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AG Player's Guide

Skills

(revised 05/28/04)

Skills are broken down into two types: combat and non-combat. Listed with each skill is the initial cost to become trained in the skill. The cost to increase your skill level beyond trained will be listed on your adventurer statistics sheet that comes with the results of each turn. A skill with an initial cost of "n/a" is not available. Skills with an (A) after their name are automatic skills, which means if you are trained in them you do not have to worry about using them, they will be used automatically. If used very frequently during a single combat, some skills become less effective as your opponent becomes "wise" to your tactics.

There are some skills in the game that are not listed here. One way to start learning of other skills is to use the Extra Action "Read Book 1".

Combat Skills

Backstab (A) -- initial cost: 10 KPs
When attacking from behind at short range with a dagger, punch dagger, short sword, or faery sword those with this skill can do much more damage than is usual. Characters highly trained in this skill (level 6+) can do so at medium range with the following weapons: broadsword, rapier, short spear, longsword, and trident.

Bardic Talent (A) -- initial cost: 250 KPs
To those that follow the deity Danu, this skill allows words, music, and song to create supernatural effects. A bard can begin a song at the start of combat, and if successful the song may aid the bard and all allies, or it might negatively affect all the bards opponents. Attempting a bardic song costs one Magic Point. Taking damage in the ensuing combat may end a bards song.

Though there are others to be created or discovered, here are four songs:

To attempt a song, a bard should use a combat message with when-said code of '2'. The message must be in action form, i.e. begin with (a). Here's an example:

2 - (a)(i) begins The Dancemaster's Boots

An adventuring party or challenge fight side can only have one bard song in effect at a time. Lastly, this skill is new, and may undergo some revisions. If you train in it please let the GM know what you think after a while, and understand that Bardic Talent is 'subject to change'.

Berserk Rage -- initial cost: 30 EPs
Natural to ogres, may be learned by any other adventurer race as long as the individual has a cunning of 10 or less when the skill is initially trained. When wounded in combat those creatures with the Berserk Rage ability have the option of trying to go berserk. The chance of going berserk along with the additional strength due to the fury are affected by the creature's Berserk Rage skill level. When a creature goes berserk, any weapons held are tossed to the ground, there is no thought of defending against attacks, and the sole purpose of the berserk creature becomes getting into short range and then pummeling his or her opponent to death. Once berserk you have unlimited energy. If you have the Berserk Rage skill you can either try to use the skill, or not. Thus the only possible control setting to use is Berserk Rage (9).

Bite -- initial cost: 2 EPs
Any race can train in the Bite skill, and attempt to bite in combat. Depending on race, there is a maximum amount of damage done by the bite skill, regardless of level. Bite is only effective at short range.

Block Missiles (x / y) -- initial cost: 20 KPs
(detailed in the Magic section)

Bow Use -- see Missile Weapons

(The below combat magics are detailed in the Magic section)

Combat Magic - Blast -- init. cost: 30 EPs, elves: 10 EPs
Combat Magic - Blink -- init. cost: 30 EPs, elves: 10 EPs
Combat Magic - Daze -- initial cost: 30 EPs
Combat Magic - Heal -- initial cost: 30 EPs
Combat Magic - Power -- init. cost: 30 EPs, elves: 10 EPs
Combat Magic - Shock -- init. cost: 30 EPs
Combat Magic - Speed -- init. cost: 30 EPs, elves: 10 EPs
Combat Magic - Vertigo -- initial cost: 30 EPs

Combat Sense (A) -- initial cost: 4 KPs
The basics of fighting as a team of two or more warriors are easily learned. Not attacking when you'll possibly hit allies is one of many possibly fatal mistakes which can be avoided by becoming trained in the combat sense skill. Don't expect to be asked on a second adventure (assuming you come back) if you don't have some training in combat sense. Going beyond trained to level one helps in all combats, and will assure that you never attack an ally accidentally (unless you go berserk!).

Crossbow Use -- see Missile Weapons

Distraction -- initial cost: 1 EP
When successful the Distraction skill can be used to take an action away from an opponent. Creatures with a low cunning are much more susceptible to distractions. If you'd like to have your own custom distraction messages or actions, it is possible to use a (D) for when-said code in your combat messages. An example would be: (D) - "Hey, what's that behind you?" If you have custom distraction messages, please remember you'll still have to set your distraction use in your orders.

Flank Maneuver (x) -- initial cost: 4 KPs
If trained in this skill, when at short range you can attempt to move to the rear of your opponent. How often you try is determined by the x setting, with zero being never, one being about 11% of the time, up to nine being all the time. You will not try to flank if you are already behind your opponent. If you are quick and skilled in Backstab flanking can be very deadly, though in one vs. one fights it is going to be much harder to flank your opponent.

Head Butt -- initial cost: 4 EPs
Natural to minotaurs, other adventurer races can easily learn to use the Head Butt technique in combat. The Head Butt may only be used against opponents roughly equal to your height and at short range, and if successful strikes your opponent in the face, possibly causing damage and/or knocking him or her down. Only Minotaurs will attempt to head butt an opponent wearing a great helm.

Hurl Weapon -- initial cost: 4 KPs
When adventuring or in field challenges, anyone who is trained (or better) in this skill may throw weapons at the monsters while not in close combat. You'll have to carry the additional weapons you intend to throw (and list them under additional equipment taken), as well as set your combat desire low so that you'll stop and throw when at extended range rather than rushing towards your foe(s). Some weapons may break when thrown, but if not you'll be able to recover your hurled weapon(s) after winning the combat. Your Hurl Weapon skill level and your skill level (except for Shuriken which are a hurl-only weapon) with the weapon being thrown have a large effect on your chance to hit your target . Also, some weapons don't throw as well as others.

Initiative -- initial cost: 15 EPs
This skill aids you in gaining more action points each round through employing proper stance, gauging your opponent's actions, etc. At the beginning of each round of actions you can use the Initiative skill to gain the ability to do more actions that round. Using this skill does use some of your energy though.

Intelligent Parry (A) -- initial cost: 20 EPs
Even the masters of parrying realize there are times when an attack is better avoided. Trying to stop a maul with a dagger rarely stops all the damage, so why not try a dodge or retreat instead? By having this skill you will assess all parry situations, and automatically switch to a dodge attempt when deemed appropriate. There are two options to this otherwise automatic skill. You may turn off the skill if you wish, by writing Intelligent Parry (2) down for skills used. By doing so you will always parry regardless of how much damage you think is heading your way, but you will still benefit from the bonuses to your parrying efforts that this skill provides. The other option possible is to retreat instead of dodge when you feel you'll be hurt even if you do intercept the incoming weapon. To retreat instead of dodge, write Intelligent Parry (1). If you just want to use the skill to dodge when judged necessary, then there is no need to write anything - unless you specify otherwise it's an automatic skill.

Kick -- initial cost: 4 EPs
Natural to goblins, other adventurer races can easily learn to use the kick technique in combat. Kicking can only be attempted at medium or short range, and should your opponent avoid the kick attempt there is a possibility that you will lose your balance and fall.

Lightning Bolt -- initial cost 50 KPs
(detailed in the Magic section)

Magic Resistance (A) -- initial cost: n/a
This is a skill natural to dwarves, faeries, and gnomes. No other races can train in magic resistance. The resistance does not try to stop helpful magic.

Magical Fury (x / y) -- initial cost: 20 KPs
(detailed in the Magic section)

Martial Arts (A) -- initial cost: 60 KPs
Through intense study and rigorous training it is possible to enhance the damage done by your punches and kicks. Damage done by spiked gauntlets is enhanced as well. Having a Martial Arts skill level of 3 is required before you can train in the Sure Strike skill. Skill attacks that involve close quarter combat also benefit from martial arts knowledge. This means that using skills like Push, Trip, Strangle, etc. as well as attempting to defend against such skills is affected by Martial Arts skill level. Additionally, those with Martial Arts may experience better chances at avoiding/deflecting incoming missiles, often are better at getting up off the ground, and will in the future have special skills available to them. To receive these advantages requires being in studded leather armor or less and a leather helm or less though.

Mind Wall (A) -- initial cost: 30 KPs
By practicing techniques to concentrate and keep your mind under your own control it is possible to defend against Daze, Vertigo, and other mind-affecting attacks.

Missile Weapons

At the missile weapons target range in the guild you may train in any of the three skills below.

Bow Use -- initial cost: 15 KPs
Crossbow Use -- initial cost: 10 KPs
Sling Use -- initial cost: 20 KPs

All missile weapons may only be used in combat while adventuring or in field challenges. Dexterity along with skill level have the most effect on your chances to hit with missile weapons. In combat those wishing to use a missile weapon must elect to stand and fire at extended range, so set your combat desire low since those with a high combat desire will rush in before even considering a missile shot.

Protection (x) -- initial cost: 20 KPs
(detailed in the Magic section)

Push -- initial cost: 4 EPs
The Push skill can be used by a larger adventurer when the fighting is at short range. A shove with your arm or shield, a forceful nudge with the hip, or even a swift kick - whatever the method, a successful push will send your opponent back to medium range, perhaps even knocking them down.

Regeneration (A) -- initial cost: n/a
Natural to half-trolls, no other adventurer race is able to develop the ability to regenerate. After being wounded you may use your combat orders to rest for regeneration to take place. The higher your skill level, the more quickly you regenerate. Though harder to kill, creatures with regenerative powers can be slain in combat if the damage exceeds their powers of regeneration.

Resistances: Electrical, Fire, and Ice (all A) -- initial cost 100 EPs
Each type of resistance must be trained in separately, and once trained, will help resist or reduce damage from the appropriate type of attack.

Select Target (x / y) -- initial cost: 10 KPs
If you are trained in this skill you can be more selective about what opponent you chose as a target when you're at extended range. The two control settings are priority codes, used to indicate the type of opponent you'd like to target before considering others. The (x) control setting is your first priority, the (y) can be used to indicate a second priority. Thus if you wish to direct your attacks towards enemy spell casters, and enemies using missile weapons if there are no spell casters to attack, then you would write Select Target (2 / 1). Of course if neither priority code is met as you search for a target you will automatically select the closest enemy to you.
The control settings are: 0) whoever is closest to you. 1) someone who has fired a missile at your party. 2) someone who has cast a spell. If you are level one with this skill you are able to use the control settings of: 3) the foe with the highest power level. 4) the foe with the lowest power level. 5) opponents who are retreating. 6) a foe currently targeted by an ally. If you have level two Select Target, you may use a control setting of: 7) target up to 10 specific opponents.
To set which opponents to target, use a combat message slot with a when-said code of two with the target ID numbers replacing the x's in the following format: code 2: (T)xxxx/xxxx/xxxx/xxxx/xxxx/... You will be limited to nine IDs if the IDs are four digits (the 50 character message length max applies). Warning: Use only one message slot to list target ID number -- if you use two, the first one will be overwritten by the second.

Sling Use -- see Missile Weapons

Sure Strike -- initial cost: 30 EPs
With extraordinary concentration (and use of energy) you can greatly increase your chances to hit your opponent. Fist and weapon attacks along with Kick attacks can be affected by the Sure Strike skill. To become trained in this skill you must already have level 3 or higher in the Martial Arts skill.

Steal Treasure (x / y) -- initial cost: 20 KPs
Those adventurers with some knowledge of this skill can attempt to steal treasure from the combat area while others in the adventuring party are doing battle with the monsters there. You can try to do such actions without the party noticing, but if the party ever does notice they may not want your company again. If you desire only to steal from monsters (so that if the party retreats there will still be treasure gained) then the others in the party will be told of any items you gain, and any gold will be divided as normal. But if you are trying to steal treasure secretly and you succeed, then the party will not be informed of your acquisitions.
The first control setting (x) is the greed setting, scale (1 - 9). At 1 you'll search around trying to steal one item, and then join the combat. At 2, you'll try to steal two items, and so on up to 9. If at any time you are attacked by a monster though you automatically stop trying to steal treasures and join the battle.
The other control setting (y) is secrecy control, scale (0 - 9). At 0 you won't hide anything from your fellow party members (though you'll still possess it), at 9 you'll try to steal everything without letting the others know. With this 2nd control setting it is possible to be honest all, some, or none of the time. Keep in mind that secrecy is in no way automatic. The default settings are (9 / 0).
Your skill level in Steal Treasure is a major factor in your chance of success, but a high dexterity and cunning helps also, as does some skill in Move Quietly. Also of importance is how much you move about the area (and away from the entrance), so flanking to separate yourself from the fighting can help considerably.

Strangle -- initial cost: 4 EPs
To use this skill, you may use only fists or spiked gauntlet in both hands. Strangle is effective only at short range and will not work if your opponent is wearing a great helm. Once you've grabbed onto your target, you'll keep squeezing until your foe goes unconscious or an attack forces you to break your hold.

Tail Whip -- initial cost: n/a
Natural to lizardmen, no other adventurer race has the necessary appendage to use this ability. The tail whip may only be used at short or medium range, and if successful strikes your opponent in the legs, possibly causing damage and/or knocking him or her down.

Thick Head (A) -- initial cost: n/a
Natural to dwarves and minotaurs, no other adventurer race is able to learn or develop the characteristic of a thick head. Though harder to daze, creatures with thick heads can still become temporarily dazed when struck in the head if the blow is exceptionally hard.

Thought Shield -- inital cost 150 EPs
This skill will completely block a number of mind affecting spells equal to the user's level plus one -- i.e. at trained you will block the first mind affecting spell cast at you (level 1 stops the first 2, etc.). This skill/spell does use energy when cast and each time used. It will be cast at the beginning of a fight, but no free hand is needed.

Throw Dirt in Face -- initial cost: 2 EPs
Throw Dirt in Face can be used when on the ground to possibly blind an opponent for a moment while you get up. This skill does not work well against foes wearing great helms.

Trip -- initial cost: 4 EPs
Natural to halflings and goblins, other adventurer races can easily learn to use the trip technique in combat. Tripping can only be attempted at short range, and should your opponent avoid the trip attempt there is a possibility that you will lose your balance and fall.

Trip from Ground -- initial cost: 4 EPs
The Trip from Ground skill can be used when on the ground to possibly trip an opponent to the ground while you get up. This can only be attempted at short range.

Non-Combat Skills

Appraisal (A) / (x) -- initial cost: 1 KPs
After each item listed with your adventurer statistics is an estimated value. That number is what you estimate the item to be worth in gold crowns. If you are trained in the Appraisal skill, your estimate will be closer to actual value, and increasing your skill level even higher will bring your estimates even closer to the market value (the price at which the merchants would sell the item to you). Please be aware that this market value is NOT necessarily what the merchants will buy the item for!
A control setting (0 - 9) can be used with the Appraisal skill, allowing adventurers to determine whether or not they will pick up an item while adventuring. A setting of zero means any treasure item will be picked up. A setting of one means that the item must to thought to be worth at least 10 gold crowns, or the item will be ignored. A setting of two means the item must be worth at least 20 gold crowns, and so on up to the maximum setting of nine (90 gold crowns). The default setting for this skill is zero.

Avoid Traps (A) -- initial cost: 20 KPs
When adventuring, the ability to detect and avoid traps could make a big difference. The whole adventuring party is constantly on the watch for danger, so anyone who is trained (or better) in Avoid Traps has a chance to spot and avoid possible harm when the party encounters a trap. For some reason dwarves seem to be more adept at finding and bypassing traps.

Bandage Wounds (A) -- initial cost: 6 KPs
With a little practice you can learn the many techniques of tending to injuries, and with increased skill you'll be able to promote quick recovery from serious combat wounds.

Bargaining (A) -- initial cost: 10 KPs
With this skill you will learn to get a little more gold when selling items to merchants. Your cunning can also affect how effective your bargaining efforts are.

Cure Party (x / y) -- initial cost: 20 KPs
(detailed in the Magic section)

Deity Magic (A) -- initial cost: 20 KPs
(detailed in the Magic section)

Languages (A) -- initial cost: 40 KPs
All adventurers start knowing the Common language at a trained level. Also, many non-human adventurers start off as trained in their native language. If you are trained in a language, you will be able to speak, read, and write in that language well enough for every day survival. By gaining skill levels in a language, it is possible to develop a greater mastery of the language, which can help if deciphering old parchments, scrolls, or spell books.
The languages available are:

Common
Elven
Dwarven
Halfling
Troll
Ogre
Minotaur
Lizardmen
Goblin
 
Lock Picking (x) -- initial cost: 30 KPs
The techniques of lock picking can be learned by any race, though halflings and goblins seem to master the art more quickly. Crucial to success is a good set of lock picks, aided by high dexterity. Each person wishing to pick a lock must have his or her own personal set of lock picks.
The (x) is a control setting, a way for you to control who gets to try a lock first when your adventuring party encounters a locked door or chest. The scale is (1 - 9), with the highest trying the lock first. In case of ties, the person with the higher skill level wins.

Move Quietly (A) -- initial cost: 20 KPs
Natural to elves and halflings, other adventurer races can easily learn to use the Move Quietly skill. This skill can increase your chances to surprise monsters when you are adventuring.

Poison / Disease Resistance (A) -- initial cost 100 EPs
Poison/Disease resistance is trainable by any race. Some races find it easier to develop a resistance to poison and disease than others (e.g. -- halflings have a much better rate).

Study Item -- initial cost: 15 KPs
With this skill you can discover more about items you have in your possession. Actually you don't have to be trained in the Study Item skill to spend time researching and trying to learn more about a specific item, but the higher your skill level the more you are likely to learn.
To use the Study Item skill you must spend a week in a guild hall, where you will have access to the many resources, records, and testing apparatus that the city has to offer. Studying an item is a special action. To do so write down Study Item / [item ID#] on one of the two special action lines on the improvment form.

Universe Magic (A) -- cost: 30 KPs, elves: 10
(detailed in the Magic section)

Training in Skills

With your adventurer statistics printout found at the end of your turn results, you'll see listed any skills you already are trained in. To get better at a skill simply make sure you have the points required (EP's or KP's as designated) and write the name of the skill on the appropriate line of the Adv. Improvement form. To become trained in a skill that you currently have no skill with, make sure you have the points required (initial training cost is listed in skill title) and write the name of the skill down on the appropriate line of the form.

How to use Combat Skills

If you wish to use one or more skills in combat, write them down on the appropriate lines of your combat orders forms. You can use as many skills as you wish, and you can even use some skills you are not trained in (but don't expect too much in the way of results). Some of the skills are automatically used whenever they are needed. Such skills are listed with an (A) before their initial cost. There is no need for you to write down automatic skills on your order sheets, if you have an automatic skill, it will be used automatically when necessary.

You can elect to use a skill as much as possible, or you can limit the number of times you'd like to attempt a skill. For example, if you wish to try to kick your foe, but only once, then you should write Kick (1) on the strategy form. This can be very helpful for those casting spells who want to watch their energy expenditure.

You can also use a second control setting, so that you can have more control of the frequency of using skills. This will help immensely with combat magic spells and such skills as Trip, Tail Whip, and the like. The range of the second control setting is (1 - 9), with one meaning you want to use the skill very rarely, and nine meaning whenever possible. Remember that the first control setting is used to limit the number of times you'll try the skill, also (1 - 9, with all but nine meaning the exact number, nine meaning as many times as possible). The default settings (if you don't include them) are (9 / 5).

Here are some examples:

Kick (9 / 9) {use as often & as much as possible}
Daze (2 / 5) {use up to 2 times, with moderate frequency}
Initiative (3) {use up to 3 times}
Some skills are special, in that they can be used only once, or are always used whenever possible if set to be used. These exceptions are:
CM - Power: cast only once, at beginning of fight
Blink, Initiative: assumed to be set at frequency 9
Other skills such as Flank Maneuver are special as well. If you see an (x) following the skill name, that means the skill has a unique control setting. These exceptional skills have their own ways of working. How to use non-combat skills For more details on using non-combat skills while adventuring consult the Adventuring section.

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