This chapter is dedicated to abilities that are available to all and can be used by every hero right from the beginning. However, in some cases, you may need to use additional equipment that will allow your character to use them.
You won't come across these skills in the main interface, as you can only use them from the contextual interface on specific objects. This can refer to an item from your backpack, doors, chests and other objects. The range of available options for each object can differ and only via the contextual menu one can decide which skills can be used.
Due to the fact that these are basic abilities, identical to all heroes, they don't need memory points or adding them to any of the templates. The exception to that are abilities connected to weapons (e.g. magic staffs or two-handed weapons) that can be removed or added to your tab via tome of skills (K key).
The following table explains these skills.
A useful skill that requires trap disarm tools. It will help you avoid different types of danger that you can encounter during your adventures.
This skill requires a lock pick, which you don't come across too often. It's best to buy them whenever we can, as they are very important. One should save the game before trying to open a chest, because if our skills are too low, we will break the tool. It's best to let a character with high Thievery deal with all the locks.
Some neutral characters will react in a negative way if you approach them with your weapon drawn. By default, your weapon will be hidden when not in battle, but you can draw it whenever you want. Just use the right buttons described in the chapter devoted to game controls.
This skill focuses on attacking the ground, or actually objects that you cannot open. Usually it is related to doors and chests. Just remember, if you strike an object and it durability does not change after the first blow, you won't be able to destroy it this way.
Ending your turns will allow you to save remaining AP for your next round. It is especially useful when you have a good position but your enemies are out of reach. Just wait for one turn and perform more activities when it is possible. One can't have more than 6 points once the turn starts, so find out how many AP your character has and save enough to reach 6 total.
Sneaking lets you move between opponents. The character changes into an object from the surrounding area. Your effectiveness depends on the level of Sneaking.
Fleeing from the battlefield is a smart move if our hero is so weak that he will die the very next turn. Use Flee and you will be taken to the nearest chapel where you will be able to regenerate and get back to your team. Just pay attention to characters with effects, as after leaving the battlefield the remaining status is counted in seconds and not turns. If you won't use a spell or a potion fast enough, you may die away from the rest of the team. One should keep in mind that fleeing is only possible when opponents are not engaged in close combat. You can get over this by selecting Escapist.
Increases defensive states and delays your turn. Thus, a hero that was first in line, will end up at the very end. It is a useful trick, when there is not much that you can do, and it's best to wait for your allies and opponents' move.
You can identify items with an identifying glass, but in order to be effective, the hero will need to develop his Loremaster.
You need some repair tools available in the game. If you don't have any, you can repair your gear at neutral characters.
Staff of Magus
It's a beam of energy that ignores your opponent's armor. Depending on the staff, it generates damage based on different elements. Apart from that, it can be used unlimited number of times effective among mages who fight at distance, and it works well with the Necromancer skill - it heals your hero.