Skills & Training¶
"You don't get good by being told. You get good by doing it badly a hundred times where it counts. The teacher just stops you doing it badly the wrong way."
Ghelmyon's skill system is the crown jewel, and it rewards two things: doing the work and finding someone to teach you. This is the reference for how a skill goes from 0 to mastery - and why you can't just grind it overnight.
For the full list of every skill tree, see the generated Skills & Combat reference; for where to train each class, see Where to Train. This page is the how.
At a glance¶
| Two growth paths | Skill Points (from doing) + lessons (from trainers) |
| Lesson cost | Experience, not gold - and it scales with your current rank |
| Daily cap | 10 lessons per day, total, across all skills |
| Rank gates | You can't out-train your level - high ranks gate behind progress |
| Structure | Parent skills, each with sub-skills |
| Mastery | Tiered passives/actives unlocked at rank 40 and up |
| Resolution | A d100 skill check - roll over the threshold; higher rank lowers it |
| Commands | skills, skills <name>, /mastery, learn <skill> from <npc>, study <skill> |
Two ways to grow¶
Doing the work - Skill Points¶
Almost every action that uses a skill awards Skill Points (SP) toward it: swing a sword and your blade skill ticks up; pick a lock and your sleight ticks up; haggle and your streetwise ticks up. SP accrue quietly in the background and bank toward the next rank. This is the slow, steady path - and it's always running.
Being taught - lessons¶
The faster path is a trainer. Find an NPC who teaches the skill,
then learn <skill> from <npc> (or step into their venue and study
<skill>). A lesson converts experience into an immediate rank gain.
- Trainers each teach specific skills up to a maximum rank - a village smith can start you on blades but can't make you a master; for that you need a better teacher.
- Lessons cost experience points, not gold. You earn experience by fighting, completing quests, exploring, and crafting.
- The cost rises with your current rank - the higher you already are, the more each further lesson costs.
Why you can't grind it overnight¶
Two governors keep training deliberate:
- The daily lesson cap. You can take at most 10 lessons per day, total, across every skill. Spend them wisely - and come back tomorrow.
- Rank gates. You can't out-train your overall progress. Push a skill too far ahead of where you are and the trainer will tell you to go earn it first - fight, quest, live a little - before the next lesson takes.
The intent is diegetic: mastery is a season's work, not an afternoon's.
Parent skills & sub-skills¶
Skills are organised as parent skills, each with a set of sub-skills. The parent is the broad competence; the sub-skills are the specific techniques under it. Training the parent lifts your floor; the sub-skills are where the sharp, situational power lives.
Type skills <name> to see a specific skill alongside its sub-skills and
mastery tiers. Type skills alone for your full sheet.
Mastery tiers¶
Every skill tree has mastery tiers that unlock powerful passive and active abilities as the rank climbs. The thresholds differ by category:
| Category | Mastery ranks |
|---|---|
| Combat | 40 / 50 / 60 / 70 / 80 / 90 |
| Magic & Maneuver | 40 / 55 / 70 / 85 / 100 |
| Crafting | 40 / 55 / 70 / 85 / 100 |
| Social & Utility | 40 / 55 / 70 / 85 / 100 |
Use /mastery to see every tier - locked and unlocked - for each skill
you've trained, with the rank each locked tier needs.
How a skill check is rolled¶
When a skill matters - a lock, a lie, a leap - the engine rolls a d100 and compares it to a threshold:
- Roll over the threshold and you succeed; roll under and you fail.
- Your skill rank lowers the threshold - the better you are, the more rolls clear it. Stats, tools, and circumstance shift it too.
- A natural 95+ is a critical; a natural 5 or below is a fumble.
So a high rank doesn't guarantee success - it just tilts the odds hard in your favour. A novice can land a lucky roll; a master can still fumble. That tension is the point.
Racial affinities¶
Your race nudges how fast some skills grow. Wood Elves take to bows faster than most; other peoples have their own leanings. Affinities speed SP gain in their favoured areas - they don't lock anyone out of anything, they just mean the same hour of practice goes further for some than others.
See also¶
- Where to Train - the venue + master NPC for each class
- Skills & Combat - the full generated skill-tree reference
- Combat 101 - where most of your early SP comes from
- In-game:
skills,/mastery,?mastery,?academy