How Skills Work

Six trainable skills from 0% to 100%, skill titles, and how each one shapes your character.

Related in Skills: How Skills Work | Animal Taming | Smithing | Farming | Hunting | Seafaring | Captive Rescue

Every adventurer in Karadiyar can develop six skills, each tracked from 0% to 100% on the Character screen. Skills are not decorative. They unlock activities, improve quest outcomes, and feed directly into your fighting power when you challenge or hunt other players.

The six skills

  • Hunting: Forest hunts and hunting quests. Very strong boost in PvP and murder.
  • Smithing: Upgrading and repairing weapons and armor. Strong boost in fights.
  • Animal Taming: Mounts, dragon taming, rescue quests. Modest steady boost in fights.
  • Seafaring: Ships, sea discovery, treasure hunts. Small direct boost in fights.
  • Farming: Garden plots and crop harvests. Small direct boost, with a big indirect edge through crops.
  • Captive Rescue: Freeing captives from city cellars. Small direct boost; main value is rescue success and social play.

Combat contributions are described in plain terms on purpose. In practice, Hunting and Smithing are the skills veterans prioritize for murder and PvP. Animal Taming, Seafaring, Farming, and Captive Rescue still matter, especially when every edge counts, but their main value is elsewhere.

Skill titles

As a skill rises, your Character screen assigns a title for that discipline. Titles run from humble beginnings (Novice Hunter, Mine Worker, Stable Hand) up to legendary ranks (Lord of Hunters, Grand Artisan, Lord of Dragons, Lord of the Soil, Captain, and cellar-themed ranks for rescuers). Reaching the top tier is a visible mark of dedication.

How skills rise

Skill gain is spread across multiple activities, not just one screen:

  • Hunting: hunting quests, many city quests, and some group operations.
  • Animal Taming: taming quests, certain city duties, and group missions like rescue flow.
  • Smithing: successful upgrades at the blacksmith bench, plus smithing-focused city quests. Repairs also live at the same forge.
  • Seafaring: discovery sails and cooperative treasure hunts.
  • Farming: planting, watering, and harvesting crops at your house garden.
  • Captive Rescue: successfully rescuing captives or paying bribes to free them from the cellars.

The Wheel at the Inn can also grant small skill bumps. Supreme farming harvests can permanently raise a skill by +5 (capped at 100%). See Farming Crops.

Skills and overall power

When the game resolves a fight, it weighs your equipped gear, guards, dragon, heroes, health, experience, luck, and all six skills together. Skills alone will not carry a poorly geared character, but two warriors with similar equipment are often separated by who trained harder.

For item upgrades that multiply gear strength, see Wearables. For level and XP impact, see How Levels Work.

Skill decay

Three adventure skills slowly fade if you leave them idle too long:

If one of those skills has not been used for more than 3 days, it can lose a little progress on the server's decay pass. Smithing, Farming, and Captive Rescue are not part of this decay list. Keep hunting, sailing, or taming from time to time if you care about those ranks.

Racial Traits are different

Racial Traits are not skills. They are race-only bonuses you equip from a separate Character screen. See Racial Traits.