Characters possess some different skills which can help them to survive. The starting skill levels of a character are based upon race and class. Skill levels may be adjusted by high or low stats, and may increase with the level of the character.
Infravision
Infravision is the ability to see heat sources. Since most of the dungeon is cool or cold, infravision will not allow the player to see walls and objects. Infravision will allow a character to see any warm-blooded creatures up to a certain distance. This ability works equally well with or without a light source. However, some of Angband’s creatures are cold-blooded, and will not be detected unless lit up by a light source. All non-human races have innate infravision. Humans (including Dunedain) cannot gain infravision unless it is magically enhanced. Infravision does not increase with character level, and is purely dependent on race and on magical equipment.
Fighting
Fighting is the ability to hit and do damage with weapons or fists. Normally a character gets a single blow from any weapon, but with high enough dexterity and strength may receive more blows with lighter weapons. Strength and dexterity both modify the ability to hit an opponent. This skill increases with the level of the character. Inspecting a weapon will show you how quickly you can attack with it.
Shooting Ability
Using ranged missile weapons (and throwing objects) is included in this skill. Different stats apply to different weapons, but this ability may modify the distance an object is thrown/fired, the amount of damage done, and the ability to hit a creature. This skill increases with the level of the character.
Saving Throws
A Saving Throw is the ability of a character to resist the effects of a spell cast on him by another person/creature. This does not include spells cast on the player by his own stupidity, such as quaffing a nasty potion. This ability increases with the level of the character, but then most high level creatures are better at casting spells, so it tends to even out. A high wisdom also increases this ability. It is possible to get 100% saving throw, making you immune to many attacks.
Stealth
The ability to move silently about is very useful. Characters with good stealth can usually surprise their opponents, gaining the first blow. Also, creatures may fail to notice a stealthy character entirely, allowing a player to avoid certain fights. This skill is based upon race and class, but can be magically enhanced.
Disarming
Disarming is the ability to remove traps safely, and also includes picking locks on traps and doors. A successful disarming will gain the character a small amount of experience. A trap must be found before it can be disarmed. Traps are either physical or magical devices, so the character has two disarming skills. Dexterity modifies disarming of physical traps, and intelligence modifies disarming of magical traps. Both these abilities increase with the level of the character.
Magical Devices
Using a magical device such as a wand or staff requires experience and knowledge. Spell users such as mages and priests are therefore much better at using a magical device than say a warrior. This skill is modified by intelligence, and increases with the level of the character.
Searching (Perception)
Perception is the ability to notice traps without actively seeking them out. Rogues are the best at searching, but rangers are also good at it. This skill is based on race and class, and increases with character level.