Stats, Skills and Spells.

Attributes, Skills and Spells

ATTRIBUTES

Note on Base Attributes: Each skill and spell is based on three of the Base Attributes. The actual skill/spell level is calculated by adding the Base Attributes and dividing them by five (and adding the skill of course):

final_skill_level=(base1+base2+base3)/5+raw_skill_level+magical_modifiers

The raw skill level is used when calculating the minimum requirements for weapons.

Braveness
Base Attribute, used by almost all skills and spells.

Willpower
Base Attribute, used by all spells.

Intuition
Base Attribute, used by all spells.

Agility
Base Attribute, used by most fighting skills, also increases speed (movement and fighting). Required minimum for weapons and armor.

Strength
Base Attribute, used by all fighting skills, also increases speed (s.a.) and damage done when fighting. Required minimum for weapons and armor.

SKILLS

Note: You can find out quickly what a skill or spell does by right-clicking on it in the game.

Hand to Hand
Fighting skill: Helps you hit more often when attacking and increases your chances to parry an enemies hits. Does not change the amount of damage dealt, just the chances of hitting and parrying. Used when fighting without weapons.
Race distribution: All, available from start.

Dagger
Fighting skill: Descriptions see above. Used when fighting with daggers or similiar weapons.
Race distribution: Mercenary, Harakim, Seyan'Du, available from start.

Swords
Fighting skill: Descriptions see above. Used when fighting with swords or similiar weapons.
Race distribution: Mercenary, Templar, Seyan'Du, available from start.

Two-Handed
Fighting skill: Descriptions see above. Used when fighting with two-handed swords or similiar weapons.
Race distribution: Templar, Seyan'Du, available from start.

Lock-Picking
Auxillary skill: Determines your ability to pick locks. Needs a lock-pick.
Race distribution: All, available from quest.

Stealth
Auxillary skill: A high stealth values makes you semi-invisible. Works best when you're moving at slow. Also increases your chances of escaping from combat. Always active.
Race distribution: Mercenary, Seyan'Du, available from start.

Perception
Auxillary skill: Helps you see further in an area; increase this and you increase your sight radius and the distance you can see other people in. Counteracts stealth. You also increase your chances of keeping an enemy in battle if he wants to flee. Always active.
Race distribution: All, available from start.

Bartering
Auxillary skill: Getting good prices from merchants. Always active when buying or selling.
Race distribution: All, available from quest.

Surround Hit
Fighting skill: Used automatically. Makes you hit all enemies surrounding you.
Race distribution: Templar, Seyan'Du, available from quest.

Repair
Auxillary skill: The ability to repair damaged items. To use it, shift click on the item you want to repair and click on the skill.
Race distribution: All, available from quest.

Regenerate
Auxillary skill: Increases the rate of hitpoint regeneration. Only active when standing still.
Race distribution: Templar, Mercenary, Seyan'Du, available from start.

Rest
Auxillary skill: Increases the rate of endurance regeneration. Only active when standing still.
Race distribution: All, available from Quest.

Meditate
Auxillary skill: Increases the rate of mana regeneration. Only active when standing still.
Race distribution: Mercenary, Harakim, Seyan'du, available from start.

Resistance
Auxially skill: Increases the chances that offensive spells such as Curse and Stun will fail when cast on you. If your Resistance is lower than your enemies spell level, the spells get easier to cast. If it's higher, casting is more difficult. If your Resistance is 20 points above your enemies spell level, the spells will always fail. Always active.
Race distribution: All, available from quest.

Immunity
Auxiliary skill: Partial immunity against negative magic. The higher you practice Immunity the less negative spells will affect your fighting.
Race distribution: Templar, Seyan'Du, available from quest

Sense Magic
Auxiliary skill: Find out who casts what spells on you.
Race distribution: All, available from quest.

SPELLS

Magic Shield
Self-only spell: Creates a magic shield increases your armor. Gets weaker with each hit taken.
Cost: 25 mana
Race distribution: Harakim, Seyan'Du, available from start.

Light
Target spell: Makes your character emit light. The higher Light is, the stronger the resulting light.
Cost: 5 mana
Race distribution: All, available from start.

Recall
Self-only spell: Returns you to the Temple of Skua.
Cost: 15 mana
Race distribution: All, available from quest.

Protection
Target spell: Increases your armor.
Cost: 15 mana
Race distribution: All, available from start.

Enhance Weapon
Target spell: Increases the damage your weapon does.
Cost: 15 mana
Race distribution: All, available from quest.

Stun
Target-only spell: Makes the target immoval for a short time.
Cost: 20 mana
Race distribution: Mercenary, Harakim, Seyan'Du, available from quest.

Curse
Target-only spell: Decreases the victims attributes.
Cost: 35 mana
Race distribution: Mercenary, Harakim, Seyan'Du, available from quest.

Bless
Target spell: Increases your attributes.
Cost: 35 mana
Race distribution: All, available from quest.

Identify
Target spell: Identifies an item or a character.
Cost: 25 mana
Race distribution: All, available from quest.

Blast
Target-only spell: Inflicts damage to target.
Cost: (skill level)/4 mana
Race distribution: Harakim, Seyan'Du, available from start.

Dispel Magic
Target spell: Removes all magic effects from a character.
Cost: 25 mana
Race distribution: Harakim, Seyan'Du, available from start.

Heal
Target spell: Heals injuries (regenerates hitpoints). The better you are at healing, the more Hitpoints you will heal with one spell.
Cost: 25 mana
Race distribution: All, available from Quest.

Ghost Companion
Target-only spell: Creates a ghost fighter which attacks the target.
Cost: 45 mana
Race distribution: Harakim, Seyan'Du, available from start.

Guardian Angel
Self-only spell: Prevents the loss of HPs and might prevent the loss of items on death. Each point on Guardian increases your chances of not losing an item by 1%. Note that a die is thrown for each item you have. You will never lose Hitpoints while Guardian is active. Cast again to turn it off.
Cost: 20 mana, plus 5 mana per minute
Race distribution: All, available from Damor's Shop.

Thanks again for {person who doesn't want her name here} for sending me the html codes :)
This is the original stats, skills and spells table, the same as on the original site. But that site doesn't exist anymore..
Of course credits also go to Ishtar, since he wrote this :)
Hosted by www.Geocities.ws

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