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Skill Values
Gaining Skills
Available Skills
Compare Professions' Skills
Skills
Skills define your character's specific capabilities. Skills range from 0-1010. Skill caps differ by profession, race, innates, and level. Typing skills
in the game will show you your skills, your skill level, and a percentage denoting how much skill experience you have before gaining another skill point.
Your skill in a particular attack now also gives a component bonus to damage, stacking with the bonuses from stats. For magic, this damage is the better of your appropriate casting skill(s), or your hybrid magic choice in settings 7
if set. Permanent flares use the best of Channeling, Focus, or Sorcery.
When creating your character, you choose seven skills to be innate. Innate skills have a boost to learn rate as follows:
- Very Good → Very Good+ (10xLevel)
- Good → Very Good (9xLevel)
- Anything but Cannot → Good (8xLevel)
In addition, 60 skill points are awarded on level up; these may be used toward raising any skill of your choice using the syntax increaseskill <skill name> <number of points>
.
Skill Values
Professions can have a range of potential values:
Value | Base | Innate |
---|---|---|
Can't | Skillcap of 0 * level | Skillcap of 0 * level |
Very Bad | Skillcap of 5 * level and 50% learn rate. | Skillcap of 8 * level and 100% learn rate. |
Bad | Skillcap of 6 * level and 75% learn rate. | Skillcap of 8 * level and 150% learn rate. |
Normal | Skillcap of 7 * level and 100% learn rate. | Skillcap of 8 * level and 200% learn rate. |
Good | Skillcap of 8 * level and 125% learn rate. | Skillcap of 9 * level and 250% learn rate. |
Very Good | Skillcap of 9 * level and 150% learn rate. | Skillcap of 10 * level and 300% learn rate. |
Racial bonuses have the range of potential values:
Bad | Subtract 0.1 * level from skillcap and 75% learn rate. |
Normal | Skillcap unaffected, 100% learn rate. |
Very Good | Add 0.1 * level to skillcap and 125% learn rate. |
Gaining Skills
You can gain a skill in four ways: by using it, by spending skill points to increase it, by being taught by another player, and by training with an NPC.
Using A Skill To Raise It
If you decide to gain a skill by using it, there are a few factors that come into play. Taking actions that are more difficult overall, take longer, or are more difficult for you will result in better skill gain, whereas taking an action that is easier overall, shorter, or easier for you will result in less skill gain. The better your profession is with a skill, the faster you will be able to raise it, and if the skill is one of your innate skills, it will raise even faster.
Skillpoints
Skillpoints are gained when you gain a level or by spending fame. Skillpoints will accumulate as you level up, allowing you to save them or spend them as you like. Skillpoints may be spent with the IncreaseSkill
command followed by the skill and number of skill points you wish to spend. For example, you could type the following to increase your gnosis by ten: increaseskill gnosis 10
. You will be informed if you don't have enough points, or you're trying to spend too many points. To get a list of skill names for use with IncreaseSkill
, simply type IncreaseSkill
.
Learning From Another Player
Other players can teach you skills using the instruct
command. See lessons for more information.
Training With An NPC
Some NPCs can train your character! To see if they offer training, try to train with <name>
. This will give you a list of skills and tags that the npc can train you in, as well as the cost for training. To accept the training, type the number to the left of the skill or tag you want to be trained in. Be aware that some NPCs will not train you if they are prejudiced against your race, subrace, profession, or organizations.
Available Skills
Skill | Description | Associated Stat(s) |
---|---|---|
Alchemy | Alchemy helps with mixing potions and substances. | Reasoning |
Animal Handling | Animal handling helps with riding and taking care of mounts. | Wisdom |
Archery | Archery helps with hitting with arrows and bolts fired from bows and crossbows. | Dexterity adds a bonus on archery rolls and archery damage. |
Armor | Armor helps a character wear armor without taking penalties to offensive and defensive combat. | Strength helps a character wear armor effortlessly. |
Channeling | Channeling helps with using astral magic and summoning. | Wisdom |
Conditioning | Conditioning helps with having more stamina and vitality as well as resisting special physical effects. Mechanically, every 7 points of Conditioning adds 1 to your character's stamina and vitality. | Endurance |
Enchanting | The ability to enchant items and recharge magical items. | Intelligence |
Evasion and Dodging | Evasion and Dodging helps with dodging physical attacks, bolt-type spells and burst-type spells. | Reflexes |
First Aid | First Aid helps with anything related to healing oneself or another. | Wisdom |
Fishing | Fishing helps with catching fish and other things from bodies of water. | Wisdom |
Focus | Focus helps with vedic magic. | Will |
Foraging | Foraging helps with gathering plants and identifying plants. | Wisdom |
Gnosis | Gnosis helps resist magic effects, have more willpower, and have more essence. Mechanically, every 7 points of Gnosis adds 1 to your character's essence and willpower. | Reasoning, Will, and Wisdom |
Kinesis | Kinesis helps hit with bolt-type and burst-type spells. | Dexterity |
Larceny | Larceny helps with sleight of hand, misdirection, and stealing. | Dexterity |
Lockpicking | Lockpicking helps pick locks. | Dexterity and Reasoning |
Lore | Lore is your knowledge of the world around you. It helps with playing musical instruments, summoning, and learning languages. | Wisdom |
Mechanisms | Mechanisms helps with using mechanisms and disabling traps. | Reasoning and Dexterity |
Melee Weapons | Melee Weapons helps with hitting with melee weapons. | Dexterity is the most common statistic used with Melee Weapons. Strength and Dexterity can help a character do damage with a melee weapon. |
Metallurgy | Metallurgy is a slightly advanced skill that allows one to melt down ore and some other metal items into ingots. | Reasoning |
Observation | Observation helps with discovering covert acts and noticing things such as traps. | Wisdom |
Outdoorsman | Outdoorsman helps with tracking and mitigating or navigating natural hazards. | Wisdom |
Parry | Parry helps a blocking with a weapon in combat. Weapons take a penalty to parry thrown and ranged weapons, and normally cannot parry spell bolts or spell bursts. | Reflexes or Strength |
Shields | Shields helps a blocking with a shield and using a shield without taking penalties to offensive and defensive combat. Shields do not suffer a penalty to block ranged or thrown weapons, and may block spell bolts and spell bursts (based on shield material and size). | Strength helps a character use shields effortlessly. Reflexes helps a character block with a shield. |
Skinning | Skinning helps with taking skins, meat, and other parts from dead creatures. | Wisdom |
Sorcery | Sorcery helps with using arcane magic. | Reasoning |
Stealth | Stealth aids in moving unseen through your environment. | Dexterity |
Tactics | Tactics helps with getting into position in battle as well as taking other special actions in combat. | Reasoning |
Thrown Weapons | Thrown helps with the accuracy of thrown weapons and objects. | Dexterity is the most common statistic used with Thrown Weapons. Strength and Dexterity can help a character do damage with a thrown weapon. |
Unarmed Combat | Unarmed Combat helps with unarmed fighting, including martial arts. | Dexterity is the most common statistic used with Unarmed Combat. Strength and Dexterity can help a character do damage with unarmed attacks. |
Compare Professions' Skills
Click on the column header to sort by that column. Hold shift and click to sort multiple columns.
Show:
Bard •
Channeler •
Cleric Martial •
Cleric Spiritual •
Empath •
Illusionist •
Mech. Arcanist •
Mech. Scientist •
Merc. Berserker •
Merc. Dirty Tricks •
Merc. Finesse •
Merc. Grit •
Qai Monk •
Wild. Martial •
Wild. Religious •
Wizard
Skill | Bard | Channeler | Cleric Martial | Cleric Spiritual | Empath | Illusionist | Mech. Arcanist | Mech. Scientist | Merc. Berserker | Merc. DirtyTricks | Merc. Finesse | Merc. Grit | Qai Monk | Wild. Martial | Wild. Religious | Wizard |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alchemy | Bad | Normal | Very Bad | Very Bad | Very Good | Normal | Very Good | Very Good | Very Bad | Good | Very Bad | Very Bad | Very Bad | Good | Normal | Very Good |
Animal Hand. | Normal | Bad | Good | Bad | Normal | Bad | Bad | Bad | Good | Normal | Good | Good | Bad | Very Good | Very Good | Bad |
Archery | Good | Very Bad | Normal | Bad | Very Bad | Very Bad | Normal | Very Good | Good | Good | Good | Good | Very Bad | Very Good | Good | Very Bad |
Armor | Very Bad | Very Bad | Very Good | Bad | Bad | Very Bad | Very Bad | Very Bad | Normal | Normal | Normal | Very Good | Very Bad | Normal | Normal | Very Bad |
Channeling | Bad | Very Good | Good | Very Good | Very Good | Very Bad | Bad | Bad | Can't | Very Bad | Very Bad | Very Bad | Normal | Good | Very Good | Bad |
Conditioning | Good | Good | Very Good | Good | Good | Good | Good | Good | Very Good | Very Good | Very Good | Very Good | Very Good | Good | Good | Good |
Enchanting | Very Good | Very Good | Good | Very Good | Very Good | Very Good | Good | Bad | Can't | Very Bad | Very Bad | Very Bad | Normal | Good | Very Good | Very Good |
Ev. & Dodg. | Good | Good | Normal | Normal | Normal | Good | Good | Very Good | Good | Very Good | Very Good | Normal | Very Good | Very Good | Normal | Good |
First Aid | Normal | Normal | Very Good | Very Good | Very Good | Normal | Bad | Bad | Very Good | Normal | Very Good | Very Good | Good | Very Good | Very Good | Good |
Fishing | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal |
Focus | Very Good | Very Bad | Bad | Bad | Very Good | Very Good | Bad | Bad | Can't | Very Bad | Very Bad | Very Bad | Bad | Bad | Bad | Bad |
Foraging | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal |
Gnosis | Good | Very Good | Very Good | Very Good | Good | Very Good | Good | Good | Very Good | Good | Good | Good | Good | Good | Very Good | Very Good |
Kinesis | Very Good | Very Good | Bad | Very Good | Good | Very Good | Very Good | Bad | Can't | Very Bad | Very Bad | Very Bad | Very Bad | Normal | Very Good | Very Good |
Larceny | Good | Very Bad | Very Bad | Very Bad | Very Bad | Bad | Very Bad | Very Bad | Bad | Very Good | Bad | Bad | Very Bad | Bad | Very Bad | Very Bad |
Lockpicking | Good | Very Bad | Very Bad | Very Bad | Very Bad | Very Bad | Very Good | Very Good | Bad | Very Good | Bad | Bad | Very Bad | Very Bad | Very Bad | Very Bad |
Lore | Very Good | Very Good | Normal | Good | Normal | Good | Good | Good | Normal | Normal | Normal | Normal | Good | Normal | Good | Very Good |
Mechanisms | Normal | Very Bad | Very Bad | Very Bad | Very Bad | Very Bad | Very Good | Very Good | Bad | Good | Bad | Bad | Very Bad | Very Bad | Very Bad | Bad |
Melee | Normal | Bad | Good | Normal | Normal | Bad | Normal | Normal | Very Good | Very Good | Very Good | Very Good | Bad | Good | Normal | Bad |
Metallurgy | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal |
Observation | Good | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Good | Good | Good | Good | Good | Very Good | Normal | Normal |
Outdoorsman | Good | Bad | Bad | Bad | Normal | Bad | Bad | Bad | Normal | Normal | Normal | Normal | Normal | Very Good | Very Good | Bad |
Parry | Normal | Normal | Good | Bad | Good | Normal | Normal | Normal | Very Good | Good | Very Good | Very Good | Normal | Good | Good | Normal |
Shields | Bad | Very Bad | Good | Good | Good | Very Bad | Normal | Normal | Normal | Normal | Normal | Very Good | Very Bad | Normal | Normal | Very Bad |
Skinning | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal | Normal |
Sorcery | Bad | Very Good | Bad | Bad | Very Bad | Very Good | Good | Bad | Can't | Very Bad | Very Bad | Very Bad | Bad | Bad | Bad | Very Good |
Stealth | Good | Very Bad | Very Bad | Very Bad | Normal | Bad | Very Bad | Very Bad | Normal | Very Good | Normal | Normal | Normal | Very Good | Normal | Very Bad |
Tactics | Good | Good | Good | Good | Good | Good | Good | Good | Very Good | Very Good | Very Good | Very Good | Good | Good | Good | Good |
Thrown | Very Good | Bad | Good | Bad | Bad | Bad | Normal | Normal | Very Good | Very Good | Very Good | Very Good | Normal | Good | Normal | Bad |
Unarmed | Normal | Very Bad | Good | Bad | Bad | Very Bad | Bad | Bad | Good | Good | Good | Good | Very Good | Normal | Normal | Very Bad |