<!-- Defaults: level=0, type=Miscellaneous, mastery=Absent -->
<!-- Note: the topmost skill is a hidden skill and should always be mandatory and available -->

<skill>
  <name>Club</name>
  <type>Combat</type>
  <mastery>Normal</mastery>
  <level>1</level>
  <mandatory>(Student)(Explorer)</mandatory>
  <available>(Student)(Explorer)</available>
  <text>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.</text>
  <item>Wooden Club</item>
</skill>
<skill>
  <name>Spellcasting</name>
  <type>Magic</type>
  <mandatory>(Student)</mandatory>
  <text>The spellcasting skill is the basic ability to cast spells. Simple damaging spells, healing, light and protection is included. Some of the spells increase in effectiveness with higher spellcasting levels, while others increase in effectiveness with knowledge and higher rank in other magic skills. Expert rank must be achieved before a character can learn any other magic skill.
The effectiveness of the generic spells is increased by skills in the different schools of magic and by the Identify Monster skill. Effects vary per spell.</text>
  <item>Book of Mana Bolt</item>
</skill>
<skill>
  <name>Fire</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Fire Aura</item>
</skill>
<skill>
  <name>Air</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Jump</item>
</skill>
<skill>
  <name>Water</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Black Ice</item>
</skill>
<skill>
  <name>Earth</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Stun</item>
</skill>
<skill>
  <name>Spirit</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Bless</item>
</skill>
<skill>
  <name>Mind</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Curse</item>
</skill>
<skill>
  <name>Body</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Heal</item>
</skill>
<skill>
  <name>Light</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Summon</item>
</skill>
<skill>
  <name>Grey</name>
  <type>Magic</type>
  <text>Grey magic is the magic of secrecy and stealth and of using the environment. It is only usable by Runemasters and Thieves. Therefore, the Grey magic skill can only be acquired later in the game.</text>
  <item>Book of Incognito</item>
</skill>
<skill>
  <name>Dark</name>
  <type>Magic</type>
  <text>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.</text>
  <item>Book of Death Ripple</item>
</skill>
<skill>
  <name>Sword</name>
  <type>Combat</type>
  <mandatory>(Explorer)</mandatory>
  <text>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 hit points of their opponents with the attack if the sword is in their right hand.
Halving the opponent's HP is calculated after normal damage.</text>
  <item>Common Longsword</item>
  <normal>hit</normal>
  <expert>recovery</expert>
  <master>lefthand</master>
  <grandmaster>halvehp</grandmaster>
</skill>
<skill>
  <name>Dagger</name>
  <type>Combat</type>
  <available>Vampire_Explorer, Genie_Explorer</available>
  <text>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.</text>
  <item>Hunting Knife</item>
  <normal>hit</normal>
  <expert>lefthand</expert>
  <master>critical</master>
  <grandmaster>damage</grandmaster>
</skill>
<skill>
  <name>Axe</name>
  <type>Combat</type>
  <available>Ogre_Explorer, Troll_Explorer</available>
  <text>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.</text>
  <item>Woodsman's Axe</item>
  <normal>hit</normal>
  <expert>recovery</expert>
  <master>damage</master>
  <grandmaster>halveac</grandmaster>
</skill>
<skill>
  <name>Spear</name>
  <type>Combat</type>
  <available>Ogre_Explorer, Human_Explorer, Elf_Explorer</available>
  <text>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.</text>
  <item>Bamboo Spear</item>
  <normal>hit</normal>
  <expert>damage</expert>
  <master>onehanded</master>
  <grandmaster>ac</grandmaster>
</skill>
<skill>
  <name>Staff</name>
  <type>Combat</type>
  <available>(Ogre), Troll_Explorer, Human_Student, Genie_Student</available>
  <text>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.</text>
  <item>Bamboo Stick</item>
  <normal>hit</normal>
  <expert>ac</expert>
  <master>stun</master>
  <grandmaster>damage</grandmaster>
</skill>
<skill>
  <name>Mace</name>
  <type>Combat</type>
  <available>Ogre_Explorer, Troll_Explorer, Vampire_Explorer</available>
  <text>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.
The use of simple clubs requires no skill.</text>
  <item>Thug's Mace</item>
  <normal>hit</normal>
  <expert>damage</expert>
  <master>stun</master>
  <grandmaster>paralyze</grandmaster>
</skill>
<skill>
  <name>Bow</name>
  <type>Combat</type>
  <available>(Human), (Elf), Genie_Explorer, Vampire_Student</available>
  <text>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.</text>
  <item>Hand Crossbow</item>
  <normal>hit</normal>
  <expert>recovery</expert>
  <master>double</master>
  <grandmaster>triple</grandmaster>
</skill>
<skill>
  <name>Music</name>
  <type>Combat</type>
  <available>(Elf), (Genie), Troll_Student</available>
  <text>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.</text>
  <item>Bone Flute</item>
  <normal>partyacmelee</normal>
  <expert>partydamagemelee</expert>
  <master>onehanded</master>
  <grandmaster>partyacranged, partydamageranged</grandmaster>
</skill>
<skill>
  <name>Unarmed</name>
  <type>Combat</type>
  <text>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.</text>
  <item>Goatskin Gloves</item>
  <normal>hit</normal>
  <expert>damage</expert>
  <master>Staff</master>
  <grandmaster>hit,damage</grandmaster>
</skill>
<skill>
  <name>Leather</name>
  <type>Combat</type>
  <available>(Troll), (Vampire), Human_Explorer, Elf_Explorer, Ogre_Student</available>
  <text>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.</text>
  <item>Hide Armour</item>
  <normal>ac</normal>
  <expert>recovery|0</expert>
  <master>Dodging</master>
  <grandmaster>physical|75</grandmaster>
</skill>
<skill>
  <name>Chain</name>
  <type>Combat</type>
  <text>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.</text>
  <item>Rusty Chain Mail</item>
  <normal>ac</normal>
  <expert>recovery|50</expert>
  <master>recovery|0</master>
  <grandmaster>physical|67</grandmaster>
</skill>
<skill>
  <name>Plate</name>
  <type>Combat</type>
  <text>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.</text>
  <item>Simple Plate</item>
  <normal>ac</normal>
  <expert>recovery|50</expert>
  <master>physical|50</master>
  <grandmaster>recovery|0</grandmaster>
</skill>
<skill>
  <name>Shield</name>
  <type>Combat</type>
  <available>Human_Explorer, Vampire_Explorer, Genie_Explorer</available>
  <text>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.</text>
  <item>Iron Knuckler</item>
  <normal>ac</normal>
  <expert>recovery|0</expert>
  <master>ac</master>
  <grandmaster>bash</grandmaster>
</skill>
<skill>
  <name>Dodging</name>
  <type>Combat</type>
  <text>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.</text>
  <item>Wayfarer's Cloak</item>
  <normal>ac</normal>
  <expert>ac</expert>
  <master>ac</master>
  <grandmaster>ac,ac</grandmaster>
</skill>
<skill>
  <name>Disarm Trap</name>
  <mastery>Latent</mastery>
  <mandatory>(Ogre)</mandatory>
  <available>(Vampire), Troll_Student, Elf_Student</available>
  <text>The disarm trap skill is checked automatically when opening a trapped chest or other container. A higher skill in disarm traps gives a better chance of disarming a trap. Experts and masters enjoy increased chances to succeed, while grandmasters never fail.</text>
  <item>Ordinary Helm</item>
</skill>
<skill>
  <name>Perception</name>
  <mastery>Latent</mastery>
  <mandatory>(Elf)</mandatory>
  <available>(Genie), Ogre_Student, Vampire_Student</available>
  <text>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.</text>
  <item>Nickel Ring</item>
</skill>
<skill>
  <name>Merchant</name>
  <mastery>Latent</mastery>
  <mandatory>(Human)</mandatory>
  <available>(Ogre), Vampire_Student, Elf_Student</available>
  <text>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.</text>
  <item>Bracegirdle</item>
</skill>
<skill>
  <name>Learning</name>
  <available>Human_Student, Vampire_Student, Elf_Student, Genie_Student</available>
  <text>The learning skill increases the number of Skill Points a character receives with every increase in level. In addition, the character learns to write spellscrolls. Eventually, all spells that are available to the party may be written on scrolls.</text>
  <item>Empty Scroll</item>
</skill>
<skill>
  <name>Meditation</name>
  <mastery>Latent</mastery>
  <available>Troll_Student, Human_Student, Elf_Student, Genie_Student</available>
  <text>The meditation skill adds Spell Points directly to a character's Spell Point totals. Spell Points gained are equal to the character's base class bonus per level (3 for Troll Students, 5 for Vampire Runemasters, etc.) times skill. Expert, master and grandmaster ranks double, triple and quintuple the skill factor respectively.</text>
  <item>Cure Weakness</item>
</skill>
<skill>
  <name>Bodybuilding</name>
  <mastery>Latent</mastery>
  <available>Ogre_Explorer, Troll_Explorer, Human_Explorer</available>
  <text>The bodybuilding skill adds Hit Points directly to a character's Hit Point totals. Hit Points gained are equal to the character's base class bonus per level (4 for Human Explorers, 7 for Ogre Thieves, etc.) times skill. Expert, master and grandmaster rankings double, triple and quintuple the skill factor respectively.</text>
  <item>Scroll of Oil Skin</item>
</skill>
<skill>
  <name>Identify Item</name>
  <mastery>Latent</mastery>
  <mandatory>(Genie)</mandatory>
  <available>(Elf), Ogre_Student, Troll_Student</available>
  <text>The identify item skill is checked automatically when an unidentified item is right clicked. 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.</text>
  <item>Scroll of Enchant Item</item>
</skill>
<skill>
  <name>Repair</name>
  <mastery>Latent</mastery>
  <mandatory>(Troll)</mandatory>
  <available>Elf_Explorer, Ogre_Student, Human_Student, Genie_Student</available>
  <text>The repair skill allows a characters to repair broken equipment. Higher skill level allows them to repair better items. Grandmasters can repair any item. The skill will be applied automatically when a broken item in the inventory of a character with this skill is right-clicked, provided the item has been identified.
The character with the highest skill will attempt the reparation.</text>
  <item>Iron Ore</item>
</skill>
<skill>
  <name>Identify Monster</name>
  <available>Troll_Student, Human_Student, Vampire_Student, Genie_Student</available>
  <text>The identify monster skill is applied when a monster is right-clicked. 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.
The character with the highest skill will attempt the identification.</text>
  <item>Scroll of Tremor</item>
</skill>
<skill>
  <name>Armsmaster</name>
  <mastery>Latent</mastery>
  <available>Ogre_Explorer, Troll_Explorer, Vampire_Explorer</available>
  <text>The armsmaster skill represents the warrior's tricks of the trade in using melee weapons. Initially, armsmaster skill reduces the Recovery Times of equipped melee weapons. At higher levels of expertise, it increases Attack Bonus and Attack Damage.</text>
  <item>Traveller's Boots</item>
</skill>
<skill>
  <name>Stealing</name>
  <mastery>Latent</mastery>
  <available>Human_Explorer, Vampire_Explorer, Genie_Explorer</available>
  <text>The stealing skill allows characters to take items that don't belong to them from shops, or to steal money 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.</text>
  <item>Turquoise</item>
</skill>
<skill>
  <name>Alchemy</name>
  <mandatory>(Vampire)</mandatory>
  <available>(Human), Ogre_Student, Troll_Student</available>
  <text>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 strength value of the base ingredient to determine the strength of a simple potion. Higher ranks allow the mixing of more complicated potions.</text>
  <item>Catalyst</item>
</skill>
<skill>
  <name>Pathfinding</name>
  <mastery>Latent</mastery>
  <available>Troll_Explorer, Elf_Explorer, Genie_Explorer</available>
  <text>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.</text>
  <item>Scroll of Fleet Foot</item>
</skill>
