Skills, stats and death
There are no levels. You get better at what you do. Every skill runs from 0 to 100 and rises a tenth of a point at a time as you use it: quickly while it is low, and hardly at all on work far beneath you.
Skills
There are 53 skills in 7 groups:
- Combat: Anatomy, Archery, Athletics, Fencing, Healing, Mace Fighting, Martial Arts, Parrying, Swordsmanship, Tactics.
- Gathering: Farming, Fishing, Herbalism, Lumberjacking, Mining.
- Crafting: Alchemy, Blacksmithing, Bowcraft, Carpentry, Cartography, Cooking, Inscription, Smelting, Tailoring, Tinkering.
- Magic: Aeromancy, Evaluating Intelligence, Geomancy, Hydromancy, Magery, Meditation, Pyromancy, Resisting Spells, Spirit Speak.
- Nature: Animal Lore, Animal Taming, Camping, Riding, Sailing, Tracking, Veterinary.
- Subterfuge: Detect Hidden, Hiding, Lockpicking, Poisoning, Remove Trap, Snooping, Stealing, Stealth.
- Bardic: Discordance, Musicianship, Peacemaking, Provocation.
Open the Skills window with K or d-pad right. A message in the Skills tab of your log tells you each time a skill rises, and a card shows at every tenth point.
The cap: choosing who you become
All your skills together can hold 700 points, out of a possible 5,300. Nobody can master everything. Once you reach the cap, a skill can rise only if another one gives up a little. Beside every skill is a setting: rise (the default), fall to make room, or hold to keep it where it is. Bonuses from gear and skill trees improve what a skill does without counting against the cap.
Titles
Your best skill gives you your title: Neophyte at 30, then Novice, Apprentice, Journeyman, Expert, Adept, Master, and Grandmaster at 100, followed by the skill's own word. An Adept Swordsman. A Master Miner. A Grandmaster Athlete.
Your people's skills
Each people starts out good at two skills: they begin a little higher and rise a fifth more often for the rest of your life. See the peoples.
Skill trees
A skill decides what you can do; its tree, where it has one, decides how you do it. Every 10 points in a skill earns a point to spend in its own tree. Trees hold choices: Berserker or Duelist for the sword, Deep Delver or Prospector for the miner, and a set of specialties for each element. You can unlearn a whole tree for gold.
The trees are under Skills, then Trees, in the pause menu (or press F4). Each tree is a night sky. Its branches are constellations and its perks are stars, joined by lines to the perks they need; a line lights up once you take the star it starts from. Taken stars are filled, the ones you can take are ringed, and locked ones are dim. The biggest star in a branch is its capstone, and two stars marked “or” shut each other out. Choose a star to see what it does, what it needs and what it opens, then take a rank for a point. Along the bottom, every tree shows its skill’s icon and the points you have free. On a controller, move between stars with the d-pad and take one with ✕.
Trees exist for Archery, Martial Arts, Swordsmanship, Farming, Lumberjacking, Mining, Aeromancy, Geomancy, Hydromancy and Pyromancy. Trees for the other skills are still to be made. Coming
All 53 skills
Open a skill to see how it grows, the title it gives, and everything it unlocks: moves, arts, recipes, finds, animals and mounts.
Combat
Anatomy
Knowing where it hurts: more damage with every weapon, and bandages that heal more.
Archery
Your aim with bows and crossbows. You shoot from a distance and must stand still to loose.
Athletics
Running, jumping and dodging. Rises as you sprint, jump and dodge; with it you run a little faster, sprint faster, and have more stamina that comes back sooner.
Fencing
Fighting with daggers, spears and kryss. Keener critical hits, and thrusts that make the target bleed.
Healing
Bandages (H): how often they work and how much they heal.
Mace Fighting
Fighting with maces, hammers and staves. Crushing blows get past armour, and now and then stagger.
Martial Arts
Fighting with your bare hands and feet: harder blows as it grows, now and then a stunning one, and a tree of striking, grappling and flowing. Each people has its own style to learn from its folk. (It was Wrestling: a character from before keeps their points.)
Parrying
Chance to turn a blow aside completely (up to 25%).
Swordsmanship
Your chance to land a blow.
Tactics
How hard your blows land: half damage at 0, full at 50, half again at 100.
Gathering
Farming
Till, plant, water and harvest crops. More skill grows rarer crops and brings in bigger harvests.
Fishing
Fish from the shore with a fishing pole. Rarer catches need more skill.
Herbalism
Gather reagents from plants, rocks and trees with your bare hands.
Lumberjacking
Cut logs from trees with a hatchet or any axe.
Mining
Dig ore and stone from rock with a pickaxe or shovel. Smelting turns ore into ingots.
Crafting
Alchemy
Grind reagents into potions with a mortar and pestle; also makes the potions you drink stronger.
Blacksmithing
Forge weapons, armour and tools from ingots, at an anvil next to a forge, with a smith's hammer.
Bowcraft
Make bows, crossbows, shafts, arrows and bolts, with a saw or a fletcher's knife.
Carpentry
Saw logs into boards and boards into shields, staves and tools.
Cartography
Drawing and reading maps. Paper and a blank map are made by it; carried, a map charts the land round you as you go, wider the better you are, and shows more: the lie of the land at first, then the peoples' lands by name, then a compass and a scale. Charting new ground teaches it.
Cooking
Cook what you catch over a fire. Food heals you slowly.
Inscription
Write spell scrolls with a scribe's pen, blank scrolls and the spell's reagents. You must know the spell.
Smelting
Melt ore into ingots at a forge, and sand into glass. Each metal needs more skill; glass is how a beginner learns.
Tailoring
Cut hides into leather and sew leather armour and clothes, with a sewing kit.
Tinkering
Make tools, lockpicks, clockwork parts and jewelry. Set gems into gold for bonuses.
Magic
Aeromancy
The air element: how strong your air moves are, which you can use, and how much energy you hold.
Evaluating Intelligence
Reading the weave of a spell: your spells hit harder and heal more.
Geomancy
The earth element: how strong your earth moves are, which you can use, and how much energy you hold.
Hydromancy
The water element: how strong your water moves are, which you can use, and how much energy you hold.
Magery
Your chance to cast a spell, and how strong it is. Also adds to your mana.
Meditation
Mana comes back faster, much faster while you stand still and don't fight.
Pyromancy
The fire element: how strong your fire moves are, which you can use, and how much energy you hold.
Resisting Spells
Cuts the harm spells do to you (up to 40%) and shortens paralysis.
Spirit Speak
0: draw health from fresh bodies nearby. A master's ghost can come back to life at its own body.
Nature
Animal Lore
Read a creature: how hard it is to tame and how hurt it is. Also makes taming a little easier.
Animal Taming
Tame wild animals (T, next to one) so they follow and fight for you. Harder beasts need more skill.
Camping
Click kindling to light a campfire. Rest beside it to heal, and wake well rested.
Riding
Staying on a mount. Rises as you ride, faster on harder mounts and at a gallop. Everyone starts on a donkey; a horse needs 30, an ostard 45, a unicorn 70, a sky-drake 80. With it your mount tires more slowly.
Sailing
Handling a boat: a raft, a rowboat, a longship. The better you are, the quicker and nimbler your boat; each boat is made for a level of skill, and below it it's slow and clumsy. Sailing teaches it.
Tracking
- : sense the creatures around you, and which way the nearest is.
Veterinary
Heal your pets with bandages (Heal in the pet window).
Subterfuge
Detect Hidden
U: find hidden creatures and traps near you. Also warns you, now and then, of something hidden close by.
Hiding
V: hide where you stand. Harder with enemies close and in metal armour. Hidden, nothing notices you; the first blow from hiding is an ambush.
Lockpicking
Open locked chests with lockpicks.
Poisoning
Coat a blade with a poison potion: a hit now and then poisons.
Remove Trap
Disarm a trap you've found (Detect Hidden) on a chest before you open it.
Snooping
Z next to someone: look into their pouch.
Stealing
Take from a pouch you are looking into. Easier hidden; costly things are harder. Getting caught makes them fight.
Stealth
Walk while hidden (running always shows you).
Bardic
Discordance
9 with an instrument: your target's blows and armour weaken for a while.
Musicianship
Playing well. Every song (Peacemaking, Provocation, Discordance) needs it first.
Peacemaking
7 with an instrument: calm your target (or, with none, every enemy around you).
Provocation
8 with an instrument: turn your target on another creature you click.
Stats
There are three stats. You spread 80 points over them when you make your character, then they rise slowly by use, like skills.
- Strength is your health. Mining and fighting with heavy weapons raise it.
- Dexterity is speed: how fast you swing, run and jump, how soon you can dodge again, and most of your stamina.
- Intelligence is the energy behind your element's moves. Meditation raises it.
Each stat stops at 100 and all three together at 225. Like skills, each can be set to rise, fall or hold.
Stamina
Stamina is the breath behind sprinting, jumping, dodging and heavy blows. The last dodge is always there, but spending the last of your stamina leaves you winded for a moment: no sprint, jump, dodge or heavy blow until you get your breath back. A mount has its own breath; in the saddle you spend the animal's, not yours.
Gear and loot
Creatures drop gear in five kinds: common, magic (blue), rare (yellow), legendary (orange) and set pieces (green). Better gear carries more bonuses, and legendary pieces a power of their own. A body glows in the colour of the best thing it holds, and the rarest finds send a beam of light into the sky. Break what you do not want down at an anvil (U) into its materials and essences, and spend essences to reroll a piece's bonuses.
Worn-down gear that needs mending, and some set powers. Coming
Death
When your health reaches zero, you fall. A moment later you rise as a ghost where you fell: pale, see-through, and left alone by everything. Your body stays where it fell, holding everything that was in your backpack. What you wear stays on you.
- Walk to a healing stone or a healer. Every so often the game tells you which way the nearest one is.
- Come back to life there.
- Walk back to your body and take your things (G or □ beside it) before it crumbles.
You lose no skill and no gold, only time and a short chill. As a ghost you can walk, look and open some windows, nothing more.