Special Abilities


This ability can be used by both Berserkers and Barbarians. The ability can be selected from the special abilities bar. When it is used the character will gain large combat bonuses and become immune to most mind affecting spells.


This ability is used by the Archer. The ability can be selected from the special abilities bar. When it is activated, his next few arrows will do more to the Archers target than just damage. What extra effects are applied to the Archer's arrow are determined by the Archer's level.


This is ability used by Blades. The ability can be selected from the special abilities bar. When this ability is used, the Blade becomes rooted to the spot and uses his weapons to parry all attacks being directed at him. Because of this, his armor class becomes superior, though he cannot attack while in this mode.


Each character has their secret door detection ability on at all times. Their chances are calculated using the following: Mage: 5% Thief: 15% Fighter: 10% Cleric: 10% Depending on Race, they also get a bonus: Elf: 20% Dwarf: 10% Halfling: 5% When a thief has his find traps ability on, he has a 100% chance to detect secret doors.


Thieves can become proficient in detecting illusions. When the thief selects find traps mode, he will also be checking for illusions (if he has points in detecting illusions). Whenever he detects an illusion, he immediately points in out to the rest of the party and the illusion is dispelled.


Thieves can select the find traps mode and they will continually look around for traps. The traps have a random chance of being found by the thief at any time, so moving slowly can make finding more likely. If a thief chooses any other action, he is unable to find traps until this mode is reselected.

You should always be on the watch for traps in dundeons, friend! - Volo


As characters go up levels, their number of hit points increase based on their Hit Dice. Each class has a different hit die which reflects their ability to avoid damage in combat. For example, fighters have a d10, which indicates that they gain between 1 and 10 hit points when going up a level. A mage, on the other hand, being a poor fighter, gains only 1 to 4 hit points when going up a level.


Whenever you R-click on an item, the lore skill of your character is compared to the lore value of the item under consideration. If the lore skill is high enough, you successfully identify the item so that you can see what it does. If you cannot identify an item with any of your characters you can always cast the Identify item spell or take the item to a store or temple and have it identified (for a price!).


Infravision allows you to see more clearly in the dark by revealing the heat generated by bodies. All warm blooded creatures appear as red shapes if they are in the dark, at night. Undead, or cold blooded creatures, are not affected by this spell or ability. Elves, half-elves, gnomes and dwarves use this ability automatically at night or in dark conditions. Mages can cast it as a spell.


This ability is used by the Kensai. The ability can be selected from the special abilities bar. When it is activated, his next few attacks will do full damage.

A paladin can heal himself or others by laying his hands upon them. A paladin can heal 2 hit points per experience level in this manner. This ability is usable once per day.


Each character has a lore rating. Every item has a lore value. If a character's lore rating is equivalent or higher than an item's lore value, then he may identify that item. As characters gain levels, they are able to identify items based on their experience. This is listed in the table below:

Bard: 10 lore rating per level. Thief: 3 lore rating per level. Mage: 3 lore rating per level. All other classes: 1 lore rating per level.

The player receives bonuses and penalties to their lore based on their Intelligence and Wisdom. The modifier is not cumulative with each level, but each ability bonus is applied separately. It is a one time bonus at character creation. See the tables in back of manual for ability bonuses and modifiers. (E. g. A character with 18 Wisdom (+10) and 15 Intelligence (+5) would have +15 to Lore.)


Magic resistance enables a creature to ignore the effects of spells and spell-like powers. If a creature fails to avoid a spell due to magic resistance, he or she can still make a saving throw against that spell to avoid the effects.


This is an ability used by Blades. The ability can be selected from the special abilities bar. When this ability is activated the Blade goes into an intricate dance like attack, where he receives more attacks per round.


This ability is used by Assassins. The ability can be selected from the special abilities bar. When it is used, the Assassin coats his weapon in poison, so that his next attack will poison his target. The lethality of the poison improves as the Assassin goes up in levels.


Paladins have an innate ability to provide protection from the forces of evil. They can use this ability at will through the Special Abilities button.

The effect is identical to the lst-level wizard spell Protection from Evil.


Rangers tend to focus their efforts against one particular type of creature. When the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. However, the Ranger suffers a -4 penalty to all encounter reactions with these creatures as well.


Fighters, paladins and rangers can train and hone their weapons skills to higher levels than other classes. This is accomplished by assigning more proficiencies to a single weapon. The effects of specialization are shown below:

Level of Points Spent Bonus to Hit Bonus to Damage Attacks per

Proficiency round

Proficient l




Specialized 2




Master 3




High Master* 4




Grand Master 5




*Moving from Master level to High Master improves the speed factor of the specialized weapon.


See Magic and the Spell System

Thieves can choose to enter the stealth mode - effectively becoming invisible for a time - by selecting the stealth mode. Once invisible, their next attack is a backstab for either 2x, 3x, or 4x damage -depending on the level of the thief. Moving around risks detection. As well, once a thief attacks, the stealth mode is ended until successfully reselected. The thief must be out of his enemy's direct line of sight before he can hide once more.

□ THIEVING (Pick Pockets, Open Locks, Remove Traps)

Thieves can pick pockets (random chance of an item carried by the hapless victim), pick locks, and remove traps as well. This is achieved by selecting the thieving button and clicking on the target.

One important, and potentially life-saving, combat ability available to priests and paladins is the ability to turn undead. Druids cannot turn undead. Through the priest or paladin, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. However, since the power must be channeled through a mortal vessel, success is not always assured. This ability is a mode selection for that character - nothing else can be attempted while he or she is attempting to turn undead. Good priests and paladins can turn undead so they lose morale and run away, or (less often) destroy them outright. Evil priests can sometimes gain control of undead, who can then perform actions for the priest.


A thief can set traps with this ability. He can select his trap setting from his special abilities bar (accessed through the star button on the bottom right of the main screen). The traps that the thief sets become more powerful as he advances in levels. A trap will not go off when another party member walks over it.

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