All characters are born with a set of skills and attributes. Adultspawns receive their racial benefits and nothing else, tierborns receive an average of their parent's stats with a cap at apprentice, they do not inherit attributes. There are three main attributes and twelve skills, each with 5 levels that increase in difficulty. All skills have a root attribute, which can only be levelled through the skills that belong to them and take longer to do so. For example, you can increase your strength over time as you develop your smithing skill. Experience gained on skills is directly affected by the level of the knowledge attribute. It's useful to note that knowledge does not contribute to other attributes skill gains. Most actions will gain you experience, except for hitting with fists, participating on a voting project or failing to land an action; i.e. a miss when sparring. Do note that your attributes do not contribute to the amount of effort gained per hour or the resulting quality of projects except in special cases such as healing, attacking, and various Guile-based actions.

* Melee root attribute for hit and dodge chance plus damage
* Each level increases inventory capacity by 50
* Level 2 is required for using a crowbar
* Is used for battering rams
* Increases drag capacity to double the capacity of the character's inventory limit

* Ranged root attribute for hit and dodge chance plus damage
* With each level the container capacity increases by 5 to a maximum container weight capacity of 45
* Each level provides a higher level of protection against guile actions
* It increases travel speed by an hour per level when walking
* It reduces the chance of attaining injuries when damaged below 35% health

* Magic root attribute for abilities and attacks
* Each level increases the amount of exp gained per hour
* Increases the chance of a healing project completing successfully
* Reduces the length of study for gaining magic via a catalyst

Attribute Skill Level Effect Influence
Strength Melee Damage Fighting with melee weapons, partly. Weapon quality is also a factor.
Mining Just Speed, Not Quality Gathering materials from underground and refining them such as ore and stone.
Harvesting Speed and Quality Gathering materials from above ground such as wood.
Smithing Speed and Quality Tempering materials into weaponry and jewelry. Higher quality does more damage.
Dexterity Marksman Damage Damage with ranged weapons, partly. Weapon quality is also a factor.
Ranching Ability, Quality, and Speed Taming animals to be steeds, or producers and collecting from them.
Tailoring Speed and Quality Making high quality clothing.
Cooking Speed and Quality Creating high quality foods. Higher quality is more filling.
Knowledge Alchemy Ability and Quality Producing substances with special properties, such as medicine. Also affects success rate of applying those substances.
Engineering Speed and Quality Building structures (which do not have quality), and complex machinery.
Guile Ability and Speed Lock picking, eavesdropping, pick pocketing, and stealing animals. The art of stealth.
Manufacturing Speed and Quality Crafting tools, furniture, and other small items or tasks.

There are five levels (1 through 5) for skills and attributes. Each level is harder than the last making true mastery more difficult. The text blurbs for each level are shown in chart the below. Adultspawns start at level one for all skills and attributes, except as noted (See Spawning for more information on differences between types of spawns).

Experience is mainly gained through hourly participation in projects. Exceptions are experience gained through armed combat and hunting, as well as at the successful completion of some high risk tasks such as stealing animals. The level of your knowledge attribute determines how much experience you earn when developing other skills. [See yonder chart]

Whilst levelling skills is a big part of the game, it is always secondary to roleplay. Skills help you do things more effectively, faster and often to a higher quality (materials dependant). Using a maxed skill will only gain experience for its associated attribute. Maxing out an attribute will no longer gain experience for that attribute.

Level Text
1 Poor/Weak
2 Novice/Okay
3 Apprentice/Average
4 Expert/Good
5 Master/Strong

  • stats.txt
  • Last modified: 2022/01/12 23:25
  • by poldora