Skills level up as you use them. Your maximum skill level equals your governing stat x 2 (e.g., 100 STR = max 200 Sword skill). Total skill points across all skills are capped at 2,200. 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 dramatically (level squared / 10).
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 | 260 | 1,535 |
| 75 | 562 | ~8,500 |
| 100 | 1,000 | ~25,000 |
The total skill points across all your skills is capped at 2,200. 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) | Training speed doubled |
| Skill Booster Active | Training speed multiplied by booster % |
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. Rewards 2 - 5 EXP per catch.
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.