Selecting a Starting Ability
There are ten magical abilities that I consider the Ten Ancient Naturals. The following is a list of these abilities.
Ability | Description of What it Does |
---|---|
Ally Trees | Make trees friendly, that attack your enemies |
Invisibility | Become invisible and visible at will |
Detect Invisible | Automatically detect invisible thanes and monsters |
Flight | Take off and fly and land at will |
Quick Bow | Shoot a missile weapon without having to rearm it between shots |
Regenerate | Automatically regain one point of lost health each click |
Sizing | Grow larger or shrink smaller at will |
Spelunking | Determine location in the cave, relative to the opening, at will |
Spin Web | Spin a web and enshroud an enemy just like Spiderman |
Quake | Reduce the magic of an enemy as an attack |
These are the Ten Ancient because they have been with Grendel's Cave from the very beginning and form the basis of the original eight species in the game, other than human. All of these are available as free Abilities when you create a new thane and all have their advantages. Choosing any one of these original ten is a good choice.