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Skills

Skills are what you have trained in: moving quietly, tumbling out of harm’s way, finding your way through the wild. Your race and your class train you in some of them when your character is made. You are untrained in the rest. Some skills also let you do something new, such as stealing or treating a wound; those uses are explained on Using your skills.

  • An untrained skill does not exist for you. It is not shown anywhere, and it gives you nothing. That is not the same as a skill at 0: a skill you are trained in at 0 is shown, and it can grow.
  • A trained skill has a value, usually between 5 and 30 when you start. 100 is a master. Past 100 a skill still grows, but slowly.
  • A shows your Skills screen. It lists every skill you are trained in, with its value and a small meter (━━──) of how practised it is, which is how big its next roll will be (see Improving a skill). Use the arrow keys to read what each skill is about. Looking takes no time. A on the character screen (@) opens it too, and the summary at the end of character creation lists the skills you will start with.

The game never shows in numbers what a skill does for you. You see the value and feel the difference. This page gives the rules, with the exact numbers.

The skills

Skills come in three sorts:

Skills used as actions appear in the abilities menu once you are trained in them. Their names there:

SkillKindWhat it is aboutGivesTrains on
AlchemyactionBrewing potions, and telling one draught from another.now and then telling a potion or flask you carry for what it is (trained only); its craft: making its recipes and salvaging the materials it worksmaking a recipe, whatever comes of it (100%)
AppraisepassiveJudging what a thing is worth and what it is made of.now and then telling something you carry for what it is (trained only); telling how fresh food and corpses are (trained only)telling something you carry for what it is (100%); eating food whose freshness you could tell (10%)
Athleticsread by rulesRunning, jumping, climbing, and kicking: strength put to use.more Strength for kicking doors in; quicker in everythingkicking at a closed door (20%); climbing out of a pit (50%); acting (not waiting) while your load slows you (5%); a journey on the overworld (5%)
BalancepassiveSure footing under a heavy load or on bad ground.less slowdown from your load; walking over rough ground (bush, reeds, rubble, ice) is quicker; less time lost when you are staggeredacting (not waiting) while your load slows you (5%); a step onto rough ground that slows (bush, reeds, rubble, ice) (10%); acting while Staggered (20%)
BluffactionLying with a straight face, feinting, and talking your way past.feinting at all, and your feints are harder to see through (trained only)feinting at a foe (50%); trying to talk your way past a party met on the way (100%)
Concentrationread by rulesKeeping your mind on the task, whatever happens around you: your mana comes back faster, and your pool runs a little deeper.mana back faster (trained only); a slightly larger mana pool (at most a fifth more) (trained only)spending mana: a spell, or an ability paid in it (25%)
Decipher scriptactionMaking sense of old writing, strange alphabets, and codes.reading a scroll you cannot simply read; what a scroll teaches for certain, and reads for certain (trained only); learning spells from grimoiresmaking out a scroll you cannot simply read (100%); reading a scroll and using it up (50%); reading a grimoire through, whatever comes of it (100%)
Detect trapspassiveFinding hidden traps before they find you.finding hidden traps, searching and in passingfinding a hidden trap, searching or in passing (50%); a hidden trap going off under you, or under a creature you see (100%); trying to disarm a trap (30%); a turn spent searching (3%)
Disable deviceactionTaking traps and mechanisms apart without setting them off.disarming traps (trained only)trying to disarm a trap (20%)
EnchantingactionThe binding of magic into things, and the reading of what is bound.now and then telling a magic thing you carry for what it is (trained only); its craft: making its recipes and salvaging the materials it works; the item level your enchanting rolls its magic atmaking a recipe, whatever comes of it (100%); salvaging a material of the skill’s from an item (100%)
Escape artistread by rulesSlipping out of bonds, grabs, and tight places.slipping bonds (trained only); out of a pit quicker (trained only)struggling against bonds, whatever comes of it (100%); climbing out of a pit (100%); wriggling past a creature in the way, whatever comes of it (50%)
Handle animalactionCalming, leading, and training beasts.taming beasts at all, and better (trained only)giving your allies an order, a kill of theirs, or a try at taming a beast (50%)
HealactionBinding wounds and tending the sick.treating your bleeding, poison, and diseases (trained only)trying to treat bleeding, poison, or a disease (30%)
HerbalismpassiveKnowing the plants: what heals, what harms, and where it grows.now and then a herb besides on a forage that finds something (trained only)foraging in the wild (25%); gathering herbs from the glowing fungus (100%)
InitiativepassiveKeeping your wits when something falls on you unseen.keeping your wits when caught unawares; less time lost when you are surprisedbeing caught unawares (the initiative check, whatever comes of it) (100%)
IntimidateactionMaking others back down with a look or a threat.your threats and your war cry are harder to stand against, and a threat frightens longerroaring a war cry, or threatening a foe (100%)
JewelcraftactionCutting and setting gems, and the working of stone and amber.its craft: making its recipes and salvaging the materials it worksmaking a recipe, whatever comes of it (100%); salvaging a material of the skill’s from an item (100%)
KnowledgepassiveLore of history, peoples, places, and the things that live there. Knowing your enemy helps you resist its powers and tells you what it shrugs off and what it fears.resisting the powers of creatures it stands abovegaining discovery experience (a first kill of a kind, a new place) (100%); resisting a creature’s ability (a drain, a disease, a hold) (25%)
ListenpassiveHearing what others miss: faint steps, a door far off.keener hearinghearing something new (30%); hearing a sound that is no news while resting or waiting (5%); a turn spent listening at a closed door (100%)
MetalcraftactionWorking metal: smithing, mending arms and armour.tempering at a forge’s anvil; its craft: making its recipes and salvaging the materials it workstempering an item at an anvil (100%); making a recipe, whatever comes of it (100%); salvaging a material of the skill’s from an item (100%)
Miningread by rulesFinding ore in the rock and breaking it out: digging comes easier.digging: more work a turn; its craft: making its recipes and salvaging the materials it worksdigging through a wall (100%)
Musicread by rulesSinging: how far your songs carry into a heart, and how long they stay there.your songs last longer; your songs are harder to shake offsinging a song (100%)
Negotiationread by rulesHaggling, striking a bargain, and knowing when to walk away.better prices in shops, and at a healer’s or a sage’sa deal made in a shop (25%)
Open lockactionPicking locks without the key.picking locks (trained only)a try at picking a lock (20%)
Searchread by rulesFinding what is hidden: secret doors, hollow walls, and caches.finding hidden things when you search, not traps; searching farther around youa turn spent searching (10%)
Sneak attackread by rulesFinding the telling spot in a foe that has not seen you coming.more damage on a foe that has not seen you or is surprised; those you catch unawares recover less oftena sneak attack that hits (50%)
Spellcraftread by rulesUnderstanding spells: how they are woven and what they do.the Spellcraft check every cast makes: fewer miscasts; milder miscastsspending mana: a spell, or an ability paid in it (25%)
SpotpassiveNoticing what is hiding or out of place at a glance.noticing hidden things in passing, not traps (trained only); seeing those you meet on the overworld before they see younoticing something hidden in passing (50%); keeping a lookout for those met on the overworld (50%); first seeing a creature that has not noticed you (25%); a turn spent searching (3%)
StealactionLifting a purse or a trinket without being noticed.stealing at all, and better (trained only)trying to steal from someone (50%)
StealthpassiveMoving unheard and unseen: soft steps, quiet doors, and slipping past eyes that see in the dark.quieter steps and doors; slipping past eyes that see in the dark; going unseen by those you meet on the overworlda step within earshot of a creature that could hear it (15%)
SurvivalpassiveLiving off the land and finding the easiest way through the wild.quicker journeys on the overworld; foraging at all, and finding food more often (trained only); seeing those you meet on the overworld before they see you; slipping away from those you meet on the overworld; telling how fresh food and corpses are (trained only)a journey on the overworld (10%); keeping a lookout for those met on the overworld (10%); foraging in the wild (25%)
Swimread by rulesStaying afloat and making headway in deep water.wading through water and marsh is quicker; a plunge through the ice may hurt half as much, and a step in deep water goes as you meant it (trained only)a step wading through water or marsh (10%); a plunge through the ice (100%); a step in deep water (25%)
TumblepassiveRolling, diving, and twisting out of harm’s way.a Dodge bonus to Defencedodging an attack or a known trap (40%)
WoodcraftactionWorking wood: carving, carpentry, and the making of bows, arrows, and bolts.whittling wood with a knife; a door you wedge shut is harder to kick in (trained only); its craft: making its recipes and salvaging the materials it worksmaking a recipe, whatever comes of it (100%); whittling a wooden item with a knife (100%); wedging a door shut (100%); salvaging a material of the skill’s from an item (100%)

Benefits marked trained only are given only to those trained in the skill. If you are untrained you cannot try, and a magic item that raises the skill (see Magic items) does not change that. Everything else a skill gives, a magic item gives even to the untrained, as if the skill were trained at the item’s bonus.

A skill at work

A passive skill helps more the higher it is, and a skill used as an action works more often. What each one gives, skill by skill, with its exact numbers from 0 to 200, is on What skills give. Here is one of them at work.

Example: a thief disarms an arrow trap. A thief with Dexterity 14 and Disable device 25 tries to disarm an arrow trap of difficulty 14 (it is harder on deeper dungeon floors).

  • What she adds: +2 for Dexterity 14 (modifiers), and +2 from Disable device: its points grow evenly from +0 at 0 to +8 at 100, so 25 gives 8 × 25 ÷ 100 = 2. In all, +4.
  • What the dice must reach: 14 − 4 = 10: 108 of the 144 rolls, 75%.
  • Setting it off: falling short by 5 or more (a total of 9 or less, so dice of 5 or less) sets the trap off at her: 10 rolls in 144, 6.9%.
  • At Disable device 100 she adds +10 and the dice need 4: only 3 rolls in 144 fail (2.1%), and none sets the trap off.

Which skills you start with

Each race trains one or two skills. Each class trains a handful: a few of them well (2d6+10), the rest a little (2d4+4). A skill both your race and your class train adds the two. Humans train no skill of their own, but they put extra work into one of their class’s skills, picked at random. Every commoner learned one trade growing up: one of the professions, picked at random, which they always start with. The dice are rolled when your character is made, after your stats, so they never change a stat.

Each class also has a few skills its members may start with. Each has the chance in the last column, then its dice, rolled once when your character is made. So two characters of the same class can begin with different skills. The game shows only the skills you have, never the chances.

Your race’s skill and the human’s extra class skill add to one of these as to any other. But a level-up roll on one of them is an ordinary roll: the class’s +1 is only for the skills in its Trains column, and the same goes for the commoner’s trade. A race may have such a skill too: a drow may start with Sneak attack, whatever their class (rolled after the class’s own).

RaceTrainsMay start with
ElfListen 1d6+4, Spot 1d6+4-
Half-elfBluff 1d4+2, Spot 1d4+2-
Humanone of the class’s skills +2d4+4, picked at random-
DwarfMetalcraft 1d6+4, Mining 1d6+4, Search 1d6+4Jewelcraft 2d4 (20 %)
HalflingHerbalism 1d4+2, Listen 1d6+4, Stealth 1d6+4-
GnomeAppraise 1d6+4, Jewelcraft 1d6+4, Listen 1d6+4-
Half-orcIntimidate 1d6+4-
GoblinListen 1d4+2, Stealth 1d6+6-
DrowSpot 1d6+4, Stealth 1d4+2Sneak attack 2d4 (40 %)
KoboldDetect traps 1d4+2, Disable device 1d6+4, Mining 1d4+2-
LizardfolkSurvival 1d4+2, Swim 1d6+4-
DuergarMetalcraft 1d6+4, Mining 1d6+4, Stealth 1d4+2-
RatfolkListen 1d4+2, Stealth 1d6+4-
ClassTrainsMay start with
BerserkerAthletics 2d6+10, Initiative 2d4+4, Intimidate 2d4+4, Listen 2d4+4, Survival 2d6+10, Swim 2d4+4Handle animal 2d4 (20 %), Spot 2d4 (30 %)
BardAppraise 2d4+4, Bluff 2d6+10, Decipher script 2d4+4, Initiative 2d4+4, Knowledge 2d4+4, Music 2d6+10, Negotiation 2d4+4, Spellcraft 2d4+4, Tumble 2d4+4Listen 2d4 (30 %), Spot 2d4 (30 %), Steal 2d4 (15 %)
PriestConcentration 2d4+4, Decipher script 2d6+10, Heal 2d6+10, Knowledge 2d6+10, Spellcraft 2d6+10Listen 2d4 (15 %)
DruidConcentration 2d4+4, Decipher script 2d6+10, Handle animal 2d6+10, Heal 2d4+4, Herbalism 2d4+4, Listen 2d4+4, Spellcraft 2d6+10, Survival 2d6+10Alchemy 2d4 (25 %), Spot 2d4 (20 %), Swim 2d4 (20 %), Woodcraft 2d4 (35 %)
AsceticAthletics 2d4+4, Balance 2d6+10, Concentration 2d4+4, Escape artist 2d4+4, Initiative 2d6+10, Listen 2d4+4, Tumble 2d6+10Decipher script 2d4 (20 %), Heal 2d4 (25 %), Spellcraft 2d4 (20 %), Stealth 2d4 (20 %), Swim 2d4 (20 %)
PaladinConcentration 2d4+4, Decipher script 2d4+4, Handle animal 2d4+4, Heal 2d4+4, Intimidate 2d6+10, Spellcraft 2d4+4Athletics 2d4 (25 %), Knowledge 2d4 (25 %)
RangerAthletics 2d4+4, Decipher script 2d4+4, Handle animal 2d4+4, Initiative 2d6+10, Listen 2d4+4, Spellcraft 2d4+4, Spot 2d6+10, Survival 2d6+10, Swim 2d4+4, Woodcraft 2d6+10Heal 2d4 (15 %), Herbalism 2d4 (30 %), Search 2d4 (20 %), Stealth 2d4 (30 %)
ThiefAppraise 2d4+4, Detect traps 2d6+10, Disable device 2d6+10, Escape artist 2d4+4, Initiative 2d4+4, Negotiation 2d4+4, Open lock 2d6+10, Search 2d6+4, Sneak attack 2d6+10, Spot 2d4+4, Steal 2d6+10, Stealth 2d6+10, Tumble 2d6+10Balance 2d4 (20 %), Bluff 2d4 (30 %), Listen 2d4 (30 %)
WizardConcentration 2d6+10, Decipher script 2d6+10, Knowledge 2d6+10, Spellcraft 2d6+10Alchemy 2d4 (25 %), Appraise 2d4 (20 %), Enchanting 2d4+4 (30 %), Search 2d4 (15 %)
WitchAlchemy 2d6+10, Concentration 2d4+4, Decipher script 2d6+10, Heal 2d6+10, Herbalism 2d4+4, Intimidate 2d4+4, Spellcraft 2d6+10Bluff 2d4 (25 %), Enchanting 2d4 (20 %), Handle animal 2d4 (25 %), Knowledge 2d4 (20 %)
WarriorAthletics 2d6+10, Balance 2d4+4, Initiative 2d4+4, Intimidate 2d4+4, Swim 2d4+4Heal 2d4 (15 %), Metalcraft 2d4 (15 %), Survival 2d4 (30 %)
AristocratBluff 2d4+4, Intimidate 2d4+4, Knowledge 2d6+10Appraise 2d4 (20 %), Decipher script 2d4+4 (35 %), Enchanting 2d4 (15 %), Handle animal 2d4 (30 %), Music 2d4 (25 %), Spellcraft 2d4+4 (35 %)
CommonerAthletics 2d4+4, Handle animal 2d4+4; one of Alchemy, Jewelcraft, Metalcraft, Woodcraft 2d4+4, picked at randomHeal 2d4 (15 %), Mining 2d4 (10 %), Survival 2d4 (30 %), Swim 2d4 (20 %)
CraftspersonAppraise 2d4+4, Negotiation 2d4+4Athletics 2d4 (25 %), Search 2d4 (20 %)
MerchantAppraise 2d6+10, Bluff 2d6+10, Knowledge 2d4+4, Negotiation 2d6+10Decipher script 2d4 (25 %), Handle animal 2d4 (20 %), Jewelcraft 2d4 (20 %), Listen 2d4 (15 %)

A skill you never started with can still be learnt for gold, from a teacher (Training): Alberich in Fyrdelf teaches Mining, and Eadric the smith in Cēaptūn Metalcraft.

Some creatures are trained in skills too: deer listen well, and the kobold shaman knows something of spells. You never see a creature’s skills in the game. They are on Creatures in numbers.

Improving a skill

In short: using a skill builds up practice, and each new level turns that practice into points.

Training marks. Each time you use a skill in a way that matters, it may earn a training mark. The chance is in the table of skills above. Skills you use all the time, such as balance, earn marks rarely, so they do not race ahead.

  • Stealth: a step that a creature nearby could have heard if you had not stepped softly.
  • Listen: hearing something new, and every turn spent listening at a door.
  • Tumble: dodging an attack (“You dodge the kobold’s spear.”), or stepping past a trap you know of (“You deftly avoid the arrow trap.”). A blow that misses you for no reason your Defence explains (it would have missed anyone) counts as a dodge one time in four.
  • Balance: doing anything but waiting while your load slows you down (5 %), a step onto rough ground that slows you (10 %: bush, reeds, rubble, ice; not water), and an action taken while staggered (20 %).
  • Survival: a journey on the overworld.
  • Herbalism: a forage that runs its time, one time in four, and every gather that runs its time.
  • Mining: every wall you dig through.
  • Swim: a step wading through water or marsh now and then (10 %), every plunge through the ice, and a quarter of the steps in deep water, made or not.
  • Steal: every attempt to steal, whatever comes of it.
  • Bluff: half of your feints, and every try at talking your way past a party, whatever comes of them.
  • Open lock: a try at picking a lock, whether it works or not.
  • Heal: a try at treating yourself, whether it works or not.

Only skills you are trained in earn marks. They gather until a roll on the skill spends them. The Skills screen’s meter shows how practised a skill is (the step its marks have reached on the ladder below), never the marks.

Rolls of their own. When a skill’s marks reach 100, it gets a roll at once, by itself, without waiting for your next level. It is the same roll as a level-up’s (below), and it is told the same way: “Your stealth improves.” It spends half the marks, so the skill drops back below 100 and must earn its next one. It comes on top of your level’s rolls, never instead of one, and it does not wait for a level-up you have not finished.

Skill rolls. Every level gives you a number of skill rolls (see Experience). You spend each one on a trained skill of your choice, before you do anything else. Nothing stops you putting every roll into one skill.

A roll throws the die the skill’s marks have reached on the ladder, adds it to the skill, and spends half of the skill’s marks (rounded up). So a second roll on the same skill that level is a step or two smaller (50 marks → 25 → 12 → 6 → 3: 3d3, 2d4, 1d5, 1d3, +1). A skill with no marks still gains 1. Past 100, a roll adds half its result, rounded up. The game says “Your stealth improves.”

  • A skill your class is known for throws the die one step up the ladder. So does a trade of yours; a skill that is both still goes up one step, not two.
  • Any other skill your class trains, or a skill your race trains, adds 1 to the roll.

Both stack: a halfling thief’s stealth is both a class specialty and racial, so it rolls one step up and +1.

The level-up screen shows these numbers before you choose. Beside each skill it shows the dice a roll on it adds (1d3, +2, 1d5+1; (1d3)/2 past 100). For the selected skill it explains how they came about (Rolls 1d5+1: practice (20 marks) gives 1d5, +1 as your class trains it.), with a line saying where your rolls come from (4 skill rolls a level: class 3, race 1). The roll itself is thrown only when you choose.

MarksDieAverageKnown for: dieKnown for: average
0+11.01d32.0
51d32.01d53.0
121d53.02d45.0
252d45.03d36.0
503d36.03d47.5
1003d47.53d59.0
2003d59.04d410.0
4004d410.04d512.0
8004d512.04d512.0

How many rolls a level gives: your class’s, plus your race’s, plus your Intelligence’s.

ClassRolls a levelKnown for
Aristocrat2Knowledge
Ascetic2Balance, Tumble
Bard4Bluff, Music
Berserker2Athletics, Survival
Commoner2-
Craftsperson3-
Druid2Handle animal, Survival
Merchant2Appraise, Bluff, Negotiation
Paladin2Intimidate
Priest2Heal, Knowledge
Ranger3Spot, Survival, Woodcraft
Thief3Detect traps, Disable device, Open lock, Sneak attack, Steal, Stealth, Tumble
Warrior2Athletics
Witch2Decipher script, Heal, Spellcraft
Wizard2Concentration, Decipher script, Knowledge, Spellcraft
RaceExtra rolls a level
Drow0
Duergar0
Dwarf0
Elf0
Gnome0
Goblin0
Half-elf0
Half-orc0
Halfling0
Human1
Kobold0
Lizardfolk0
Ratfolk0

Intelligence adds one roll at 14 and one more for every 4 points above it (14: +1, 18: +2, 22: +3).

A skill whose marks reach 100 rolls at once by itself, besides these.

Only you train, for now. Creatures keep the skills they have. Your skills and their marks are saved with your run.

See also: What skills give, Using your skills, and Weapon skills.