Skill System of Underworld and Underworld II

The Skill System of Ultima Underworld I and Ultima Underworld II is one of the core features of the games. Hard decisions have to be made concerning in which ones the Avatar develops. The skills have very different usefulness and some of them aren't useful at all, therefore a list of the skills, how to get them, and how useful they are is essential.

The Skill system
The skill system in Underworld is based on a 0 to 30 range for skill values. Attempts to use non-combat skills have a certain probability of success and every point the Avatar has in the relevant skill adds one chance in 30 to this probability. The base difficulty might vary from task to task; each locked door has its own difficulty of picking, each type of creature has a certain chance to be detected by Track and so forth; but it is generally the case that 1 point of skill adds 1 chance in 30 to the chance of success.

Combat works somewhat differently. Each creature type has a certain chance to hit and be hit in combat. Assuming the Avatar swings in a monster's general vicinity, their chance to hit is adjusted upward by 1 to 30 steps (as many steps as half their attack skill plus their specific weapon skill), while their chance to avoid being hit is adjusted downward (also by 1 to 30 steps) by their defense skill plus half their weapon skill.

When the Avatar trains in a skill, the number of skill points they gain depends somewhat on the value of the underlying ability score (Strength for combat skills, Intelligence for magic skills and Dexterity for all other skills). Skills tend to advance very quickly untilthey reach equal to half of the underlying ability score, then advance more slowly until the same value as the ability score is reached, and then advance very slowly thereafter.

Combat Skills
Combat skills are the most important in both games. While it is absolutely needed to train Attack and Defense, it is best to specialize on only one weapon type and stick with it. It has to be added that the weapons aren't balanced: missile weapons are far too weak, useless if stronger enemies come into melee range and need ammunition. While unarmed combat is possible, it is not ideal.

Attack
Mantra in Underworld I: RA

Trainer(s) in Underworld II: Geoffrey

Comments: Very important! The more points, the more effective the Avatar is in hitting and hurting their opponents.

Defense
Mantra in Underworld I: ANRA

Trainer(s) in Underworld II: Geoffrey

Comments: Less important than Attack, but still important. It determines how big the chance of stopping a blow is, while not swinging the weapon.

Sword
Mantra in Underworld I: AMO

Trainer(s) in Underworld II: Syria, Lobar (is better than Syria)

Comments: This skill determines, together with Attack and Defense, how well the Avatar can use sword weapons. Thanks to the imbalance of weapons, with Caliburn in Underworld I and the Sword of Stone Strike in Underworld II, it is the most useful weapons skill, also because many good swords are available early.

Mace
Mantra in Underworld I: COH

Trainer(s) in Underworld II: Dupre, Fighters in Pits of Carnage (after getting respect)

Comments: This is a real alternative to swords, should one ignore the Sword of Stone Strike. The are several interesting maces, with the Mace of Undead Bane being one of the best.

Axe
Mantra in Underworld I: GAR

Trainer(s) in Underworld II: Dupre, Fighters in Pits of Carnage (after getting respect)

Comments: This is a real alternative to swords, should one ignore the Sword of Stone Strike. The strongest axe available is the Axe of Firedoom, which should only be used while wearing the Leather Vest of Flameproof.

Missile
Mantra in Underworld I: FAHM

Trainer(s) in Underworld II: Iolo

Comments: Missile weapons aren't any good; see the notes at the top of the category.

Unarmed
Mantra in Underworld I: ORA

Trainer(s) in Underworld II: Syria, Garg

Comments: Unarmed combat is sheer desperation. While survival is possible, this skill should be ignored.

Magic Skills
Magic skills are very important in both games, since using magic is the best way to survive and make progress. Magic also can replace numerous of the other skills and is very versatile, therefore, both skills rank very high on the importance list and should be maxed out.

Casting
Mantra in Underworld I: SOL

Trainer(s) in Underworld II: Nystul, Altara

Comments: This skill essentially raises the chance of successfully casting a spell. It is a must have, as only with it the more complicated spells can be safely cast. It also is a protection against spell failure and backfires (which is the worst that could happen). So train to the maximum is advised.

Mana
Mantra in Underworld I: IMU

Trainer(s) in Underworld II: Nystul, Altara

Comments: The higher the Avatar raises this skill, the more mana they will have available for casting. More mana is a must-have in both games, so it is advised to get this skill to the maximum.

Other Skills
These are the remaining skills. Some are good, some are average and numerous are utterly pointless and should be avoided.

Traps
Mantra in Underworld I: ROMM

Trainer(s) in Underworld II: Julia, Fissif

Comments: Allows the finding and defusing of traps. The skill is pointless, as there are next to no traps. The traps encountered only deal minor damage.

Picklock
Mantra in Underworld I: AAM

Trainer(s) in Underworld II: Julia, Fissif

Comments: Enables the Avatar to use lockpicks to jimmy locks on doors and chests. The higher the skill, the better the chances of success, however due to the fact that lockpicks are difficult to come by, sturdy doors can be bashed in and the Open spell can be found quite early in the game, this skill is useless. In Ultima Underworld II, the Cudgel of Opening becomes better than any lockpick or spell.

Repair
Mantra in Underworld I: LON

Trainer(s) in Underworld II: Julia

Comments: Allows the usage of an anvil (for example, in Shak's forge, Castle Britannia armoury, and the Prison Tower) to better repair items. The higher it is, the better the chance of success. Failure damages the item. The spell Mend functions similarly to Repair, but is not limited by the skill's imposed restrictions.

Charisma
Mantra in Underworld I: UN

Trainer(s) in Underworld II: Patterson, Lady Tory

Comments: Charisma allows the Avatar to get lower prices when trading. The more more points are invested, the better the prices are. Its effect isn't noticeable until a considerable investment of training points. Also, both trainers disappear from the game after a certain point so training Charisma beyond that is impossible.

Lore
Mantra in Underworld I: LAHN

Trainer(s) in Underworld II: Nelson, Ogri

Comments: This is one of the most useful skills available. It allows the Avatar to identify objects. The higher the skill, the more objects can be identified. This is very useful in both games, as paying Shak, Dominus or Merzan to identify the items is very costly. Also, it is very convenient to identify items at once and save lots of walking around. It should be trained to the maximum.

Alternatively, the spell Name Enchantment can be used.

Search
Mantra in Underworld I: LU

Trainer(s) in Underworld II: Nelson

Comments: It allows the Avatar to find secret doors and switches much easier. Without this skill, it is almost impossible to find the better hidden doors, so some points should be invested into it. Note that in Underworld II, as Nelson isn't there for the whole game, so this skill needs to be trainer early on.

Acrobat
Mantra in Underworld I: FAL

Trainer(s) in Underworld II: Fissif

Comments: Learning this skill negates the damage normally received from falling and allows higher jumping. The higher the skill, the better both attributes work. It is generally a good investment, otherwise the Avatar will get hurt very often, even when falling from a small ledge.

Track
Mantra in Underworld I: SAHF

Trainer(s) in Underworld II: Unnamed Goblin

Comments: Supposedly allows the Avatar to determine where the enemies are, but it doesn't work. At higher levels, it tells what kind of enemy is near. A token training is needed in Ultima Underworld II to get the Order Serpent, but it's not very useful.

Swimming
Mantra in Underworld I: ONO

Trainer(s) in Underworld II: Iolo

Comments: It doesn't actually affect the speed with which the Avatar swims. Instead it determines how long they can swim before starting to take damage. The skill is pointless since the Avatar can acquire the Water Walk spell very early, thus negating the need to swim.

Appraise
Mantra in Underworld I: HUNN

Trainer(s) in Underworld II: Iolo

Comments: Using this skill, the Avatar can gauge if they are making a good or a bad deal while trading with someone, before making an offer, however, the skill is totally useless. In Ultima Underworld I, trading is usually pointless and the few times it is needed, there is no haggling. In Ultima Underworld II, it's the same and the only important merchant, Merzan, has fixed prices.

Stealth
Mantra in Underworld I: MUL

Trainer(s) in Underworld II: Fissif

Comments: This skill is supposed to make it harder for the enemy to become aware of the Avatar, however, the need for light makes the skill useless anyway, as light makes the enemy aware at once.