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'''Skills''' are the many particular aspects of the adventurer's trade that your character will need if they intend to survive. Like [[experience level]]s, they are gained automatically as you earn [[experience]] through the killing of monsters. While gaining experience levels provides general boosts to your character, gaining skill levels only provides benefits for the narrow sections of adventuring that they pertain to. Like character levels, the highest level a skill can reach is [[27]].
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'''Skills''' represent your character's effectiveness in offensive, defensive, and magical disciplines. Starting skill levels depend on character [[species]] and [[background]]. As characters earn [[experience]], the XP is spread across different skills, according to the distribution specified on the Skill Screen ('''m'''). Species [[aptitudes]] will make certain skills easier or harder to train. Skill levels are capped at [[27]].
  
Focusing your skill progression on skills that A) your [[species]] has a natural [[aptitude]] for and that B) you'll actually use can make or break a character. Every species has an aptitude ranging from -5 to +5 for each individual skill, a measure of how easily they can learn it. While you aren't necessarily restricted from branching into skills you have a bad aptitude for, training them will take longer and you may not be able to acquire enough experience to keep your character effective as you go deeper into the [[Dungeon]].
+
Every species is rated from -5 to +11 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but notably slower.
 
 
Characters start the game with access to a small selection of skills. More can be acquired over time.
 
  
 
==Skill Types==
 
==Skill Types==
Skills are roughly divided into five categories:
+
Skills can be divided into three categories:
  
'''Offense'''
+
===Offense===
*[[Fighting]]: Improves your damage in melee, increases your max [[HP]].
+
*'''[[Fighting]]:''' Improves melee damage, melee accuracy, and max [[HP]].
*[[Unarmed Combat]]: Improves your damage, accuracy, and attack speed when making melee attacks without a weapon, and allows you to make auxiliary unarmed combat attacks.
+
*'''Weapon skills:''' Improve damage, accuracy, and attack speed with a weapon group. Training a weapon skill also gives a bonus to any skills that [[cross-train]] with it.
*Individual Weapon Skills ([[Short Blades]], [[Maces & Flails]], etc.): Improves your damage, accuracy, and attack speed when using the weapons each skill covers. Some weapon skills cross-train, allowing you to learn their associated, lower-level skills at a faster rate (+4 to the corresponding aptitude, roughly 2× normal speed).
+
**'''Strength-based:''' Damage scales with [[strength]]:
 +
***'''[[Maces & Flails]]:''' Maces, flails, and whips. The most straightforward weapons. ''(Cross-trains with [[Axes]] and [[Staves]])''
 +
***'''[[Axes]]:''' Axes. These weapons are able to [[cleave]]. ''(Cross-trains with [[Maces & Flails]] and [[Polearms]])''
 +
***'''[[Polearms]]:''' Spears, tridents, etc. These weapons are able to [[reach]]. ''(Cross-trains with [[Axes]] and [[Staves]])''
 +
***'''[[Staves]]:''' Quarterstaves, lajatangs, and magical staves. ''(Cross-trains with [[Maces & Flails]] and [[Polearms]])''
 +
***'''[[Unarmed Combat]]:''' Fighting without a wielded weapon. Most [[auxiliary attacks]] are ''not'' improved.
 +
***'''[[Throwing]]:'''  [[Stone]]s, [[dart]]s, [[boomerang]]s, [[javelin]]s and [[large rock]]s. Also increases the success chance of [[atropa]] and [[datura]] darts.
 +
**'''Dexterity-based:''' Damage scales with [[dexterity]]:
 +
***'''[[Short Blades]]:''' Daggers, short swords, rapiers etc. ''(Cross-trains with [[Long Blades]])''
 +
***'''[[Long Blades]]:''' Swords. ''(Cross-trains with [[Short Blades]])''
 +
***'''[[Ranged Weapons]]''': Bows, crossbows, and slings.
  
'''Defense'''
+
===Defense===
*[[Dodge]] - Improves your [[evasion]] (more effective when wearing lighter [[armour]]).
+
*'''[[Armour (skill)|Armour]]:''' Improves the [[AC]] bonus from wearing armour (more effective with heavier armour). Somewhat reduces the impact of armour [[encumbrance]] penalties.
*[[Armour (skill)|Armour]] - Improves the [[AC]] bonus armour gives you (more effective when wearing heavier armour), reduces the impact of armour EV penalties.
+
*'''[[Dodging]]:''' Improves [[EV]]. More effective with lighter [[armour]] and higher [[dexterity]].
*[[Shields (skill)|Shields]] - Improves the [[SH]] bonus [[shields]] gives you, reduces the impact of shield EV penalties.
+
*'''[[Shields (skill)|Shields]]:''' Improves the [[SH]] bonus from wearing a [[shield]]. Reduces and eliminates the impact of shield [[EV]] and [[spell success]] penalties.
*[[Stealth]] - Reduces the likelihood of unaware monsters detecting you.
+
*'''[[Stealth]]:''' Reduces the likelihood of unaware monsters detecting you, increases the chance of out-of-sight monsters losing track of you, and improves [[stab]]bing damage. More effective with lighter [[armour]] and higher [[dexterity]].
  
'''Thievery'''
+
===Magic===
*[[Stabbing]] - Adds a damage multiplier when you attack an enemy that is not yet aware of you (more effective with certain weapons).
+
*'''[[Spellcasting]]:''' Slightly increases the [[spell power]] and [[spell success|success rate]] of any spell you cast, increases your max [[MP]], and grants you extra spell levels to memorize more spells.
*[[Traps]] - Increases the likelihood of you finding nearby [[traps]] as well as your ability to disarm mechanical traps.
 
  
'''Spellcasting'''
+
*'''[[Spell school]] skills:''' Improve [[spell power]] and [[spell success|success rate]] for all spells of that school. Many spells rely on more than one skill.
*[[Spellcasting]] - Slightly increases the [[spell power]] of any spell you cast, reduces the [[spell hunger]] generated, increases your max [[MP]], and grants you extra spell levels to memorize more spells.
+
**'''[[Conjurations]]:''' Direct attack magic.
*There are many individual skills for the many magic schools you can study. These include styles such as [[Conjurations]] (direct attack magic) and [[Charms]] (magic to enhance your abilities), as well as [[element]]al schools such as [[Fire Magic]] or [[Poison Magic]]. All of these skills have the same general effect, however: to improve the spell success rate and spell power of their associated spells (though some schools have other minor benefits as well, such as improved prowess while wielding an elemental staff). Be aware that some elemental schools are opposed (Fire/Ice, Earth/Air). If you've already gained skill in one school, you'll find it much harder to train the other (-4 to the corresponding aptitude, roughly 1/2 normal speed).
+
**'''[[Hexes]]:''' Magic used to weaken enemies.
 +
**'''[[Summonings]]:''' Spells that temporarily create allies.
 +
**'''[[Necromancy]]:''' Spells involving manipulation of life, [[negative energy]], and the [[undead]].
 +
**'''[[Translocations]]:''' Move yourself, enemies, or objects.
 +
**'''[[Alchemy]]:''' Spells about transmuting matter and inflicting [[poison]].
 +
**'''[[Fire Magic]]:''' Spells that involve [[fire]].
 +
**'''[[Air Magic]]:''' Spells that focus on wind, [[cloud]]s, and [[electricity]].
 +
**'''[[Ice Magic]]:''' Spells that involve [[cold]] and ice.
 +
**'''[[Earth Magic]]:''' Spells that involve physical damage and manipulation of the earth.
  
'''Alternative Magic'''
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===Miscellaneous===
*[[Invocations]] - Improves the effectiveness of powers granted by the [[gods]], increases your max MP.
+
*'''[[Invocations]]:''' Improves the effectiveness of powers granted by your [[god]], increases your max [[MP]]. Some gods do not require training of this skill.
*[[Evocations]] - Improves the effectiveness and safety of using magical items. Increases your max MP.
+
*'''[[Evocations]]:''' Improves the effectiveness of using [[wand]]s and [[evocable]]s.
 +
*'''[[Shapeshifting]]:''' Improves the effectiveness of, and reduces and eventually removes the max [[HP]] penalty from, the use of [[talisman]]s.
  
Note that of the three different skills that contribute to your maximum MP value, only the highest skill will contribute -- you will not receive the bonuses from each.
+
The MP bonus from skills is the higher of your [[Spellcasting]] skill or half of your [[Invocations]] skill.
  
 
==The Skill Screen==
 
==The Skill Screen==
Pressing '''[[m]]''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows you your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' button.
+
Pressing '''m''' will bring up the skill screen, which displays current skill levels and your species' skill [[aptitude]]s. It also allows you to change which skills you'll train and how much.
 +
 
 +
Skill XP is split between trained skills; the more XP you invest into one skill, the less XP you'll have in the others. You can select which skills to train by either clicking on its name, or pressing the key associated to it. The exact split will depend on the training mode. There are two mode: automatic and manual. You can swap between modes with the '''/''' key.
 +
 
 +
In automatic mode, skills that are used more in game will gain a greater share of the XP. Selecting the skill will cycle through three modes:
 +
*Normal (grey name; + next to the skill): Regular training.
 +
*Focused (white name; * next to the skill): Selected skill will gain more XP, even if never used.
 +
*Deselected (dark grey name; - next to the skill): Skill will gain no XP, even if used constantly.
 +
 
 +
In manual mode, you select which skills to train directly. XP is split between all selected skills evenly, unless a skill is focused.
 +
*Normal: Regular training.
 +
*Focused: Skill will gain twice the share of XP.
 +
*Deselected: Skill gains no XP.
 +
 
 +
In addition, you can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it is deselected. This lets you precisely control how much XP gets put into each skill.
 +
 
 +
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets.
 +
 
 +
Note that you can train all the skills from the very beginning of the game. So be careful not to train skills that don't give an immediate benefit for your character. By default, only skills that are usable are displayed; press '''*''' to access the list of all skills.
 +
 
 +
==Strategy==
 +
Skill management is central to strategic play. Allocating your XP to align with your [[aptitudes]], available [[item|equipment]], and playstyle will make or break your character.
 +
 
 +
In general, manual training is better than automatic. Automatic training will spread XP between many different skills, even if they wouldn't be helpful to your character. For example, it could make your noisy melee brute train some [[Stealth]] just because an enemy didn't notice you one time. This doesn't mean you have to manage every since facet of your skill, though. You can set 4 skills to be trained equally for the entire game and be fine for the most part.
  
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.
+
===Skill Micromanagement===
 +
Technically, it is best to train only 1 skill at any given time, switching constantly as appropriate (e.g. getting Fighting 0 -> 2 while training nothing else, then Armour 0 -> 2 training nothing else, then Fighting 2 -> 4...). This is because each skill has at least one breakpoint:
 +
*Weapon Skills: Weapons have a [[minimum delay]] - past minimum delay, training the skill is less effective, as it no longer increases your attack speed. In addition, reaching 1.0 attack delay (after [[shield]], if applicable) can be considered a breakpoint, as it prevents 100% speed enemies from double-striking you.
 +
*Spell Schools: The skill level where a spell becomes "comfortable" to cast is the single most important level for casters. For example, if a 10% failure rate is comfortable to you, then getting [[Fireball]] to a 10% failure rate will add an entire new spell to your repertoire. This comfort point will depend on player and character.
 +
*Fighting, Armour, Dodging, Shields: You can't have fractional HP/AC/EV/SH. So thanks to rounding, you can go from Armour 0 -> 2.4 and gain +0 AC, yet the jump from Armour 2.4 -> 2.5 could give +1 AC.
 +
*Shapeshifting: Talismans have a defined minimum and maximum skill. Also, certain talismans increase your AC/EV, which are affected by rounding like Armour and Dodging are.
 +
*All skills: For every ''whole'' level of a skill, the cost of that skill rises, e.g Stealth 2 -> 3 is cheaper than Stealth 3 -> 4. So getting Stealth 2 -> 3 might be more cost-effective than Fighting 0 -> 1, but that same Fighting training might be more cost-effective than Stealth 3 -> 4.
  
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key.. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that. Most veteran players advise always using manual mode, as it is far easier to control where your XP goes using it. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.
+
That being said, managing your skills like this has a relatively minor effect on gameplay. It is more productive to learn combat tactics and when to use consumables. Even if you do care, by the time you reach the late-game, precise skill training basically doesn't matter.
  
===Skill Requirements===
+
===Example===
In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:
+
Say you want the following skills:
*You must have an appropriate weapon in order to train its weapon skill.
+
*Fighting 3 (for +6 HP)
*You must be wearing a shield or be able to create a magical shield to train Shields
+
*Conjurations 3 (to cast Searing Ray)
*You must have a spell of a particular school memorized to train that school's skill.
+
*Dodging 3 (for +1 EV).
*You must worship a god who grants invocable powers to train Invocations
 
*You must have an evocable item in your [[inventory]] to train Evocations
 
  
Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far. Be aware that when [[quaff]]ing a [[potion of experience]] or drawing an [[experience card]], you will immediately be asked which skills you'd like to improve. Make sure you have access to the skills you want to put this into!
+
Note that these values are not accurate to the game. Dodging 3 won't always give you +1 EV, for instance, and Conjurations 3 usually isn't enough to cast Searing Ray.
 +
 
 +
For sake of example, assume each floor gives 3 levels of a skill, that levels of skill don't increase in cost, and that you have even aptitudes in each skill.
 +
 
 +
If you trained each skill independently, you'd have the following skills:
 +
Floor #1 end - Fighting 1 (+2 HP), Conjurations 1, Dodging 1
 +
Floor #2 end - Fighting 2 (+4 HP), Conjurations 2, Dodging 2
 +
Floor #3 end - Fighting 3 (+6 HP), Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)
 +
 
 +
If you trained each skill one-at-a-time:
 +
Floor #1 end - Conjurations 3 (Searing Ray castable)
 +
Floor #2 end - Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)
 +
Floor #3 end - Fighting 3 (+6 HP), Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)
 +
 
 +
The end result is the same. But by training skills one-at-a-time, you get the benefit of having Searing Ray castable 2 floors earlier, and the benefit of having +1 EV a single floor earlier.
  
 
==Experience Required==
 
==Experience Required==
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level:
+
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27.<ref>{{source ref|0.31.0|skills.cc|2264}}</ref>
  
 
{| class="wikitable"
 
{| class="wikitable"
! Level !! Total skill points!! !! Level !! Total skill points !! !! Level !! Total skill points
+
! Level !! Total skill points!! Percentage !! !! Level !! Total skill points !! Percentage !! !! Level !! Total skill points !! Percentage
 
|-
 
|-
| 1 || 50 || || 10 || 2,800 || || 19 || 12,300
+
| 1 || 50 || 0.2% || || 10 || 2,775 || 11.4% || || 19 || 10,900 || 44.8%
 
|-
 
|-
| 2 || 150 || || 11 || 3,450 || || 20 || 13,950
+
| 2 || 150 || 0.6% || || 11 || 3,375 || 13.9% || || 20 || 12,225 || 50.3%
 
|-
 
|-
| 3 || 300 || || 12 || 4,200 || || 21 || 15,750
+
| 3 || 300 || 1.2% || || 12 || 4,050 || 16.6% || || 21 || 13,650 || 56.1%
 
|-
 
|-
| 4 || 500 || || 13 || 5,050 || || 22 || 17,700
+
| 4 || 500 || 2.1% || || 13 || 4,800 || 19.7% || || 22 || 15,175 || 62.4%
 
|-
 
|-
| 5 || 750 || || 14 || 6,000 || || 23 || 19,800
+
| 5 || 750 || 3.1% || || 14 || 5,625 || 23.1% || || 23 || 16,800 || 69.1%
 
|-
 
|-
| 6 || 1,050 || || 15 || 7,050 || || 24 || 22,050
+
| 6 || 1,050 || 4.3% || || 15 || 6,525 || 26.8% || || 24 || 18,525 || 76.2%
 
|-
 
|-
| 7 || 1,400 || || 16 || 8,200 || || 25 || 24,450
+
| 7 || 1,400 || 5.8% || || 16 || 7,500 || 30.8% || || 25 || 20,350 || 83.7%
 
|-
 
|-
| 8 || 1,800 || || 17 || 9,450 || || 26 || 27,000
+
| 8 || 1,800 || 7.4% || || 17 || 8,550 || 35.1% || || 26 || 22,275 || 91.6%
 
|-
 
|-
| 9 || 2,250 || || 18 || 10,800 || || 27 || 29,750
+
| 9 || 2,250 || 9.2% || || 18 || 9,675 || 39.8% || || 27 || 24,325 || 100%
 
|}
 
|}
  
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.
+
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.  The resulting multipliers are in the chart below.
 
{| class="wikitable"
 
{| class="wikitable"
! Aptitude  
+
! Aptitude
|| +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5
+
|| +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5
 
|-
 
|-
 
! XP Multiplier
 
! XP Multiplier
|| 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42
+
|| 6.73 || 5.66 || 4.76 || 4.0 || 3.36 || 2.83 || 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42
 
|}
 
|}
 
These amounts are also themselves significantly increased as your character gains more and more skill experience.  At higher levels, the amount of actual experience required to produce the same increase in skill levels reaches as high as 265 times the amount of experience a character with no skill experience would require.  However, mobs in the late game give drastically more experience, so this effect is not too difficult to overcome.
 
  
 
==History==
 
==History==
Prior to [[0.12]], some skills had inherent bonuses or penalties to training, regardless of your aptitude. Spellcasting was penalized, requiring 130% of standard XP to gain each level. Invocations, Evocations, and Stealth were easier, however, requiring only 80%.
+
*Prior to [[0.28]], it was more expensive to gain high levels of a skill (levels >14 cost more XP).
 
+
*In [[0.21]], skill targets were added.
Prior to [[0.10]], the Stealth skill training bonus was even better. Each level required only 50% of the XP needed for other skills.
+
*Prior to [[0.15]], there was '''anti-training'''; when training opposing spell schools (Fire/Ice, Air/Earth), you would get an aptitude penalty for the opposite skill. Also, cross-training would increase the aptitude of the cross-trained skills, rather than increasing skill XP directly.
 +
*Prior to [[0.12]], certain skills cost more or less XP than others. [[Spellcasting]] cost 130% XP; [[Invocations]], [[Evocations]], and [[Stealth]] all cost 80% XP. In 0.12, all species' aptitudes were modified to compensate for this change.
 +
*Prior to [[0.10]], decimal levels of a skill did not matter. Your equipment's impact on skill was not standardized between levels 0-27. Also, [[Stealth]] had a cost multiplier of 50%.
 +
*Prior to [[0.9]], the skill system was radically different. Previously, there was no automatic or manual mode. Instead, whenever you earned [[XP]], it would be saved in a pool. Using a skill would divert XP to the skill. If you wanted XP to go into a specific skill, you'd have to repeat useless actions (e.g. casting [[Shock]] at nothing to train [[Air Magic]]) - this was called [[victory dancing]].
  
Prior to 0.10, skills only required particular equipment or spells for the first level, and those first levels could only be gained by using those skills while gaining XP.
+
'''Added Skills'''
 +
*[[0.31]] - [[Shapeshifting]], [[Alchemy]]
 +
*[[0.29]] - [[Ranged Weapons]]
 +
*[[0.13]] - [[Traps (skill)|Traps]]
  
Prior to [[0.9]], XP functioned very differently: instead of automatically being assigned to skills, it would go into an experience pool. This XP was then applied to skills as they were used, resulting in repetitive and annoying "[[victory dance]]s" designed to funnel the XP appropriately.
+
'''Removed Skills'''
 +
*[[0.31]] - [[Transmutations]], [[Poison Magic]] (changed to Shapeshifting and Alchemy)
 +
*[[0.29]] - [[Bows (skill)|Bows]], [[Crossbows (skill)|Crossbows]], and [[Slings (skill)|Slings]] (merged into Ranged Weapons)
 +
*[[0.26]] - [[Charms]]
 +
*[[0.13]] - [[Stabbing]], [[Traps (skill)|Traps]]
 +
*[[0.12]] - [[Traps & Doors]] (renamed to Traps)
 +
*[[0.6]] - [[Divinations]]
  
 
==See Also==
 
==See Also==
*[[Complete list of skills]]
 
 
*[[Skill titles]]
 
*[[Skill titles]]
 +
 +
==References==
 +
<references />
 +
 +
{{Skills}}

Latest revision as of 07:14, 14 March 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Skills represent your character's effectiveness in offensive, defensive, and magical disciplines. Starting skill levels depend on character species and background. As characters earn experience, the XP is spread across different skills, according to the distribution specified on the Skill Screen (m). Species aptitudes will make certain skills easier or harder to train. Skill levels are capped at 27.

Every species is rated from -5 to +11 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but notably slower.

Skill Types

Skills can be divided into three categories:

Offense

Defense

  • Armour: Improves the AC bonus from wearing armour (more effective with heavier armour). Somewhat reduces the impact of armour encumbrance penalties.
  • Dodging: Improves EV. More effective with lighter armour and higher dexterity.
  • Shields: Improves the SH bonus from wearing a shield. Reduces and eliminates the impact of shield EV and spell success penalties.
  • Stealth: Reduces the likelihood of unaware monsters detecting you, increases the chance of out-of-sight monsters losing track of you, and improves stabbing damage. More effective with lighter armour and higher dexterity.

Magic

Miscellaneous

  • Invocations: Improves the effectiveness of powers granted by your god, increases your max MP. Some gods do not require training of this skill.
  • Evocations: Improves the effectiveness of using wands and evocables.
  • Shapeshifting: Improves the effectiveness of, and reduces and eventually removes the max HP penalty from, the use of talismans.

The MP bonus from skills is the higher of your Spellcasting skill or half of your Invocations skill.

The Skill Screen

Pressing m will bring up the skill screen, which displays current skill levels and your species' skill aptitudes. It also allows you to change which skills you'll train and how much.

Skill XP is split between trained skills; the more XP you invest into one skill, the less XP you'll have in the others. You can select which skills to train by either clicking on its name, or pressing the key associated to it. The exact split will depend on the training mode. There are two mode: automatic and manual. You can swap between modes with the / key.

In automatic mode, skills that are used more in game will gain a greater share of the XP. Selecting the skill will cycle through three modes:

  • Normal (grey name; + next to the skill): Regular training.
  • Focused (white name; * next to the skill): Selected skill will gain more XP, even if never used.
  • Deselected (dark grey name; - next to the skill): Skill will gain no XP, even if used constantly.

In manual mode, you select which skills to train directly. XP is split between all selected skills evenly, unless a skill is focused.

  • Normal: Regular training.
  • Focused: Skill will gain twice the share of XP.
  • Deselected: Skill gains no XP.

In addition, you can set skill targets by pressing = in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it is deselected. This lets you precisely control how much XP gets put into each skill.

Pressing ! will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets.

Note that you can train all the skills from the very beginning of the game. So be careful not to train skills that don't give an immediate benefit for your character. By default, only skills that are usable are displayed; press * to access the list of all skills.

Strategy

Skill management is central to strategic play. Allocating your XP to align with your aptitudes, available equipment, and playstyle will make or break your character.

In general, manual training is better than automatic. Automatic training will spread XP between many different skills, even if they wouldn't be helpful to your character. For example, it could make your noisy melee brute train some Stealth just because an enemy didn't notice you one time. This doesn't mean you have to manage every since facet of your skill, though. You can set 4 skills to be trained equally for the entire game and be fine for the most part.

Skill Micromanagement

Technically, it is best to train only 1 skill at any given time, switching constantly as appropriate (e.g. getting Fighting 0 -> 2 while training nothing else, then Armour 0 -> 2 training nothing else, then Fighting 2 -> 4...). This is because each skill has at least one breakpoint:

  • Weapon Skills: Weapons have a minimum delay - past minimum delay, training the skill is less effective, as it no longer increases your attack speed. In addition, reaching 1.0 attack delay (after shield, if applicable) can be considered a breakpoint, as it prevents 100% speed enemies from double-striking you.
  • Spell Schools: The skill level where a spell becomes "comfortable" to cast is the single most important level for casters. For example, if a 10% failure rate is comfortable to you, then getting Fireball to a 10% failure rate will add an entire new spell to your repertoire. This comfort point will depend on player and character.
  • Fighting, Armour, Dodging, Shields: You can't have fractional HP/AC/EV/SH. So thanks to rounding, you can go from Armour 0 -> 2.4 and gain +0 AC, yet the jump from Armour 2.4 -> 2.5 could give +1 AC.
  • Shapeshifting: Talismans have a defined minimum and maximum skill. Also, certain talismans increase your AC/EV, which are affected by rounding like Armour and Dodging are.
  • All skills: For every whole level of a skill, the cost of that skill rises, e.g Stealth 2 -> 3 is cheaper than Stealth 3 -> 4. So getting Stealth 2 -> 3 might be more cost-effective than Fighting 0 -> 1, but that same Fighting training might be more cost-effective than Stealth 3 -> 4.

That being said, managing your skills like this has a relatively minor effect on gameplay. It is more productive to learn combat tactics and when to use consumables. Even if you do care, by the time you reach the late-game, precise skill training basically doesn't matter.

Example

Say you want the following skills:

  • Fighting 3 (for +6 HP)
  • Conjurations 3 (to cast Searing Ray)
  • Dodging 3 (for +1 EV).

Note that these values are not accurate to the game. Dodging 3 won't always give you +1 EV, for instance, and Conjurations 3 usually isn't enough to cast Searing Ray.

For sake of example, assume each floor gives 3 levels of a skill, that levels of skill don't increase in cost, and that you have even aptitudes in each skill.

If you trained each skill independently, you'd have the following skills:

Floor #1 end - Fighting 1 (+2 HP), Conjurations 1, Dodging 1
Floor #2 end - Fighting 2 (+4 HP), Conjurations 2, Dodging 2
Floor #3 end - Fighting 3 (+6 HP), Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)

If you trained each skill one-at-a-time:

Floor #1 end - Conjurations 3 (Searing Ray castable)
Floor #2 end - Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)
Floor #3 end - Fighting 3 (+6 HP), Conjurations 3 (Searing Ray castable), Dodging 3 (+1 EV)

The end result is the same. But by training skills one-at-a-time, you get the benefit of having Searing Ray castable 2 floors earlier, and the benefit of having +1 EV a single floor earlier.

Experience Required

The chart below shows how many total skill points must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27.[1]

Level Total skill points Percentage Level Total skill points Percentage Level Total skill points Percentage
1 50 0.2% 10 2,775 11.4% 19 10,900 44.8%
2 150 0.6% 11 3,375 13.9% 20 12,225 50.3%
3 300 1.2% 12 4,050 16.6% 21 13,650 56.1%
4 500 2.1% 13 4,800 19.7% 22 15,175 62.4%
5 750 3.1% 14 5,625 23.1% 23 16,800 69.1%
6 1,050 4.3% 15 6,525 26.8% 24 18,525 76.2%
7 1,400 5.8% 16 7,500 30.8% 25 20,350 83.7%
8 1,800 7.4% 17 8,550 35.1% 26 22,275 91.6%
9 2,250 9.2% 18 9,675 39.8% 27 24,325 100%

These amounts are then adjusted based on your character's aptitudes. An aptitude of n means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would. The resulting multipliers are in the chart below.

Aptitude +11 +10 +9 +8 +7 +6 +5 +4 +3 +2 +1 +0 -1 -2 -3 -4 -5
XP Multiplier 6.73 5.66 4.76 4.0 3.36 2.83 2.38 2.0 1.68 1.41 1.19 1.0 0.84 0.71 0.59 0.5 0.42

History

  • Prior to 0.28, it was more expensive to gain high levels of a skill (levels >14 cost more XP).
  • In 0.21, skill targets were added.
  • Prior to 0.15, there was anti-training; when training opposing spell schools (Fire/Ice, Air/Earth), you would get an aptitude penalty for the opposite skill. Also, cross-training would increase the aptitude of the cross-trained skills, rather than increasing skill XP directly.
  • Prior to 0.12, certain skills cost more or less XP than others. Spellcasting cost 130% XP; Invocations, Evocations, and Stealth all cost 80% XP. In 0.12, all species' aptitudes were modified to compensate for this change.
  • Prior to 0.10, decimal levels of a skill did not matter. Your equipment's impact on skill was not standardized between levels 0-27. Also, Stealth had a cost multiplier of 50%.
  • Prior to 0.9, the skill system was radically different. Previously, there was no automatic or manual mode. Instead, whenever you earned XP, it would be saved in a pool. Using a skill would divert XP to the skill. If you wanted XP to go into a specific skill, you'd have to repeat useless actions (e.g. casting Shock at nothing to train Air Magic) - this was called victory dancing.

Added Skills

Removed Skills

See Also

References

  1. skills.cc:2264 (0.31.0)
Skills
Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations