Knowledge (Arcana) (Int; Trained Only)
Knowledge (Arcana) represents the study of arcane knowledge, such as ancient mysteries, magic traditions,
arcane symbols and cryptic phrases. Knowledge (Arcana) also gives the skilled the ability to identify many
types of magical artifacts such as wands, scrolls, rods, and other arcane magic items.
Move Silently (Dex; Armor Check Penalty)
Use this skill to sneak up behind an enemy or to slink away without being noticed.
Open Lock (Dex; Trained Only)
You can pick padlocks, finesse combination locks, and solve puzzle locks.
Pick Pocket (Dex; Trained Only; Armor Check Penalty)
You can cut or lift the purse and hide it on your person, palm an unattended object, or perform some feat of
legerdemain with an object no larger than a hat or a loaf of bread.
You can pick pocket non-hostile NPC’s as well as your own party members.
Search (Int)
Use this skill to find secret doors, simple traps, hidden chests, and other details that aren’t readily apparent.
Search lets you notice something, such as a hiding rogue. The Search skill lets a character discern some
small detail or irregularity through active effort. If you want any of your characters to be actively searching
their surroundings, you will need to activate their search skill through the Special Abilities icon.
Spellcraft (Int; Trained Only)
Use this skill to identify spells as they are cast or spells already in place. Additionally, certain spells allow you
to gain information about magic, provided that you make a Spellcraft check.
Use Magic Device (Cha; Trained Only; Bard, Rogue Only)
This skill allows a bard or rogue to use scrolls and wands normally forbidden to them. When the character uses
such items, he or she attempts to use a mish-mash of arcane knowledge to activate it. The more powerful the
effect is, the more difficult the power is to invoke. If the character fails to activate the item, that charge is
destroyed and the user takes 1-6 points of magical damage per level of the effect they were attempting to invoke.
Wilderness Lore (Wis)
Use this skill to hunt wild game, guide a party safely through frozen wastelands, identify signs that a foe lives
nearby, or avoid other natural hazards. To use Wilderness Lore, select it from the Skills menu.
FEATS
A feat is a special feature that either gives your character a new capability or improves one he already has.
Acquiring Feats
Unlike skills, feats are not bought with points. You simply choose them for your character. Each character gets
one feat when the character is created. At 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and
18th), he or she gains another feat (see Table 2: Experience and Level-Dependent Benefits, page 135). For
multiclass characters, the feats come according to total character level, regardless of individual class levels.
Additionally, fighters and wizards get extra feats when they increase levels. Humans also get a bonus feat at 1st
level, chosen by the player from any feat for which his or her character qualifies.
65
IWD2 PDF Manual 4/28/03 12:22 PM Page 65