
Skills
Skills are learnable arts unlocked with ability points — two per level-up — spent on the Character screen (F2). Each needs a minimum character level and a minimum score in its governing attribute. Listed below by branch, with the required Level, the governing Attribute and its minimum, and the ability-point cost.
STRENGTH
- Builder L2, STR 3, 1 AP
- Each swing at a tree or dead wood knocks loose 50% more scraps and sticks (rounded up - one becomes two).
- Upgrade wood walls, floors and stairs to stone.
- Metallurgist L2, STR 3, 1 AP
- Required to build and work a furnace.
- Smelt Iron Ore into Iron, char wood into Charcoal, and refine sulphur if you are also an Alchemist.
- Every rock node you break gives up 50% more - stone, clay and ore alike.
- Blacksmith L2, STR 3, 1 AP
- Required to work an anvil - forge iron tools, weapons and armour.
- Required to build an anvil or a cauldron.
- Conditioning L5, STR 6, 1 AP
- +50% maximum stamina.
- Carrying objects and pulling carts costs half the stamina.
- Resilience L5, STR 6, 1 AP
- Hunger drains 20% slower.
- Thirst drains about 30% slower.
- Eat raw meat and fish without harm.
- Gorge yourself as fast as you like without retching.
- Savage L6, STR 7, 1 AP
- Your next heavy melee hit after an execution deals +40 damage and causes bleeding.
- Every bash of yours can knock the weapon out of your victim's hand (5% chance, +1% per point of Strength).
- Ravager L7, STR 8, 2 AP
- Every melee blow you land, a swing or a special, has a 20% chance to tear open a bleeding wound - even with a club or bare fists.
- Your melee blows deal +10 damage to a foe that is already bleeding.
- Executioner L8, STR 8, 2 AP
- Required to execute a downed foe with under 10% health left - without this art there is no finishing blow to offer.
- Your Smash special hits 30% harder.
- Juggernaut L10, STR 9, 2 AP
- Never downed or knocked out - no smash, sap, blast or sleep arrow puts you under, and low health won't drop you.
- A kick, slide, trample or bite can still floor you for a moment.
- Enemy special attacks and thrown weapons deal 20% less damage to you.
- Berserker L11, STR 10, 2 AP
- Unlocks the Berserker Leap: with a melee weapon drawn, X on a foe FACING you hurls you the last two metres onto them.
- The Leap deals 3x weapon damage and leaves a survivor downed (costs 40% of your stamina).
- Your special attacks recharge in half the time.
- After an execution, nearby foes flee in terror.
- For 10 seconds after an execution, each of your melee hits deals +20 damage and causes bleeding.
AGILITY
- Nimble L2, AGI 3, 1 AP
- Unlocks the combat roll: aim, hold a direction and tap sprint to dodge - blows pass through you mid-roll.
- Unlocks the R special attack - with a weapon drawn or bare-handed, aim and press R for a kick that knocks a foe down.
- Prowler L2, AGI 3, 1 AP
- Crouching cuts your detection radius.
- Crouching shows the alert marker above every nearby NPC head while you stay crouched.
- Climber L2, AGI 3, 1 AP
- Required to throw a Hook Rope as a grapple - without this art it is only a weapon in your hands.
- Lets you FREE-CLIMB: aim at a wall and press jump to take hold of it.
- On a wall you can go up, down, left and right, and pull up over a ledge.
- Hauling your own weight is hard work: every move on a face costs a real share of your stamina bar, and running out drops you.
- Climbing a Hook Rope uses half the stamina.
- You can make Hook Ropes at the workbench.
- Acrobat L2, AGI 3, 1 AP
- Take half damage from falls.
- Breakfall: on a fall that would hurt you, tap sprint as the ground comes up and you roll out of the landing instead, taking nothing. The prompt tells you when to press.
- While sprinting, tap jump for a high acrobatic leap.
- Unlocks POWER CLIMB, the boosted climbing moves (needs Climber to get onto a wall in the first place). Hold sprint while clinging and the prompt lists them.
- Power climb: hold sprint and tap forward, left, right or a diagonal - each one covers about two metres in the same time. Straight moves cost half as much again.
- Hold sprint on a wall: back slides down, jump throws you clear of the face.
- Diagonal wall reaches: forward + left or forward + right.
- Duelist L5, AGI 6, 1 AP
- Your special attacks recharge a quarter faster.
- Fighting in focus mode deals +15% damage.
- Your stab and thrust specials hit 20% harder.
- Evasion L6, AGI 6, 1 AP
- 20% chance to dodge a melee special outright.
- 50% chance to resist bleeding.
- Shadow L6, AGI 7, 1 AP
- Crouching hides you even better.
- Unlocks the silent stealth kills (strangle & cut-throat) - aim and press X at an enemy's back.
- Untouchable L8, AGI 8, 2 AP
- Enables the combat slide (crouch while sprinting) that knocks foes down.
- In combat stance, double-tap forward or back for an acrobatic flip dodge.
- Your combat roll stamina cost is halved.
- Skirmisher L10, AGI 9, 2 AP
- Every kill you make refills 20% of your stamina bar.
- Every kill also readies your next hit to land +20 damage - a swing, a special, a throw or a shot.
- Assassin L11, AGI 10, 2 AP
- Your silent kill (X from behind) always kills outright.
INTELLIGENCE
- Bushcrafter L2, INT 3, 1 AP
- +50% of everything you butcher from a carcass (rounded up) - meat, hide, bones, fat, feathers and trophies alike.
- Fuel you feed a fire burns 50% longer, and fires you light give off no smoke.
- Focus mode reveals harvest nodes.
- Make bone knives and spears, tribal shields and trophy masks.
- Cook L2, INT 3, 1 AP
- Required to cook at a cauldron: meals, drinks and lamp oil.
- Craftsman L2, INT 3, 1 AP
- Required to work a workbench.
- Make most workbench goods: cloth and leather clothing, dyes, the chisel, waterskins, clay pots and the hide shield.
- Make the iron hand tools (Iron Hammer, Iron Knife, Carving Hatchet), rope, bandages, splints and reins.
- Build workbenches, chests, barrels and mushroom pots.
- Focused L2, INT 3, 1 AP
- +50% maximum focus.
- Focus mode reveals thrown weapons and dropped loot.
- You can HAGGLE a trader - talk their price down, their offer up and their repair fee lower for as long as you stand at their table.
- Haggling costs FOCUS, more of it the richer the trader, and you get ONE attempt at each trader until they next come and go.
- Intelligence decides how often the pitch lands and how much it wins, but no tongue is silver enough to never be refused.
- Trapper L4, INT 5, 1 AP
- Required to CRAFT traps of every kind - Bear, Spike, Incendiary and Poison.
- Spike, Incendiary and Poison Traps also need it to be built and to be armed.
- A Bear Trap needs no skill to lay, re-arm or disarm once it is made - anyone can work one.
- Tinker L4, INT 5, 1 AP
- Repairs cost half the materials and focus.
- Make recurve bows, crossbows, their bolts and tipped arrows, saddles, backpacks and tribal armour, the helmet, the mail undershirt and iron armour, and mid-tier iron blades, cleavers, javelins and maces.
- Build strongboxes and carts, the camp wall, the camp gate and the trade stall.
- Upgrade wood doors and gates to iron.
- Healer L5, INT 6, 1 AP
- Anything you eat or drink from your pack that restores health restores 50% more (rounded up).
- Tend others from your own pack: aim at a hurt player or a friendly person to heal them, bandage a bleed, splint a fracture or cleanse poison and infection.
- Alchemist L7, INT 8, 2 AP
- Brew potions and poison at a cauldron, +2 portions from every pot you fill.
- Refine sulphur in a furnace.
- Make gunpowder, sleep arrows, poison bombs and explosive charges.
- Artisan L9, INT 9, 2 AP
- Make the finest gear: the flintlocks and the blunderbuss pistol and their charges, bombs, lockpicks, flutes, barbed bolts, the great blades, axes and hammers, and the tower shield.
- Forge Steel from iron and charcoal at an anvil - no other smith can, and the best blades, guns, armour and tools in the valley are all built on it.
- Build the balloon.
- Build 25% faster.
- Focus mode reveals traps.
- Shaman L11, INT 10, 2 AP
- Revive the DEAD: a player, a person or an animal, within 90 seconds of their death. You alone see how long each body has left.
- Aim at the body and press H, then ten seconds crouched over it. Costs half your focus, and no potion will do it.
- The revived get up weak and limping, and still lose the life their death cost - a death on the last life is final.
- A revived person gets up and wanders off - an enemy calmed for good - and a revived beast bolts in panic. Reviving a person or an animal earns karma, and a person's own people remember it - except the Hiss'Gar.
PERCEPTION
- Forager L2, PER 3, 1 AP
- Gather 50% more from plants and harvest nodes.
- Angler L2, PER 3, 1 AP
- The fishing reel minigame is twice as forgiving (double the hit window).
- You can make fishing rods.
- Locksmith L2, PER 3, 1 AP
- Pick HARD locks.
- Marksman L4, PER 5, 1 AP
- +5 damage with bows, thrown weapons and firearms while FOCUS MODE is active.
- Beastmaster L4, PER 5, 1 AP
- Taming spooks the animal far less (75%->30%) and progresses twice as fast.
- Every blow you land on a predator has a 25% chance to break its nerve and send it fleeing.
- A horse you ride is far less likely to throw you when a beast strikes it (50% -> 20%).
- Vigilance L5, PER 6, 1 AP
- In focus mode, creatures hidden behind cover are outlined through it - moving ones anywhere in range, still ones within 15 m.
- Without this skill, focus shows only their nametags.
- Tracker L5, PER 6, 1 AP
- +25% loot from carcasses.
- Sense creatures at greater range.
- Master Locksmith L7, PER 8, 2 AP
- Pick VERY-HARD locks.
- True Sight L9, PER 9, 2 AP
- Focus mode reveals ore nodes.
- Focus mode rings each nearby NPC at the range it will spot you.
- Your ranged hits have a 25% chance to critically hit for double damage.
- Deadeye L11, PER 10, 2 AP
- +10 damage on every ranged hit - bows, crossbows, firearms and thrown weapons (stacks with Marksman).
- A ranged shot on a target that hasn't noticed you deals a further +30.