Might and Magic VIII: skills

Might and Magic VIII Views: 9 Last Edited
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Air Skills
Air

Combat, informational and maneuvering spells including Fly.

Alchemy Skills
Alchemy

Mix potions; level added to potion strength.

Armsmaster Skills
Armsmaster

-1 melee recovery, +hit, +damage; doubles bonuses at GM.

Axe Skills
Axe

Slow but high damage; Master +1 damage/point; GM chance to halve target AC.

Body Skills
Body

Mostly healing with some direct-damage spells.

Body Building Skills
Body Building

Adds hit points per level; x5 at GM.

Bow Skills
Bow

Bow and crossbow; Master fire 2 arrows; GM +1 damage/point.

Chain Skills
Chain

Medium armor; Master removes recovery penalty; GM reduces a hit to 2/3 physical damage.

Dagger Skills
Dagger

Quick; Expert off-hand dagger; Master chance for triple damage; GM +1 damage/point.

Dark Skills
Dark

Most spectacular damaging and controlling spells; Necromancers only.

Dark Elf Ability

Racial: Glamour, Travelers' Boon, Blind, Darkfire bolt by rank.

Disarm Trap Skills
Disarm Trap

Chance to disarm trapped containers; 100% at GM.

Dragon Ability

Racial: Fear, Flame Blast breath, Flight, Wing Buffet by rank.

Earth Skills
Earth

Offensive/defensive mix plus some adventuring magic.

Fire Skills
Fire

Combat magic with strong area-effect damage spells.

Identify Item Skills
Identify Item

Identifies inventory items; 100% at GM.

Identify Monster

Reveals monster HP/AC, attack/damage, spells, resistances by rank.

Learning Skills
Learning

Increases experience gained.

Leather Skills
Leather

Lightest armor; Master +1 AC/point; GM +1 elemental resistance/point.

Light Skills
Light

Powerful offensive and protective spells; Clerics only.

Mace Skills
Mace

Blunt trauma; Master chance to stun; GM chance to paralyze.

Meditation Skills
Meditation

Adds spell points per level; x5 at GM.

Merchant Skills
Merchant

Adjusts buy/sell prices; buy/sell at cost at GM.

Mind Skills
Mind

Affects targets' minds; heals or deals direct damage.

Perception Skills
Perception

Chance to notice hidden doors/traps/treasure and avoid trap damage.

Plate Skills
Plate

Heaviest armor; Master reduces a hit to 1/2 physical damage; GM removes recovery penalty.

Regeneration Skills
Regeneration

Slowly regain lost hit points over time.

Repair Skills
Repair

Repairs broken equipment; 100% any item at GM.

Shield Skills
Shield

Improves AC; Master +1 AC/point; GM grants protection as the Shield spell.

Spear Skills
Spear

Bladed pole; Master use one-handed for a second weapon; GM +1 AC/point.

Spirit Skills
Spirit

Life-and-death magic; raise dead and anti-undead.

Staff Skills
Staff

Blunt two-handed pole; Expert +1 AC/point; Master chance to stun; GM +1 damage/point.

Sword Skills
Sword

+1 hit/point; Expert -1 recovery; Master dual-wield; GM +1 AC/point.

Vampire Ability

Racial: Lifedrain, Levitate, Charm, Mistform by rank.

Water Skills
Water

Some combat spells; travel and item enchantment.