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Character Topics: Getting Started, Character Attributes, Races, Skills, Perks


Skills are what determine how well your character performs all of his or her abilities in Dawntide. With increased skill characters can craft more things, can get less crafting fails, can learn more abilities, can do more damage and receive less, depending on what skill is increased.

The BasicsEdit

There are three categories of skills from which a character can choose. As there is no "class" system in Dawntide, any character can train and learn any skill, though any one character can have no more then 700 total skill points. It is important to note that the more skills you learn and master, the slower your future skill gains will come, until it bottoms out at 5% of the starting rate. This means that a freshly made character will learn much faster than a character with a high amount of skill points, making it a good idea to focus on your primary skills first before branching out.

At skill levels 40, 60 and 80 you receive one perk in that skill that you can spend to enhance that skill. At skill level 100 you receive two perks.

The skill limit is here to prevent a single character from mastering all aspects of the game. You will have to choose between either specializing in one category (combat, magery, profession), or becoming a Jack of all trades.


To prevent your character from reaching your cap too fast, you can lock a skill, effectively preventing it from leveling at all.


ProfessionEdit

Profession skills cover arts and crafts that players can learn. Each skill needs to be trained seperatly.

Profession Description Dependency
Alchemy

Creating potions and poisons using components taken from animals and plants. Using a Mortar and Pestle in your "utility" slot you can create items with Alchemy.

Herbalism
Taming

The skill of taming and directing animals and beasts.

Currently not in Beta.

Cooking

The craft of making healthy and nourishing food by using components taken from animals and plants.

Some Foods can be prepared without the use of a fire, but most make use of a fire (any fire will suffice). After selecting a recipe from the list you craft the desired food.

List of Recipes and ingredients for cooking: Here

Skinning (Meat)

Herbalism (Wheat)

Pottery (Plates, bowls)

Fishing

Using a rod and bait to catch fish.

Currently not in Beta.

Weaponsmithing The skill of creating weapons from metal.

Mining (Metals) Lumberjacking (Timber)

Capentry (Hilts)

Armorsmithing The skill of creating armors from metal.

Mining (Metals)

Leatherworking (Padding)

Carpentry

The skill of crafting large wooden objects, such as furniture and ships. Requires a carpentry hammer. Most ingredients use lumber, which can be crafted from timber.

Lumberjacking (Timber)
Enchanting The skill of crafting runic enchantments used on weapons, armor, jewelry and attire. Requires a rune hammer and verium ore. Mining (Verium)
Fletching

The skill of creating bows and arrows from wood. Uses Timber mainly, which is gathered from trees.

Lumberjacking (Timber)

Capentry (Lumber)

Weaponsmithing (Arrowheads)

Herbalism The skill of locating and harvesting plants.
Hiding The skill of staying perfectly hidden while remaining still.
Jewelcrafting

The skill of making jewelry and ornaments from gems and rare metals.

Mining (Gems, Metal)
Lumberjacking The skill of harvesting wood from trees.
Masonry The skill for making various stone based structures like wells and foundations as well as stone bricks for building houses.

Mining (Stone)

Pottery (Mortar)

Mining The skill of harvesting metal ore and gems from the earth.
Navigation

The skill of directing sea-going vessels.

Currently not in Beta.

Pottery The skill of working wih sand and clay to make everyday objects such as containers. Mining (Sand, Clay)
Skinning The skill of using a sharp knife to recover skins, fangs and other valuable parts of dead creatures.
Shipwrighting The skill of creating deeds for ships.
Architecture The skill of creating deeds for buildings.
Stealth The skill of moving about unseen in the shadows.
Tailoring The skill of crafting items out of cloth.

Skinning (Silk, Wool)

Herbalism (Flax)

Thieving

The skill of opening locks, picking pockets, and stealing objects without being noticed.

Currently not in Beta.

Leatherworking The skill of creating items out of hides and leathers. Skinning (Hides)


CombatEdit

Martial skills cover all forms of melee and ranged combat.

Combat Skill Description
Martial Arts The skill of learning to use your body to as a weapon, allowing you to fight unarmed and unarmored.
Axes The skill of using one and two-handed axes in melee combat.
Long Blades The skill of using long swords and great swords in melee combat.
Short Blades The skill of using daggers, short swords and broad swords in melee combat.
Block

The skill of using shields in melee combat.

Heavy Armor The skill of wearing and moving in splintmail, halfplate and platemail armor.
Medium Armor The skill of wearing and moving in ringmail, chainmail and scalemail armor.
Light Armor The skill of wearing and moving in wool, hide, leather and studded leather armor.
Polearms The skill of using staves, spears and halberds in melee combat.
Maces The skill of using maces, clubs and morningstars in melee combat.
Tactics The skill of using force, speed and balance in combat to gain a tactical advantage over your opponent. Higher levels of tactics unlock new battle stances.
Marksmanship The skill of using bows, crossbows and primitive gunpowder weapons.

SorceryEdit

Sorcery skills cover the different schools of sorcery as well as massive ritual spells that require multiple players to cast.

Spell School Description
Alteration Alteration is the school that concerns itself with changing and empowering living and dead materials both. Alteration spells will typically boost a creature's attributes or an item's property to a higher level of effect.
Preservation Preservation is the spell school that covers restorative and warding magic. Preservation spells will typically be some form of magical defense or healing.
Illusion

Illusin is the school that concerns itself with manipulation and trickery. Fabrica spells will typically attempt to fool or coerce a creature into doing something it would not otherwise do.

Many illussion spells do not yet work as intended.

Necromancy Necromancy is the school that concerns itself with unholy summons and curses. Deprecor will typically conjure undead creatures to fight for the caster or curse the caster's enemies.
Elementalism Elementalism is the spell school that concerns itself with the primal, destructive magic of the elements. These spells will typically cause direct harm using the forces of the four elements.
Spellcraft Spellcraft allows you to increase your focus, and unlock caster stances.
For a list of all sorcery spells in each spell school, click here.