Your traveller
Stats, skills and levels
What your six stats do, what each skill is built from, and what experience buys.
Stats
Every traveller spreads the same 330 points across six stats when they are made, each between 10 and 100. An even spread is 55 in each. There are no classes: the spread and the skills you train are the whole of your build.
| Stat | What it does on its own | Skills it counts toward |
|---|---|---|
| Strength | How much you carry before slowing. | Blade, Smithing |
| Vitality | Health and stamina. | |
| Dexterity | Counts only through the skills that use it. | Blade, Bow, Melee Defense, Alchemy |
| Speed | Run speed and attack speed. | Bow, Melee Defense, Missile Defense |
| Focus | Counts only through the skills that use it. | Wand, Missile Defense, Magic Defense, Magic Efficiency, Arcane, Smithing, Alchemy |
| Willpower | Mana. | Wand, Magic Defense, Magic Efficiency |
A stat can be raised 100 times with experience. The first raise costs 10 experience and each one costs more: the tenth 1,000, the fiftieth 25,000, and all 100 together 3,383,500. A stat feeds several skills and a pool, so a rank of it costs twice a rank of a skill.
Health, stamina and mana
| Pool | Size | How it returns |
|---|---|---|
| Health | 45 + Vitality | 0.2 a second on your feet, 1 sitting and 2 lying down |
| Stamina | 45 + Vitality | 6 a second, and none while your guard is up |
| Mana | 45 + Willpower | 0.5 a second on your feet, 2 sitting and 4 lying down |
Mana pays for the spells you cast and feeds the spells on the gear you wear. See Spells. Each lit spell draws mana every minute, and several of them outrun what returns. When your mana runs dry the spells go dark, and they stay dark until it is full again. See worn spells.
Strength sets what you carry before you slow: 30 kilograms plus one for each point. Over that you slow toward a walk, which you reach at twice your limit. Speed sets how fast you run, from 5.45 meters a second up to 7, and how quickly your attacks come. A walk is 2.4 meters a second.
Skills
A skill's level is the part its two stats give, plus the ranks you have raised it, plus anything your gear adds. A skill you have not trained works at half the part its stats give and cannot be raised.
| Skill | Kind | From your stats | Points to train | What it is for |
|---|---|---|---|---|
| Blade | Weapon | (Strength + Dexterity) / 2 | 6 | Your attack roll with a sword. |
| Bow | Weapon | (Dexterity + Speed) / 2 | 6 | Your attack roll with a bow. |
| Wand | Weapon | (Focus + Willpower) / 2 | 6 | Your attack roll with a wand, and the school of War: its bolts, jolts and novas are cast on it. |
| Melee Defense | Defense | (Speed + Dexterity) / 3 | 3 | Turns blows struck at arm's length into glancing hits. |
| Missile Defense | Defense | (Speed + Focus) / 3 | 3 | Turns arrows and thrown weapons into glancing hits. |
| Magic Defense | Defense | (Focus + Willpower) / 3 | 3 | Turns bolts of magic and hostile spells into glancing hits. |
| Magic Efficiency | Magic | (Focus + Willpower) / 3 | 4 | Every spell you cast costs less mana and uses up its scarab less often: by the skill's level over 750, a third at most. |
| Arcane | Magic | Focus × 2 / 3 | 3 | The spells on what you wear draw less of your mana: by the skill's level over 500, a half at most. |
| Smithing | Craft | (Strength + Focus) / 2 | 4 | Makes, improves and salvages gear at a forge. |
| Alchemy | Craft | (Focus + Dexterity) / 2 | 4 | Brews draughts that restore health, stamina and mana at a still. |
You begin with 12 skill points and gain 1 with each level. Training a skill costs the points shown. Specializing a trained skill costs the same again: a specialized skill can be raised 130 ranks in place of 100, and each rank costs 80% of the usual experience. You may specialize as many skills as you have points for.
The first rank of a skill costs 5 experience, the tenth 500, the fiftieth 12,500, and all 100 together 1,691,750.
Skills rise with use
A trained skill also rises by being used. Each blow you land with a weapon, and each blow of a creature that one of your defenses turns into a glancing hit, puts 1% of that creature's experience into the skill. When enough has gathered to pay for the next rank, the skill rises by itself. One creature teaches you at most 100 uses before it has to be broken and rise again.
Magic Efficiency rises the same way with each spell you land. Nothing raises Arcane by use yet.
A craft has no creature to learn from. Each piece you make or improve, and each draught you brew, puts 5% of the experience that craft earned into its skill.
Use is not experience. It adds nothing to your level and nothing to spend, and whole points of it come off the price when you raise the skill yourself.
Experience and levels
Everything you earn goes into one pool: kills, first visits to landmarks and caves, tasks and crafts. Your level comes from all the experience you have ever earned, and spending it on skills and stats does not lower it. The highest level is 50.
| Level | Experience earned in all |
|---|---|
| 2 | 63 |
| 3 | 500 |
| 4 | 1,688 |
| 5 | 4,000 |
| 10 | 45,563 |
| 15 | 171,500 |
| 20 | 428,688 |
| 25 | 864,000 |
| 30 | 1,524,313 |
| 40 | 3,707,438 |
| 50 | 7,353,063 |
Death's weakness
Each death weakens every stat by 5 percent, to at most 10 percent. It wears off as you earn experience: each percent takes 40 experience for every level you have. What else a death costs is on Loot and death.