Read about skill checks here.
Skills are sometimes used in room exits, e.g. the Climb skill to get out of a pit. Some skills also have additional uses as listed on this page.
Skills in Dungeon Seeder progress automatically following this table.
Key ability: Wis
Key ability: Dex
You can walk on a precarious surface. This skill helps you to keep your balance on an area affected by Grease.
Key ability: Cha
You can use the Bluff skill to help you hide. A successful Bluff check gives you the momentary diversion you need to attempt a Hide check whilst people are aware of you.
Key ability: Str
Key ability: Con
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the spell.
Key ability: Int
Key ability: Int
Key ability: Int
Key ability: Cha
This skill helps you to get a better price in shops.
This skill also allows you to gather information about a city’s major news items, a specific rumour, a specific item, or to obtain a map or do something else along those lines. Use this skill in inhabited areas, especially taverns.
Command: /gather
Key ability: Int
This skill allows you to disarm traps.
Command: /disable {trap direction}
Key ability: Cha
Your Disguise check result determines how good you are at disguising as a member of another race. You must be in a tavern to disguise.
Commands:
/disguise {race}
/disguise (to remove your disguise)
Key ability: Wis
Key ability: Dex
Key ability: Dex
This skill helps you to break loose from an area affected by Web.
Key ability: Dex
This skill helps you to hide from other players. If someone is present in the room, you can use your Bluff skill to create a diversion, unless they are not aware of your presence because you successfully entered silently.
Command: /hide
Key ability: Cha
Key ability: Str
Key ability: Int
Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline. It is a key skill for the PvP game Scholar's Challenge.
To morph into a creature, knowledge of its type is required, e.g. Knowledge (nature) to morph into an animal. Read more about it here.
Below are listed general fields of study.
Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
Earth (geography, geology, lands, terrain, caverns, oozes, spelunking)
Engineering (architecture, buildings, aqueducts, bridges, fortifications)
Forbidden (aberrations, cosmic and dark secrets, cults, curses)
History (royalty, wars, colonies, migrations, founding of cities)
Folklore (legends, personalities, inhabitants, customs, traditions, humanoids, fey)
Nature (animals, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Nobility (lineages, heraldry, family trees, mottoes, personalities)
Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Psionic (psionic traditions, psychic symbols, cryptic phrases, astral constructs, and psionic races)
Religion (gods and goddesses, philosophy, mythic history, ecclesiastic tradition, holy symbols, undead)
Below are listed scientific fields of study.
Biology (botany, forensics, genetics, medicine, zoology)
Chemistry (pharmacology, nanotechnology)
Mathematics (computer science, economics, statistics)
Psychology (mental therapy, sociology, criminology)
Physics (astronomy, cosmology)
Below are listed Modern fields of study.
Art (fine arts and graphic arts, including art history and artistic techniques)
Bureaucracy (?)
Business (business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them)
Civics (law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes)
Computer (networks, computer programs, computer security, robotics, starship sensors)
Streetwise (street and urban culture, local underworld personalities and events)
Technology (current developments in cutting-edge devices, as well as the background necessary to identify various technological devices)
Warfare (weapons and defenses, military traditions/formations, unit compositions)
This skill helps you to recognise spells when they are getting casted. It is also required for a wizard to learn a new spell.
Key ability: Wis
This skill helps you to recognise which god a cleric is worshipping from looking at their outfit.
Key ability: Wis
This skill activates automatically. It helps you to hear someone who is moving silently.
Key ability: Dex
This skill allows you to not be heard when you enter a new room and to move silently past monsters which haven't spotted you.
Command: /autosneak (to turn it on or off)
Key ability: Dex
This skill activates automatically as you move in a door's direction.
Key ability: Cha
This skill is required for magic bard songs. It is also a key skill for the PvP game Bard's Challenge.
You could have several Perform skills, each with its own ranks, each purchased as a separate skill.
Each of the eight categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below.
Act (comedy, drama, mime, buffoonery, joke-telling)
Dance (ballet, waltz, jig)
Keyboard instruments (harpsichord, piano, pipe organ)
Oratory (epic, ode, storytelling)
Percussion instruments (bells, chimes, drums, gong)
String instruments (fiddle, harp, lute, mandolin)
Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
Sing (ballad, chant, melody)
This skill affects the effectiveness of the dance emote.
Command: /dance {target}
The skill Perform (keyboard) unlocks the keyboard client plugin (opened with the lyre button); it allows you to play music for the other players. We will eventually add a sound library for every instrument type.
This skill allows you to speak in a colourful text.
Commands: here
Key ability: Dex
Key ability: Str
This skill helps you to stand in front of someone and protect them. It does not protect from ranged attacks, and reach weapons gain a +5 bonus against Protect. [Similar to the feat Harm's Way]
Commands:
/protect {target}
/protect (to unprotect)
Key ability: Dex
This skill helps you to to control your mount in battle. On a successful skill check against DC 20, you can land an attack.
You can react instantly to try to take no damage when you fall off a mount on a successful skill check against DC 15, otherwise you take 1d6 points of falling damage.
Your mount's AC is treated as your Ride skill if it is greater, and you have the Mounted Combat feat.
Command: /ride
Key ability: Int
This skills allows you to search for secret doors and hidden items.
Command: /search
Key ability: Wis
This skill activates automatically. It opposes the Bluff skill.
Key ability: Dex
This skill helps you to to take something from another creature (in particular, their gold).
Command: /rob {target}
Key ability: Wis
This skill has two specific uses:
Spot someone who is trying to hide (activated automatically).
Spot someone who is already hidden with the /search command.
Key ability: Wis
This skill is required to track.
Command: /track {target}
Key ability: Str
On a successful skill check against DC 10, you move faster whilst swimming.
Treat Injury
Key ability: Wis
Key ability: Dex
On a successful skill check against DC 15, it absorbs 4 points of falling damage.
Key ability: Cha
This skill is used to cast spells from scrolls and wands. To use a wand, equip it as a weapon and attack the target. To use a scroll, type the command below.
Command: /c2 {spell} {target}
Key ability: Cha
Key ability: Cha
This skill helps you to befriend animals.
Command: /tame {target}