Skills
Signature TrialsAt 70.0 a fighting skill's master offers a one-player trial. Pass it and the signature move is yours for good: Volley, Heroic Leap, Shield Charge, Rallying Hurl, Earthshaker, Shoulder Bash. At 90 a harder trial empowers it, at 100 a mastery trial teaches a second move, and power scrolls lift the cap past 100. ›TrainingSay "train" to a master and buy a skill up to 30.0 at 10 gold a point. Skill locks. ›Items and MagicWeapon tiers, properties, slayers, armour, and how gear wears. ›

Skills rise by use. Swing a sword and Swordsmanship rises; dig and Mining rises. Nothing is bought with points.
Each skill goes to 100.0, and all of them together to 700.0. A new character's first 25 uses of each skill always gain. After that, a gain comes now and then, more often when the task is a fair match for you.
Healing, Magery, Meditation, Parrying and Resisting Spells only rise near a real fight: within 15 seconds of dealing or taking damage from a creature.
Strength, dexterity and intelligence rise with the skills that use them, up to 225 together. The skills window shows every value: click SKILLS on your paperdoll, or the skill total under your health bars, or press P.





