Skills level up as you use them. The maximum skill level is 100, but also limited by your governing stat × 2 (e.g., 30 STR = max 60 Sword skill). Total skill points across all skills are capped at 1,000. Choose wisely — you can down-skill, but it costs time!
Every character has access to a set of skills, each governed by a primary stat that determines its maximum trainable level.
| Skill | Governing Stat | Max Level |
|---|---|---|
| Mining | STR | STR x 2 |
| Fishing | DEX | DEX x 2 |
| Magic Resistance | Level | Level x 2 |
| Magic | MAG | MAG x 2 |
| Hand Attack | STR | STR x 2 |
| Archery | DEX | DEX x 2 |
| Short Sword | DEX | DEX x 2 |
| Long Sword | DEX | DEX x 2 |
| Fencing | DEX | DEX x 2 |
| Axe Attack | DEX | DEX x 2 |
| Shield | DEX | DEX x 2 |
| Alchemy | INT | INT x 2 |
| Manufacturing | STR | STR x 2 |
| Hammer | DEX | DEX x 2 |
| Pretend Corpse | INT | INT x 2 |
| Staff Attack | MAG | MAG x 2 |
| Poison Resistance | VIT | VIT x 2 |
Each weapon type is associated with a specific skill that governs its proficiency and unlocks super attacks.
| Weapon | Skill Used |
|---|---|
| Unarmed | Hand Attack |
| Short Swords / Daggers | Short Sword |
| Long Swords | Long Sword |
| Rapiers / Spears | Fencing |
| Axes | Axe Attack |
| Hammers / Warhammers | Hammer |
| Bows | Archery |
| Shields | Shield |
| Staves | Staff Attack |
Skill progression follows a two-phase curve. Early levels advance quickly, while higher levels demand dramatically more effort.
From level 1 to 50, each level costs that many skill points (level 10 = 10 points).From level 51+, the cost increases quadratically (level squared / 20).
The following table illustrates the skill point requirements at key milestones.
| Current Level | Points Needed | Total from 0 |
|---|---|---|
| 1 | 1 | 1 |
| 10 | 10 | 55 |
| 25 | 25 | 325 |
| 50 | 50 | 1,275 |
| 51 | 130 | 1,405 |
| 60 | 180 | ~2,200 |
| 75 | 281 | ~5,500 |
| 90 | 405 | ~9,800 |
| 100 | 500 | ~13,700 |
The following table shows how many successful casts or hits you need to advance one skill level. Combat skills (weapons and magic) benefit from a built-in 2x training speed bonus.
| Current Level | Points Needed | Combat Skills (2x) | Non-Combat Skills (1x) |
|---|---|---|---|
| 10 | 11 | 6 hits | 11 actions |
| 25 | 26 | 13 hits | 26 actions |
| 50 | 51 | 26 hits | 51 actions |
| 55 | 156 | 78 hits | 156 actions |
| 60 | 186 | 93 hits | 186 actions |
| 65 | 217 | 109 hits | 217 actions |
| 70 | 252 | 126 hits | 252 actions |
| 75 | 288 | 144 hits | 288 actions |
| 80 | 328 | 164 hits | 328 actions |
| 85 | 369 | 185 hits | 369 actions |
| 90 | 414 | 207 hits | 414 actions |
| 95 | 460 | 230 hits | 460 actions |
| 99 | 500 | 250 hits | 500 actions |
The total skill points across all your skills is capped at 1,000. When a character exceeds this limit, "down skilling" occurs automatically to bring the total back within bounds.
Players should carefully choose their down skill to protect their most important combat abilities from being degraded.
Several conditions can affect how quickly your skills gain experience.
| Condition | Effect |
|---|---|
| Combat skills (weapon and magic skills) | 2 skill points per hit |
| Production skills (Alchemy, Manufacturing, Fishing) | Skill points scale with recipe/item difficulty |
| Production failure | Half the skill points of a success |
| Skill Booster Active | Training speed multiplied by booster % |
Production skills (Alchemy, Manufacturing, and Fishing) use a difficulty-based training system. Unlike combat skills which gain a flat 2 skill points per hit, production skills reward more experience for attempting harder recipes. You also gain skill experience on failure, so you always progress even when you fail.
| Skill | On Success | On Failure | Stat Cap |
|---|---|---|---|
| Alchemy | Recipe Difficulty skill pts | Recipe Difficulty / 2 skill pts | INT x 2 |
| Manufacturing | Skill Limit / 2 skill pts | Skill Limit / 4 skill pts | STR x 2 |
| Fishing | Fish Difficulty skill pts | Fish Difficulty / 2 skill pts | INT x 2 |
The following table compares the estimated time to fully train each skill type from 0 to 100, using optimal recipes and assuming continuous training.
| Skill Type | Total Actions | Est. Time | Cost |
|---|---|---|---|
| Combat (weapons) | ~8,000 hits | ~3.3 hours | Free (just fight) |
| Alchemy | ~600 crafts | ~50 minutes | Materials per craft |
| Manufacturing | ~570 crafts | ~1.5 hours | Ores + materials |
| Fishing | ~900 attempts | ~2 hours | Free (just fish) |
| Recipe | Skill Req | Difficulty | Skill Pts on Success | Skill Pts on Failure |
|---|---|---|---|---|
| Red / Blue / Green Potion | 20 | 10 | 10 | 5 |
| Dilution Potion | 30 | 20 | 20 | 10 |
| Big Red / Blue / Green Potion | 40 | 20 | 20 | 10 |
| Invisibility Potion | 50 | 30 | 30 | 15 |
| Hair Color / Under Wear Potion | 60 | 40-50 | 40-50 | 20-25 |
| Super Green / Hair Style Potion | 70 | 40 | 40 | 20 |
| Super Red / Blue Potion | 75 | 50 | 50 | 25 |
| Skin Color / Unfreeze Potion | 90 | 60 | 60 | 30 |
| Sex Change Potion | 95 | 70 | 70 | 35 |
| Ogre / Power Green Potion | 95-100 | 80 | 80 | 40 |
| Recipe Tier | Skill Req | Max Skill | Skill Pts on Success | Skill Pts on Failure |
|---|---|---|---|---|
| SuperCoal / Iron Ingot | 20 | 30 | 10 | 5 |
| Dagger / Light Axe | 30 | 40 | 15 | 7 |
| Short Sword / Hauberk | 40 | 50 | 20 | 10 |
| Main Gauche / Chain Hose | 50 | 60 | 25 | 12 |
| Gradius / Scale Mail | 60 | 70 | 30 | 15 |
| Falchion / Chain Mail | 70 | 80 | 35 | 17 |
| Helm / Great Sword | 75-80 | 85-90 | 37-40 | 18-20 |
| Mithral / Gold Ingot | 85 | 95 | 42 | 21 |
| Flameberge / Plate Mail | 90 | 100 | 45 | 22 |
| Giant Sword / Knight Armor | 95-99 | 100 | 47-50 | 23-25 |
| Fish Type | Difficulty Range | Skill Pts on Success | Skill Pts on Failure |
|---|---|---|---|
| Common Fish | 6-15 | 6-15 | 3-7 |
| Medium Fish | 16-20 | 16-20 | 8-10 |
| Hard Fish | 21-30 | 21-30 | 10-15 |
| Rare Catches (weapons/items) | 9-56 | 9-56 | 4-28 |
Some skills have unique activation mechanics and special effects beyond standard combat proficiency.
Simulates death by making your character appear dead on the ground. Success chance equals your skill level (out of 100). Cannot be used in fight zones or when another player is within 8 tiles.
Requires your character to be standing on a water tile. Success chance roughly equals your skill level. You gain skill experience on both success and failure, scaled by the fish difficulty.
Converts a hostile NPC into a tamed pet on success. The tamed creature follows and fights alongside the player until it is killed or dismissed.