|Project||Knowledge Base||Playing Guide||Coding|
Skills, like attributes, form an essential part of a player character's development. They determine what the party can do, and how well. There are 3 major types of skills: magic, combat and miscellaneous. Some skills are given for free at start-up, but most must be bought at a guild.
The development of a skill is done by assigning skillpoints to them, and by paying teachers for the status of Expert, Master or Grandmaster. Skillpoints are earned by training up to higher levels when a character has enough experience, but there are several other ways to gain skillpoints as well.
Which skills are available to a character, and what level of expertise can be reached, depends entirely on the class of the character. The skills that a character starts out with also depend on race and difficulty level.
List of skills
There are 39 skills in Might and Magic Tribute:
Except for the one free skill, all skills can be mastered to the rank of grandmaster.
|Spellcasting||Spellcasting is the basic ability to cast spells. Simple damaging spells, healing, illumination and protection are included. Some of the spells increase in effectiveness with higher spellcasting levels, others with knowledge and higher rank in the various schools of magic and the Identify Monster skill.
Expert rank in spellcasting must be achieved before a character can learn any other magic skill.
|Ability to learn spells.||Recovery Time reduced to 50%.
Allows studying the numerous schools of magic.
|Doubles cost and effect.||Recovery Time reduced to 25%.|
|Fire||Fire Magic is mostly combat-oriented and has some of the strongest direct damage spells. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect.||Effects vary per spell.|
|Air||Air Magic consists largely of manoeuvring magic, but also has some powerful combat spells. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect.||Effects vary per spell.|
|Water||Water Magic has a good mix of combat-oriented spells and spells that have to do with items and travelling. At higher rank, more powerful spells are accessed and the-lower level spells are cast at greater effect.||Effects vary per spell.|
|Earth||Earth Magic has both protective and damaging spells, as well as spells that hamper the enemy. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect.||Effects vary per spell.|
|Spirit||Spirit Magic concentrates on spells involving life and death. Included are spells to raise the dead, affect the undead and enhance combat effectiveness. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect.||Effects vary per spell.|
|Mind||Mind Magic tends to be offensive in nature. Spells directly affect the mind of the targets and either twists their minds to the will of the caster or directly damages them. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect.||Effects vary per spell.|
|Body||Body Magic has a mix of healing and harming spells. Harmful effects range from direct, physical damage to severe conditions like disease. At higher rank, more powerful spells are accessed and the lower-level spells are cast at greater effect.||Effects vary per spell.|
|Light||Light Magic includes some of the most powerful offensive and protective spells, but is only usable by Saints and Rangers. Therefore, Light magic can only be learned later in the game.||Effects vary per spell.|
|Grey||Grey Magic is the magic of secrecy and stealth and of using the environment. It is only usable by Runemasters and Thieves. Therefore, Grey magic can only be acquired later in the game.||Effects vary per spell.|
|Dark||Dark Magic has the most spectacular damaging spells of all the magic schools, but is only usable by Necromancers and Assassins. Therefore, Dark magic can only be studied later in the game.||Effects vary per spell.|
|Fists and Clubs||Any character can do some damage by using their Fists or wielding a simple Club, without requiring any knowledge of Unarmed Combat or the Mace skill.||This skill does not need to be learned and cannot be improved with skillpoints.|
|Sword||The Sword skill covers most types of blades longer than a knife. Expert swordsmen gain a quicker attack while master swordsmen may use any one-handed sword in their left hand and another weapon in their right. Grandmasters are so finely tuned with their blades that they gain a chance to make devastating wounds, halving the remaining hitpoints of their opponents with the attack if the sword is in their right hand.
Halving the opponent's HP is calculated after normal damage.
|Skill increases Chance to Hit.||Skill reduces Recovery Time.||Permits use of sword in left hand.||Chance of 1% per 3 skill levels to halve opponent's remaining hitpoints.|
|Dagger||While Daggers don't do the kind of damage that a sword or an axe can deliver, they are very quick, sometimes letting the wielder get two attacks for every one of the slower opponent. Expert dagger fighters can wield a dagger in their left hand while using another weapon in their right. Master dagger fighters have a chance of doing a triple damage attack and grandmasters do even more damage.||Skill increases Chance to Hit.||Permits use of dagger in left hand.||Chance of 1% per skill level to cause triple damage.||Skill added to Attack Damage.|
|Axe||While rather slow on the attack, Axes do a lot of damage when they hit. Expert axe fighters gain a little more speed on their attacks while masters can deliver extra damage. Axe grandmasters gain a chance of ruining their opponent's armour, making them more vulnerable.
Ruined armour stays ruined unless the party leaves the map.
|Skill increases Chance to Hit.||Skill reduces Recovery Time.||Skill added to Attack Damage.||Chance of 1% per 2 skill levels to halve opponent's Armour Class.|
|Spear||Spear covers all kinds of pole weapons with blades attached to the business end. Spears are versatile and can be used one-handed at master rank (right hand only), but they do more damage when used with both hands. Grandmaster spearmen gain the ability to defend themselves better, using the spear as a staff.
Spears are always used two-handed if the left hand is empty, for an additional damage of 1D9.
|Skill increases Chance to Hit.||Skill added to Attack Damage.||Ability to use a spear one-handed.||Skill added to Armour Class.|
|Staff||Staves are blunt two-handed pole weapons effective on both offense and defense. At expert rank skill increases Armour Class. Masters have a chance to stun their opponents and grandmasters gain a bonus to their Attack Damage.||Skill increases Chance to Hit.||Skill added to Armour Class.||Chance of 1% per skill level to stun opponent.||Skill added to Attack Damage.|
|Mace||Mace covers all kinds of blunt trauma weapons ranging from large clubs to flails. Expert mace swingers do extra damage with their weapons. Master and grandmaster rankings give a chance to stun or paralyze opponents respectively.
Grandmasters can both stun and paralyze.
|Skill increases Chance to Hit.||Skill added to Attack Damage.||Chance of 1% per skill level to stun opponent.||Chance of 1% per 2 skill levels to paralyze opponent.|
|Bow||The Bow skill covers both bow and crossbow usage. Expert archers gain a speed increase with their weapon, while master and grandmaster archers can loose two and three arrows respectively with every attack with the bow. Employing the crossbow, master archers extend the range at which they do increased damage and grandmasters get a chance to pierce an opponent's armour, negating its Armour Class contribution.||Skill increases Chance to Hit.||Reduces Recovery Time.||Bow fires two arrows on every attack, crossbow extended damage range increased.||Bow fires three arrows on every attack, crossbow gains chance to pierce armour.|
|Music||The Music skill allows for instruments to be equipped. Playing an instrument during melee combat will inspire the party members and better prepare them for evading incoming attacks. Only one instrument can be equipped at a time, even if more party members have the skill. Expert musicians increase the damage the party does with melee weapons, while masters can play instruments with one hand. Grandmasters gain the ability to make the party evade ranged attacks and do more damage with their own ranged attacks.||Skill added to Armour Class of all party members against melee attacks.||Skill added to Attack Damage by party's melee attacks.||Instruments can be played with one hand.||Skill affects ranged attacks also.|
|Unarmed Combat||Unarmed Combat is the ability to use only hands and feet in melee combat, no weapons. This skill only works with hands empty. Additional ranks of unarmed skill will increase the chance to hit and the damage done. Grandmasters gain the ability to feint a quick counterattack, thus momentarily confusing an opponent's aim.||Skill increases Chance to Hit.||Skill added to Attack Damage.||Skill can be combined with the use of staves.||Skill increases Chance to Hit and added to Attack Damage (double effect).|
|Leather||Leather armour is the lightest armour a character can wear. While leather provides less protection than chain or plate armour, it also slows the character down the least. Leather armour skill reduces the recovery penalty and increases the protection offered by leather armour.||Skill added to Armour Class.||Recovery penalty eliminated.||Skill can be combined with Dodging.||Receive 3/4 damage from physical attacks.|
|Chain||Chain armour is the medium armour type. It provides more protection than leather and less than plate, but it also slows the character down more than leather. Chain armour skill increases the protection offered by chain armour and reduces the recovery penalty.||Skill added to Armour Class.||Recovery penalty halved.||Recovery penalty eliminated.||Receive 2/3 damage from physical attacks.|
|Plate||Plate armour is the heaviest armour type. It provides the most protection, but it slows the character down more than leather or chain. Plate armour skill increases the protection offered by plate armour and reduces the recovery penalty.||Skill added to Armour Class.||Recovery penalty halved.||Receive 1/2 damage from physical attacks.||Recovery penalty eliminated.|
|Shield||The shield skill directly improves a character's Armour Class while a shield is employed. Expert and master ranking in the shield eliminate the recovery penalty and increase this defensive bonus. A grandmaster gains the ability to make a shield-bash attack that does damage equal to two times the shield skill.||Skill added to Armour Class.||Recovery penalty eliminated.||Skill added to Armour Class (double effect).||Ability to make a shield-bash attack.|
|Dodging||Dodging can be used only when a character is not wearing armour and a shield is not equipped. Additional ranks in dodging will increase armour class while not wearing armour.||Skill added to Armour Class.||Skill added to Armour Class (double effect).||Skill added to Armour Class (triple effect).||Skill added to Armour Class (quintuple effect).|
|Disarm Trap||The Disarm Trap skill is checked automatically when opening a trapped chest or other container. A higher skill in disarm trap gives a better chance of disarming a trap. Experts and masters enjoy increased chances to succeed, while grandmasters never fail.||Ability to disarm traps.||Double effect of skill.||Triple effect of skill.||Certainty of success.|
|Perception||The Perception skill gives a character a chance to notice hidden doors, traps and other secrets and to avoid damage from traps when they are triggered. At expert and master levels the character will notice more. Grandmasters see all such secrets.||Ability to avoid trap damage and notice secrets.||Double effect of skill.||Triple effect of skill.||Certainty to spot secrets, trap damage halved.|
|Merchant||The Merchant skill helps adjust prices in a character's favour, whether buying or selling. Expert, master and grandmaster rank doubles, triples and quintuples the effect of the skill respectively. Prices are, however, also affected by reputation.
All shops have base sell and buy ratios determining their profits before merchant skill and reputation take effect.
|Skill adjusts shop prices in party's favour.||Double effect of skill.||Triple effect of skill.||Quintuple effect of skill.|
|Learning||The Learning skill increases the number of skillpoints a character receives with every increase in level. In addition, the character learns to write spell scrolls. Eventually, all spells that are available to the party may be written on scrolls.||1% extra skillpoints from training per skill level, and the ability to write any spell the character knows on a scroll at 5x casting cost.||2%, and can write spells on scrolls at 3x casting cost.||3%, and can write any normal or expert spell that any character knows at casting cost.||5%, and can write any spell that any character knows at casting cost.|
|Meditation||The Meditation skill increases a character's spellpoints total. Spellpoints gained are equal to the character's per level spellpoints times skill. Expert, master and grandmaster ranks double, triple and quintuple the skill factor respectively.||Skill added to spellpoints.||Double effect of skill.||Triple effect of skill.||Quintuple effect of skill.|
|Bodybuilding||The Bodybuilding skill increases a character's hitpoints total. Hitpoints gained are equal to the character's per level hitpoints times skill. Expert, master and grandmaster rankings double, triple and quintuple the skill rank respectively.||Skill added to hitpoints.||Double effect of skill.||Triple effect of skill.||Quintuple effect of skill.|
|Identify Item||The Identify Item skill is checked automatically when an unidentified item is examined. If the skill rank of the character is high enough for the item in question it is identified. Grandmasters always succeed.
The character with the highest skill will attempt the identification.
|Ability to identify items.||Double effect of skill.||Triple effect of skill.||Certainty of success.|
|Repair||The Repair skill allows a character to repair broken items. Higher skill level allows them to repair better items. Grandmasters can repair any item. The skill is applied automatically when a broken item is examined, provided the item has been identified.
The character with the highest skill will attempt the reparation.
|Ability to repair broken items.||Double effect of skill.||Triple effect of skill.||Certainty of success.|
|Identify Monster||The Identify Monster skill is applied when a monster is examined. If the skill rank of the character is high enough for the monster in question it is identified and its strengths and weaknesses become known. Grandmasters always succeed.
Identifying a monster increases the effectiveness of certain generic spells and enchantments.
|Ability to identify monsters.||Double effect of skill.||Triple effect of skill.||Certainty of success.|
|Armsmaster||The Armsmaster skill represents the warrior's tricks of the trade in using melee weapons. Initially, the armsmaster skill reduces the recovery time of equipped melee weapons. At higher levels of expertise, it increases the chance to hit and the attack damage as well.||Skill reduces Recovery Time of all melee weapons.||Skill increases Chance to Hit of all melee weapons.||Skill added to Attack Damage of all melee weapons.||Double effect of all bonuses.|
|Stealing||The Stealing skill allows characters to take items that don't belong to them from shops, or to steal gold or items from people. Getting caught, however, can lead to problems if the penalty is not paid. In addition, the stealing skill affects a character's chance to pick locks.||Ability to steal and pick locks.||Double effect of skill.||Triple effect of skill.||Quintuple effect of skill.|
|Alchemy||The Alchemy skill allows for mixing of potions. Without the alchemy skill, a character barely has the knowledge to make a simple potion. Alchemy skill is added to the power of the reagent to determine the power of a simple potion. Higher ranks allow the mixing of more complicated potions.||Allows mixing of simple potions to make complex potions.||Allows mixing of complex potions to make layered potions.||Allows mixing of layered potions to make white potions.||Allows mixing of white potions to make black potions.|
|Pathfinding||The Pathfinding skill grants a character the ability to guide a party more effectively through the terrain, thus reducing the time required for map crossings. No map crossing can, however, be reduced to less than one day. Expert pathfinders cross maps even faster, while masters can guide their party underwater, so that they do not run out of breath so quickly. Grandmasters even bring their party mountaineering.||Map-crossing times reduced by 2% per skill level.||Double effect of skill.||Double breathing time underwater, and drowning speed halved.||Ability to scale mountains.|