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Reference

Skills

Thirty-two skills, in five groups. Nothing is locked behind a class — you train what you use, and a character who mines, smiths and fights is simply a character who has done all three.

Combat

12 skills

Hitting things, and surviving being hit back. Most of these train themselves simply by being used, which means your fighting style decides what you get good at whether you planned it or not.

Harvesting

5 skills

Everything that comes out of the ground, the water or a carcass. These are the skills that feed every craft in the game, and the ones you can leave running while you do something else.

Crafting

9 skills

Turning what you gathered into something worth having. Each of these wants a tool in hand and materials in your pack, and each pays back a different part of the game.

Magic

4 skills

Spells, the mana behind them, and the skills that make both land harder. The most expensive way to fight and, once it is running, the most decisive.

Misc

8 skills

The skills that fit nowhere else — locks, tracks, hiding, and the three that deal with the creatures of the world rather than the loot they drop.