Magical Skills
As was explained earlier, the explosion of Mount Melfur created a large cloud of dust which eventually spread and came down all over the world. This fallout was blown away, washed into the soil, or sedimented in thick layers. Type and concentration of this dust vary from place to place. This dust also influences the class of newborn children of Lamarge, determining their skills. thus a persons place of birth is decisive for his or her career. A character can learn and perfect several skills throughout a life of adventuring, depending on his or her origin.
Magical skills are to a greater part connected with certain classes. a warrior would develop other talents than a magician, for example. Some skills are universal to all classes, however. Skills can have effects similar to rune spells. it is preferable to use a skill over a rune spell as a skill uses neither physical nor mental energy. However, a character can only use one skill at a time. it will be displayed below that character's portrait.
The following skills are known to Lamargian scholars:
- Acceleration / Turbo
- Increases speed in combat. The hastened character attacks more often, however he also ages faster and eventually loses life energy.
- Camouflage / Chameleon
- This skill adapts the party's appearance to the environment. The party resembles fleeting shadows, becoming hard to see or hit.
- Bewitch / Charm
- A character using this skill can make people the party talks to take a positive attitude towards the party.
- Find Snares / Trapper
- This skill is necessary for discovering traps before you fall prey to them. However, it also attracts monsters to the party.
- Counter Magic / Mirror
- Using the mirror skill helps reflect magical attacks. Each attempt to reflect an attack costs two magic points.
- Mental Shield / Sealer
- Mental attacks do the party less harm.
- Slow Poison - Respite
- The condition of a poisoned character deteriorate more slowly. This skill does not cure the character though.
- Relief / Healer
- This skill lets all characters continuously regain hitpoints while not in combat (very useful starting skill for fairies and priests).
- Cat’s Eyes / Infravision
- Invaluable for seeing - and not being seen - in the dark.
- Peewit / Pockler
- This skill helps you identify the weapons an opponent uses in combat.
- Body Shield / Armour
- This skill increases the armour protection of the entire (!) party.
- Orientation / Compass
- This skill determines the direction the party is facing. The compass is depicted on the main screen. Vital skill, do not leave Mooncity without it!
- Illumination / Light
- Handy for those wishing to see more of their surroundings at night.
- Dissolve Magic / Sizzle
- Highly effective, sizzle prevents magical attacks by opponents and your party.
- Detect Magic / Aura
- Using this skill lets you detect all magical powers not originating from magic dust.
- Wall / Obstacle
- Allows a greater chance to escape from combat.
- Psionic Healing / Booster
- heals mental damage while not in combat.
- Recuperation - Magic Regeneration
- Magic points are regenerated.
- Detect Treasure / Nugget
- Very helpful for fundraising, this skill also attracts swarms of monsters.
- Sanctuary / Protector
- Surrounds the party with an impenetrable field, protecting your heroes from all damage. They can no longer move, however.
- Aiming Ace / Targetter
- A character using this skill is more likely to hit his target, at the expense of being more vulnerable to attacks, however.
- Union / Merge
- Adds physical attribute to mental ones during combat. this decisive improvement to abilities is dearly bought, as one point of health is subtracted for every blow the character lands.
- Precognition - Huncher
- Reveals the direction of the nearest group of monsters. Some monsters will sense this and can in turn locate the party and prepare for battle.
- Weapon Balm / Wielder
- Increases the power of the party’s weapons in physical combat.
