Site Navigation

RPGClassics Main
Contact Maintainer

Shrine Navigation

Character Creation
Cheats
Downloads
Enemies
General Info
Items
Puzzle Spoilers
Secondary Skills
Spells
Status Ailments
The Arena
Walkthrough
World Map
Thanks

Secondary Skills

Secondary skills are additional abilities your characters learn during the game. The skills do many different things ranging from improving your ability to hit to letting you detect secret doors. Not all of your characters will start with secondary skills, but any character can learn as many as they can find during the game. Here is a list of all the skills you can find. Note that besides the mentioned location of where you can get the skills, there's also a statue in the Halls of Insanity which can give you all the skills if you pay it 100.000 Gold. It's a bit pricy, but it's your call... it's also the only way to get the Thievery skill if you don't have a Robber or Ninja in your party.

Skill What you can do with it Where to get it
Arms Master This skill increases your chance to hit during combat. The amount of the increase is directly related to the level of the character. Knights start out with this skill. You can also learn it in Wildabar.
Astrologer Gives users of Natural Magic +2 Spell Points per level. If you travel east from Fountain Head and pass through some dense forest areas there, you'll find a stone head which can teach you the skill.
Body Builder Gives the character more HP. Also increases the amount of HP gained each level. You can learn this skill in Wildabar.
Cartographer Enables the automapping feature. Only one character needs to have this skill for it to work. Sorcerers start out with this skill. You can also learn it in Fountain Head.
Crusader Allows you to enter certain areas of the game you wouldn't be allowed in otherwise, like castles. All party members who wish to enter these areas must possess this skill. Paladins start out with this skill. You can also learn it in the Ancient Temple of Moo.
Danger Sense This skill causes the bat at the top of the screen to animate when monsters are in the immediate area. Only one character needs to have this skill for it to work. Dwarves start out with this skill. You can also learn it in the cavern beneath Fountain Head.
Direction Sense This skill makes the large gem in the center of the screen display the direction you're facing. It will also print an arrow that points in the direction the party is facing in the automap. Only one character needs to have this skill for it to work. Druids start out with this skill. You can also learn it in the cavern beneath Fountain Head.
Linguist Only one character needs this skill. It will allow you to understand what the skulls-on-a-stick are trying to tell you. You can learn this skill in the Arachnoid Cavern.
Merchant You'll find you'll get much better deals at shops when you let a character who possesses this skill do the talking. Close to Fountain Head is a dense forest area. If you're using Wizard Eye, you'll be able to see a wagon there. When two of your characters have the Pathfinding skill, come back here, pass through the forest and enter the wagon to get (or rather buy) the Merchant skill.
Mountaineer Allows you to move over mountains. At least two characters must have this skill for it to work. You can learn this skill in Baywatch.
Navigator This skill kicks in when you run away from a battle. Although I'm not sure exactly what it does, I've been told that it makes it so that you won't be able to get stuck when you run away from a battle. You can learn this skill in Wildabar.
Pathfinder This skill allows you to move through dense forests. At least two characters must have this skill for it to work. Rangers start out with this skill. You can also learn it in Baywatch.
Prayer Master Gives users of Clerical Magic +2 Spell Points per level. You can learn this skill in the Arachnoid Cavern.
Prestidigitator Gives users of Arcane Magic +2 Spell Points per level. You can learn this skill in the Arachnoid Cavern.
Spot Secret Doors Causes the gargoyle on the right of the adventuring screen to wave its arm when the party approaches a wall which hides a secret passage. Only one character needs to have this skill for it to work. Gnomes start out with this skill. You can also learn it in the cavern beneath Fountain Head.
Swimmer This skill allows your characters to swim in water as long as you are close to land. All characters in the party must have this skill for it to work. Humans start out with this skill. You can also learn it in the cavern beneath Fountain Head.
Thievery This skill lets you pick locks on chests and doors. This is the only skill that has a rating. The higher the rating of this skill, the better your chance of success. A character with the Thievery skill will get +2 to his/her Thievery rating for every level he/she gains. Ninjas and Robbers start out with this skill; Ninjas start with a rating of 15, while Robbers start with a rating of 30. There is no other way to get this skill, besides from the lion statue in the Halls of Insanity.
Tracker I'm still unsure what this skill is used for. Can anyone tell me? So far, I've only been able to get this skill from the aforementioned statue in the Halls of Insanity. It stands to reason that there would be another way to get it, though.



(c)2006 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.