This page is for the basic abilities you see in your character sheet when you type shift+c.
Contents
"Birth" abilities
Characters possess some different abilities which can help them to survive. The starting abilities of a character are based upon race and class. Abilities may be adjusted by high or low stats, and increase with the corresponding skill level.
Fighting
Fighting is the ability to hit and do damage with weapons or fists. Normally a character gets a single blow from any weapon, but if his dexterity and strength are high enough, he may receive more blows per round with lighter weapons. Strength and dexterity both modify the ability to hit an opponent. This skill increases with the Weaponmastery skill and its sub-skills.
Shooting Ability
Using ranged missile weapons (and throwing objects) is included in this skill. Different stats apply to different weapons, but this ability may modify the distance an object is thrown/fired, the amount of damage done, and the ability to hit a creature. This skill increases with the Archery skill and its sub-skills.
Saving Throws
A Saving Throw is the ability of a character to resist the effects of a spell cast on him by another person/creature. This does not include spells cast on the player by his own stupidity, such as quaffing a nasty potion. This ability increases with the Spirituality skill. High wisdom also increases this ability.
Stealth
The ability to move silently about is very useful. Characters with good stealth can usually surprise their opponents, gaining the first blow. Also, creatures may fail to notice a stealthy character entirely, allowing a player to avoid certain fights. This skill is based upon race, class and the Stealth skill.
Disarming
Disarming is the ability to remove traps (safely), and includes picking locks on traps and doors. A successful disarming will gain the character some experience. A trap must be found before it can be disarmed. Dexterity and intelligence both modify the ability to disarm, and this ability increases with the Disarming skill.
Magical Devices
Using a magical device such as a wand or staff requires experience and knowledge. Spell users such as magi and priests are therefore much better at using a magical device than say a warrior. This skill is modified by intelligence, and increases with the Magic-Device skill.
Perception
Perception is the ability to notice something without actively seeking it out. This skill is based upon race, class and the Sneakiness skill.
Searching
To search is to actively look for secret doors, floor traps, and traps on chests. Rogues are the best at searching, but magi, rangers, and priests are also good at it. This skill is based upon race, class and the Sneakiness skill.
Infra-vision
Infra-vision is the ability to see heat sources. Since most of the dungeon is cool or cold, infra-vision will not allow the player to see walls or objects. Infra-vision will allow a character to see any warm-blooded creatures up to a certain distance. This ability works equally well with or without a light source. The majority of ToME's creatures are cold-blooded, and will not be detected unless lit up by a light source. Most non-human races have innate infra-vision ability. Humans can gain infra-vision only through magic enhancement.
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