General Info
Secondary Skills
Secondary skills are additional abilities your characters learn during the game. They do many different things — from improving your chance to hit, to detecting secret doors. Not all characters start with secondary skills, but any character can learn as many as they can find.
Besides the locations listed below, there's also a statue in the Halls of Insanity that can grant you all the skills if you pay it 100,000 Gold. A bit pricey, but 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 it does | Where to get it |
|---|---|---|
| Arms Master | Increases your chance to hit during combat. The amount of the increase is directly related to the character's level. | Knights start with this skill. Can also be learned in Wildabar. |
| Astrologer | Gives users of Natural Magic +2 Spell Points per level. | Travel east from Fountain Head through the dense forest there — a stone head can teach you the skill. |
| Body Builder | Gives the character more HP, and increases the amount of HP gained each level. | Can be learned in Wildabar. |
| Cartographer | Enables the automapping feature. Only one character needs this skill for it to work. | Sorcerers start with this skill. Can also be learned in Fountain Head. |
| Crusader | Lets you enter certain areas you couldn't otherwise, like castles. All party members entering must have this skill. | Paladins start with this skill. Can also be learned in the Ancient Temple of Moo. |
| Danger Sense | Makes the bat at the top of the screen animate when monsters are nearby. Only one character needs it. | Dwarves start with this skill. Can also be learned in the cavern beneath Fountain Head. |
| Direction Sense | Makes the central gem show the direction you're facing, and prints a facing arrow on the automap. Only one character needs it. | Druids start with this skill. Can also be learned in the cavern beneath Fountain Head. |
| Linguist | Lets you understand what the skulls-on-a-stick are trying to tell you. Only one character needs it. | Can be learned in the Arachnoid Cavern. |
| Merchant | You'll get much better deals at shops when a character with this skill does the talking. | In the dense forest near Fountain Head (visible with Wizard Eye) there's a wagon. With two Pathfinding characters, pass through the forest and enter the wagon to buy the skill. |
| Mountaineer | Lets you move over mountains. At least two characters must have this skill. | Can be learned in Baywatch. |
| Navigator | Kicks in when you flee a battle — reportedly stops you from getting stuck when running away. | Can be learned in Wildabar. |
| Pathfinder | Lets you move through dense forests. At least two characters must have this skill. | Rangers start with this skill. Can also be learned in Baywatch. |
| Prayer Master | Gives users of Clerical Magic +2 Spell Points per level. | Can be learned in the Arachnoid Cavern. |
| Prestidigitator | Gives users of Arcane Magic +2 Spell Points per level. | Can be learned in the Arachnoid Cavern. |
| Spot Secret Doors | Makes the gargoyle on the right wave its arm when the party nears a wall hiding a secret passage. Only one character needs it. | Gnomes start with this skill. Can also be learned in the cavern beneath Fountain Head. |
| Swimmer | Lets your characters swim, as long as you stay close to land. All party members must have this skill. | Humans start with this skill. Can also be learned in the cavern beneath Fountain Head. |
| Thievery | Lets you pick locks on chests and doors. The only skill with a rating — the higher it is, the better your chance of success. +2 to the rating per character level. | Ninjas and Robbers start with it (Ninjas at rating 15, Robbers at 30). Otherwise only from the lion statue in the Halls of Insanity. |
| Tracker | Its exact purpose is unclear. | So far only obtainable from the statue in the Halls of Insanity — though presumably there's another way. |