Skills System

TL;DR

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!

Skill List

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
MiningSTRSTR x 2
FishingDEXDEX x 2
Magic ResistanceLevelLevel x 2
MagicMAGMAG x 2
Hand AttackSTRSTR x 2
ArcheryDEXDEX x 2
Short SwordDEXDEX x 2
Long SwordDEXDEX x 2
FencingDEXDEX x 2
Axe AttackDEXDEX x 2
ShieldDEXDEX x 2
AlchemyINTINT x 2
ManufacturingSTRSTR x 2
HammerDEXDEX x 2
Pretend CorpseINTINT x 2
Staff AttackMAGMAG x 2
Poison ResistanceVITVIT x 2
Warrior Build: Focus on STR (melee damage) and DEX (accuracy + defense). Pick one weapon skill and max it. Add some VIT for survivability. Typical split: STR 100 / DEX 80 / VIT 50+.
Mage Build: Focus on MAG (spell power) and INT (casting success). You'll still want some VIT to survive. Typical split: MAG 100 / INT 80 / VIT 40+.

Weapon-to-Skill Mapping

Each weapon type is associated with a specific skill that governs its proficiency and unlocks super attacks.

Weapon Skill Used
UnarmedHand Attack
Short Swords / DaggersShort Sword
Long SwordsLong Sword
Rapiers / SpearsFencing
AxesAxe Attack
Hammers / WarhammersHammer
BowsArchery
ShieldsShield
StavesStaff Attack

Progression Formula

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).

Points-Needed Examples

The following table illustrates the skill point requirements at key milestones.

Current Level Points Needed Total from 0
111
101055
2525325
50501,275
511301,405
60180~2,200
75281~5,500
90405~9,800
100500~13,700
Steep Curve Warning: Skill progression is linear from level 1-50, but becomes quadratic after level 50. The jump from skill 50 to 100 takes roughly 10x more effort than 0 to 50. Combat skills (weapons + magic) train at 2x speed, cutting that grind in half!

Estimated Casts / Hits Per Level

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)
10116 hits11 actions
252613 hits26 actions
505126 hits51 actions
5515678 hits156 actions
6018693 hits186 actions
65217109 hits217 actions
70252126 hits252 actions
75288144 hits288 actions
80328164 hits328 actions
85369185 hits369 actions
90414207 hits414 actions
95460230 hits460 actions
99500250 hits500 actions
Example: To train Magic from level 64 to 100, you'll need approximately 6,200 successful spell casts (with the 2x combat bonus). That's roughly 1.7 hours of continuous casting at 1 cast per second.

Skill Point Cap

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.

Down Skilling Process
  1. The skill you have selected as your down skill loses points first.
  2. If more reduction is needed, the skill that has been training the least among those at level 21 or above loses points next.
  3. Skills at level 20 or below lose their entire level in one step.
  4. Skills at level 21 or above lose 1 level per iteration.

Players should carefully choose their down skill to protect their most important combat abilities from being degraded.

Choose Your Down-Skill Wisely! Down-skilling is slow and irreversible in the short term. Once you reduce a skill, you'll need to grind it back up if you change your mind. Think carefully before reallocating your skill points.

Training Speed Modifiers

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 failureHalf the skill points of a success
Skill Booster ActiveTraining speed multiplied by booster %

Production Skills

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
Production Tip: You always gain skill experience, even on failure. Attempting harder recipes gives more skill pts per attempt, making them the fastest way to train. Don't be afraid to fail!

Estimated Training Time (0 to 100)

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 hoursFree (just fight)
Alchemy~600 crafts~50 minutesMaterials per craft
Manufacturing~570 crafts~1.5 hoursOres + materials
Fishing~900 attempts~2 hoursFree (just fish)
Note: Alchemy and Manufacturing require a skill manual to start training (gives 20% base skill). Without it, you cannot access any recipes. Fishing can be trained from level 0.
Alchemy Recipes
Recipe Skill Req Difficulty Skill Pts on Success Skill Pts on Failure
Red / Blue / Green Potion2010105
Dilution Potion30202010
Big Red / Blue / Green Potion40202010
Invisibility Potion50303015
Hair Color / Under Wear Potion6040-5040-5020-25
Super Green / Hair Style Potion70404020
Super Red / Blue Potion75505025
Skin Color / Unfreeze Potion90606030
Sex Change Potion95707035
Ogre / Power Green Potion95-100808040
Manufacturing Progression
Recipe Tier Skill Req Max Skill Skill Pts on Success Skill Pts on Failure
SuperCoal / Iron Ingot2030105
Dagger / Light Axe3040157
Short Sword / Hauberk40502010
Main Gauche / Chain Hose50602512
Gradius / Scale Mail60703015
Falchion / Chain Mail70803517
Helm / Great Sword75-8085-9037-4018-20
Mithral / Gold Ingot85954221
Flameberge / Plate Mail901004522
Giant Sword / Knight Armor95-9910047-5023-25
Fishing Difficulty
Fish Type Difficulty Range Skill Pts on Success Skill Pts on Failure
Common Fish6-156-153-7
Medium Fish16-2016-208-10
Hard Fish21-3021-3010-15
Rare Catches (weapons/items)9-569-564-28

Special Skills

Some skills have unique activation mechanics and special effects beyond standard combat proficiency.

Pretend Death

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.

Fishing

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.

Taming

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.