Abilities, skills and mastery
There are no classes. A character is a name and a look; what it can do comes from what it holds, and it gets better at what it uses. The four ability keys (Q F G T) show the abilities of the held items; the bar is empty with a torch, a tool or bare hands. Mastery (25 use-based skills, 0 to 100) makes an ability stronger, it never unlocks one. Quest rewards pay general character XP. (design note)
What the hands grant
| Held | Q F G T | Items that count |
|---|---|---|
| staff (radiance) | Flare / Dawnlance / Sunwell / Lantern Spirit | |
| staff (verdance) | Mending Bloom / Thornbind / Wildgrowth Wall / Beast Bond | |
| staff (starlight) | Blink / Arc Chain / Starfall / Updraft Call | |
| staff (umbra) | Shadowstep / Drain Essence / Veil of Night / Umbral Brand | |
| staff (tide) | Riptide / Healing Spring / Whirlpool / Tidal Wave | Coralwood Staff, Moonwater Staff, and any staff fitted with the |
| wand (radiance) | Flare / Dawnlance | |
| wand (verdance) | Mending Bloom / Thornbind | |
| wand (starlight) | Blink / Arc Chain | |
| wand (umbra) | Shadowstep / Drain Essence | any wand fitted with the |
| wand (tide) | Riptide / Healing Spring | Pearl Wand, and any wand fitted with the |
| trident | Riptide / Healing Spring / Whirlpool / Tidal Wave | |
| bow | Volley / Pinning Shot | |
| crossbow | Rain of Bolts | |
| sword | Whirlwind / War Cry | |
| two swords (dual wield) | Whirlwind / War Cry | |
| spear | Whirlwind / Leap Strike | |
| hammer | Leap Strike / Whirlwind | |
| dagger | Throwing Knives / Second Wind | |
| two daggers (dual wield) | Throwing Knives / Second Wind | |
| portal gun | Pair mode / Mystery mode / Dimension mode / Gate mode | |
| pick | Deep Sight | |
| axe, torch, hands | (nothing) | every axe, the torch, bare hands |
| sword + shield in the off hand | Whirlwind / War Cry / Shield Wall |
A shield in the off hand adds Shield Wall on the next free key. The grant level is the item tier clamped to 1 to 3 (a better staff hits harder). The trident always carries the four Tide spells; the Ocean Necklace gives the swim speed.
Active abilities
Costs: Lumen for spells, stamina for martial moves.
Skills (mastery)
| Skill | Trained by | Abilities it scales |
|---|---|---|
| swords | sword line | Whirlwind, War Cry |
| daggers | dagger line | Throwing Knives |
| spears | spear line | |
| hammers | hammer line | Leap Strike |
| shields | shields | Shield Wall |
| unarmed | bare hands | |
| bows | bow line | Volley, Pinning Shot |
| crossbows | crossbow line | Rain of Bolts |
| tridents | trident line | |
| radiance | staffs and wands | Flare, Dawnlance, Sunwell, Lantern Spirit |
| verdance | staffs and wands | Mending Bloom, Thornbind, Wildgrowth Wall, Beast Bond |
| starlight | staffs and wands | Blink, Arc Chain, Starfall, Updraft Call |
| umbra | staffs and wands | Shadowstep, Drain Essence, Veil of Night, Umbral Brand |
| tide | tide staffs and the trident | Riptide, Healing Spring, Whirlpool, Tidal Wave |
| running | sprinting | Second Wind |
| jumping | jumping | |
| swimming | swimming | |
| gliding | gliders | |
| sneak | crouching and hiding | |
| woodcutting | axes | |
| mining | picks | Deep Sight |
| fishing | fishing rods | |
| taming | feeding creatures | |
| farming | hoe and cultivator | |
| cooking | cooking stations |
School milestones: +4% school power every 20 levels. Movement, gathering and life skills (running, jumping, swimming, gliding, sneak, woodcutting, mining, fishing, taming, farming, cooking) raise their own numbers as you use them.
Dormant: the roll catalogue
Rolls (the old way to pick abilities, passives, legendaries and energies with tokens) are switched off in the game runtime (RollBook.rollsEnabled); the engine and its 100 entries remain as dormant code (passive 87, legendary 6, minor 7). Energy weapons, earned only from rolls, are unobtainable until they get a recipe.