of thunder about you: everyone beside you is battered and reels, you too, and the whole level hears it.6 secondsMagic
UnbindingSpellspaladins from level 20, or whoever learns it from a scroll (a level-8 spell, 8 mana a cast)nothingA word that breaks the hexes on you: the evil eye, weakness, sloth, drowsiness, webs, and fear are gone.6 secondsMagic
Water walkingSpellsdruids from level 6, rangers from level 12, or whoever learns it from a scroll (a level-5 spell, 5 mana a cast)nothingWater bears you a while: wading costs you no more than a step on dry land, and ice never gives way under you.6 secondsMagic
WebSpellswhoever learns it from a scroll (a level-7 spell, 13 mana a cast)a place you seeSticky strands burst where you aim them: everyone they reach is held where they stand a few turns.6 secondsMagic
Blood magicTalentseveryone with the Blood magic talentnothingGive some of your hit points, never the last, to have some of your mana back at once.6 secondsTalents
Second windTalentseveryone with the Second wind talent (not while winded)nothingCatch your breath in the thick of it: some of your hit points come back at once, and then you are winded for a while.6 secondsTalents
Alchemy…Skillseveryone trained in Alchemya recipe, from the profession’s listYour recipes as a brewer of potions.the recipe’s timeBrewing potions
DecipherSkillseveryone trained in Decipher script (usable with a scroll of a kind they have not identified in the pack; see Scrolls)an item you carryPore over a scroll you carry, of a kind you have not identified, for ten minutes: if you make out the writing, you learn what it is without reading it. Failed, the time is gone and you may try again.10 minutes (a try)Making out a scroll
Disarm a trapSkillseveryone trained in Disable devicea directionTake apart a trap you know of next to you; a clumsy try sets it off.12 secondsDisarming traps
Enchanting…Skillseveryone trained in Enchantinga recipe, from the profession’s listYour work as an enchanter.the recipe’s timeEnchanting
FeintSkillseveryone trained in Bluffa directionMake a lying move at a foe next to you: fooled, it is off its guard for your next blow.6 secondsFeinting
ForageSkillseveryone trained in Survival (usable in the wild: the overworld’s land and its local areas)nothingSpend a while searching the wild around you for something to eat: berries, nuts, mushrooms, roots.10 minutes (a forage)Foraging
HealSkillseveryone trained in Heal (with something to treat)what to treat, when there is more than oneTend your own hurts or an ally’s beside you: bind a bleeding wound, or try to ease a poison or a disease (once each).15 secondsTreating yourself
IntimidateSkillseveryone trained in Intimidatea place you seeThreaten a foe you see nearby: unless it keeps its nerve, it flees from you a moment, longer the better you intimidate.6 secondsIntimidating
Jewelcraft…Skillseveryone trained in Jewelcrafta recipe, from the profession’s listYour work as a jeweller.the recipe’s timeGem cutting
Listen at a doorSkillseveryone trained in Listena directionPress an ear to a closed door next to you for a turn, and hear what moves beyond it.6 secondsListening at a door
Metalcraft…Skillseveryone trained in Metalcrafta recipe, from the profession’s listYour recipes as a smith.the recipe’s timeProfessions
Pick lockSkillseveryone trained in Open locka directionOpen a locked door next to you without its key.12 secondsPicking locks
SalvageSkillseveryone (anywhere, with nothing; see Salvage)an item you carryTake an item you carry apart for ten minutes, for the metal, wood, bone, gems, and such it is made of. Each material is saved by the skill that works it, or lost; the item is gone either way. Anyone can, after a fashion.10 minutes (a try)Salvage
StealSkillseveryone trained in Steala directionLift a purse or a trinket from someone next to you who is not hostile; caught, they turn on you.6 secondsStealing
TameSkillseveryone trained in Handle animal, at any level (not while they have a companion; see Taming)a directionSpend a while beside a beast next to you that is not your foe, or has not seen you, to win it over, with food if you carry some: won, it is your companion for good.6 secondsTaming
Wedge a doorSkillseveryone trained in Woodcrafta directionDrive a wedge under a closed door next to you for a turn: those who would open it must kick it in. You open it as usual, pulling the wedge free.6 secondsWedging a door
Woodcraft…Skillseveryone trained in Woodcrafta recipe, from the profession’s listYour recipes as a woodworker.the recipe’s timeProfessions
Shield bashWeapon skillseveryone (usable with a shield in hand)a directionStrike someone next to you with the shield you hold.6 secondsWeapon skills
DrinkHereeveryone beside a healing spring (a drink takes ten seconds)nothingDrink from the spring beside you. Its water is mostly good, and now and then foul.10 secondsHealing springs
GatherHereeveryone trained in Herbalism beside the glowing fungusa directionSearch the glowing fungus beside you for five minutes for herbs to brew with. It takes Herbalism, and more of it finds more; the deeper the fungus grows, the rarer the herbs. It never runs out.5 minutes (a gather)Gathering
PrayHereeveryone beside a forgotten altar not yet spent (a prayer takes a minute)nothingKneel at the forgotten altar beside you and pray for a minute. Something may answer, for good or ill.60 secondsForgotten altars
Come to heelAllieseveryone with an ally (usable while one is on the level)nothingCall your allies to your side: they follow you and fight what threatens you. A shout, heard about you; it takes no time.no timeOrders
GiveAllieseveryone who keeps a beast, a companion or a familiar (usable while one is beside them)an item you carryFasten something for the neck about that of a beast you keep, beside you: its magic works on the beast, and what it wore before falls to the floor. Someone you escort takes any arms or armour and puts them on.6 secondsThe collar
Hold hereAllieseveryone with an ally (usable while one is on the level)nothingTell your allies to hold where they stand, fighting only what comes beside them. A shout; it takes no time.no timeOrders
Set onAllieseveryone with an ally (usable while one is on the level)a place you seeSet your allies on a place you see: they go there and fight what is near it, then come back to heel. A shout; it takes no time.no timeOrders

Spirit weapon asks what shape the weapon should take. It shows a list of every melee weapon, grouped by weapon skill, each with the numbers a plain one has. The weapon it calls into your hand is that plain weapon in every way: its damage, its weight, and how it is held. On top of that it has the talent’s gifts: +3 to hit, a threat 2 lower (a long sword’s criticals on 18 or better instead of 20), and every point of the target’s Protection ignored. Calling it again reshapes it. It fades the moment it leaves your hands, and it cannot be thrown.

What the ranks of weapon skills and fighting styles teach is in the menu too, under Weapon skills after the skill’s name (“Long blades: Deep cut”). These are greyed with fires by itself: you never choose them, they work by themselves as you fight. They have their own tables on Weapon skills and Fighting styles.

  • Throw your voice: a voice sounds at a place you choose, one you see and that is not solid, within 6 cells. You pick it with the aiming cursor, as for a shot. It is as loud there as someone talking, and it is made there, not where you stand. So creatures that hear it and cannot see that spot go to have a look (see Hearing). It takes a normal action. Bards learn it at level 16 (see Classes).

  • Lurk: the thief’s, from level 6. You wait in ambush, in the time of a wait, and are Lurking until your next action. A hostile that steps up beside you meanwhile takes your blow at once, as a free blow. Unless it was already hunting you, it is caught unawares: the blow is a sneak attack, it may be Surprised, and it is struck without its Dexterity and Dodge. You cannot lurk with a hostile you see already beside you (“Too late to lurk.”, no time). It costs nothing and has no cooldown.

  • Exploit: the thief’s, from level 1. It spends every opening you hold on a melee blow, in the time of one, at the hostile in the direction you choose. It is a sneak attack whatever the foe knows: the dice land if it hits, and 1d6 more for each opening spent. The foe is not Surprised by it and keeps its whole Defence. Low blow (level 12) adds +1 to hit per opening and stuns the foe it hits. It is refused, costing nothing, with no opening, nobody hostile there, a creature other than your mark, or one you see without vitals (see Exploit).

  • Thrown exploit: the thief’s, from level 18. The same blow as Exploit, made by throwing a weapon at a hostile you see, in the time of a throw. Pick what to throw (a dagger, say; never a flask), then the target. It spends every opening you hold, and the weapon lands by the foe. It reaches as far as you can throw the weapon, but never more than 6 cells, the farthest a sneak attack lands from a throw (Long reach adds to that). It is refused, costing nothing, for Exploit’s reasons, a target out of reach, or a wall or creature you see in the way (see Thrown exploit).

  • Shield bash: anyone can bash with a shield (see Weapon skills), so it is always in the menu, and you can use it while you hold a shield. It strikes whoever stands in the direction you choose, in the time of a blow.

  • Skill uses: a skill that lets you do something puts its ability in the menu, in the skill’s place among the Skills, once you are trained in it. These are Disarm a trap, Listen at a door, Pick lock, Steal, Feint, Intimidate, Heal, Wedge a door, Forage, Tame, and the professions’ rows (Metalcraft…, Woodcraft…, Jewelcraft…). How each works is on Using your skills, or on the page the table’s last column links. A skill whose use is not in the game yet is listed too, greyed out (not usable yet).

  • Class abilities (Rage, War cry, Charge, Lullaby, Cackle, Veteran’s wind, Lay on hands, Smite, Holy radiance, Step of the wind, Stunning strike, Patient defence, Stillness, Quivering palm, Consecrate, Orison, Sanctuary, Knock) come from your class’s level table (see Classes). Each is under Class from the level that brings it.

    • Some leave you winded for a while afterwards, and are greyed out until it passes.
    • Most are paid from a resource instead, and are greyed out while you have too little.
    • A paladin’s holy gifts are never greyed out by alignment, but they do nothing unless you are Kind or better (see Alignment).
    • They have no key of their own yet: X uses the one you used last again.
  • Charge, the warrior’s at level 1, rushes a foe you see. Aim it like a shot, at the creature. You run along the straight line to it, stop in the cell before it, and strike it once, as an ordinary melee attack.

    • It costs 1 stamina, plus 1 for every cell you run. It takes the time of those steps; the blow is free.
    • You must gain at least one cell, so it is refused when you already stand beside the foe.
    • A wall, a closed door, deep water, ice, a trap you know of, or anyone you see on the line refuses it before you move. So does too little stamina for the whole run, or a run out of a shop’s door while you owe it. A refused charge takes no time and costs nothing.
    • Each cell you run into is entered as a step enters it: you are told what lies there, a zone does its work, and wading through a marsh may give you a disease, as walking would.
    • Nobody you pass or leave behind gets a free blow at you on the way.
    • Someone you cannot see on the line stops you short, with no blow. A hidden trap goes off as you run over it and stops you there.
    • Charge also gives the warrior their stamina pool from level 1.
    • With Whirling charge (the warrior’s at level 50), every hostile beside a cell you run into takes a free blow as you pass, in the order you pass them. Each is struck once a charge. The foe you charge at gets only the charge’s own blow at the end. The blows cost no time and no stamina, and a foe that falls does not stop you.
  • War cry, the berserker’s at level 25, is paid in rage: 4 of it, plus the time of a wait. So it is greyed out with “you have not the rage for it” until you rage. You roar as loud as a howl, heard across the floor; it wakes sleepers and draws the curious.

    • Every hostile that hears you, sees you, and has vitals (no skeletons, spirits, or animated things) rolls 2d12 plus its Willpower modifier against 10 + your Strength modifier + your Intimidate bonus (+8 at 100, +12 at 200). If it falls short, it is frightened three degrees and runs from you for about three turns.
    • There is no level cut: a troll checks as a kobold does, only with more nerve. For example, a creature of Willpower 10 against a berserker of Strength 15 (+2), untrained in Intimidate, holds on 12 or more, so it flees 38 % of the time. At Intimidate 100 it flees 90 %.
    • A roar with nobody near is still a roar: the turn, the rage, and the noise are spent.
    • Every cry trains Intimidate.
  • Inspire and the Lullaby, the bard’s at levels 9 and 20, are songs: see Songs below.

  • Allies (Come to heel, Hold here, Set on): once a creature fights on your side (a druid’s call, a ranger’s companion; see Allies), the Allies group appears. Its three orders tell every ally of yours on the level what to do at once:

    • follow you and fight what threatens you (the default);
    • hold where they stand;
    • go to a place you see, fight what is near it, then come back.

    An order takes no time, but it is a shout, and anything near enough hears it (see Hearing). The orders are greyed out with “no allies here” while none of your allies is on the level with you. Each order, and each kill your allies make, trains Handle animal, as does a try at taming.

    Give is not an order. It fits a companion with something for its neck, and takes time. It is greyed out with “not beside you” while the companion is away. Set on asks for the place the way aiming a shot does, and Tab skips your own allies. On the map, an ally of yours has a short, faint green line under it, and looking at one says it is yours (“Your wolf (unhurt)”).

  • No race gives an ability yet.

Songs

A bard sings two songs, both from the menu under Class: Inspire, sung to yourself, and the Lullaby, sung against your foes.

  • Price. Each song costs one thing. Inspire costs 3 inspiration, and the Lullaby 6 mana. With less, the song is greyed out (“not enough inspiration”, “you have too little mana”), and choosing it costs nothing.
  • Sound. A song takes as long as a chat (3 seconds at a normal pace). It is heard as a voice of loudness 80 where you stand, so those who hear it and cannot see you come to look. You cannot sing on the overworld, or while silenced. Trying takes no time.
  • Music makes songs last longer. Each song brings its status at one degree, and your Music adds degrees to every song, up to three, the most these statuses take. More degrees last longer; what a degree does stays the same. Sung again while it lasts, a song starts over at the degrees it brings now. Every song you sing trains Music, once you are trained in it, and your Presence.
  • Foes can shake a song off. A song sung against foes is heard by every hostile creature in earshot, seen or not. Each rolls 2d12 plus its modifier of the song’s stat against the song’s difficulty plus what your Music adds. If it falls short, it suffers the song. Friendly and peaceful creatures only hear it. There is no level cut: a troll checks as a kobold does, only with more nerve. A song with nobody to hear it is still sung: its price and its time are spent, and the noise is made.
  • Virtuoso (the bard’s at 30): every song costs nothing at all and brings one degree more. Inspire also lifts you higher: greatly inspired (+2 to hit and +2 Dodge, 10 minutes a degree) instead of inspired (+1 and +1, 5 minutes a degree).
SongWho sings itPaid inSung overBrings (degrees)Their check
Inspirebards from level 93 inspirationyouinspired at 1—
Lullabybards from level 206 manaevery hostile creature that hears itdrowsy at 1Willpower against 13 + Music’s

What Music adds to every song, by its value (see Skills):

MusicDegrees added to every songAdded to the hearers’ difficulty
0+0+0
50+1+2
100+2+4
150+2+6
200+3+8
300+4+8

The chance a hostile creature shakes a song off, by its edge (its modifier of the stat the song checks; see Stats) and your Music, with the difficulty in brackets. A drowsy creature does everything three times as slowly, 12 seconds a degree.

Lullaby, shaken off:

Their Willpower edgeMusic 0 (13)Music 100 (17)Music 200 (21)Music 300 (21)
−238.2%14.6%2.1%2.1%
−145.8%19.4%4.2%4.2%
+054.2%25%6.9%6.9%
+161.8%31.2%10.4%10.4%
+268.8%38.2%14.6%14.6%
+375%45.8%19.4%19.4%
+480.6%54.2%25%25%
+585.4%61.8%31.2%31.2%
+689.6%68.8%38.2%38.2%
+793.1%75%45.8%45.8%
+895.8%80.6%54.2%54.2%

Keys of their own

If you use an ability often, you can give it a key in the Controls screen. None has a key by default. The names there are:

The key uses the ability just as the menu would, asking for a direction or a place if it needs one. Without a shield, the bash key says so at once and takes no time. a (“Abilities”) and X (“Use the last ability again”) can be rebound like every key. Either of them also uses an ability that is being aimed at a place, as Enter does.

See also: Using your skills, Classes, and Resources.