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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:

ValueBaseInnate
Can'tSkillcap of 0 * levelSkillcap of 0 * level
Very BadSkillcap of 5 * level and 50% learn rate.Skillcap of 8 * level and 100% learn rate.
BadSkillcap of 6 * level and 75% learn rate.Skillcap of 8 * level and 150% learn rate.
NormalSkillcap of 7 * level and 100% learn rate.Skillcap of 8 * level and 200% learn rate.
GoodSkillcap of 8 * level and 125% learn rate.Skillcap of 9 * level and 250% learn rate.
Very GoodSkillcap of 9 * level and 150% learn rate.Skillcap of 10 * level and 300% learn rate.

Racial bonuses have the range of potential values:

BadSubtract 0.1 * level from skillcap and 75% learn rate.
NormalSkillcap unaffected, 100% learn rate.
Very GoodAdd 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