The guide
There are no trainers and no skill points. You get a skill by doing the thing once; you level it by doing the thing against something that can still teach you; and when you have two skills that belong together, you can make a third out of them.
Skills, and how to get them
Every skill below is in the game now. Discovered by is how you first get the skill: the first act that gives it, or the tome that teaches it; trained by is what levels it. For now every act pays its skill's full experience, and a harder target pays a little more; the rules that slow farming are off while the game is in its first play tests.
No skill matches that.
Magic
| Skill | Discovered by | Trained by | Abilities |
|---|---|---|---|
| Air Magic |
Reading the Tome of Air Magic (Gust now, Cyclone at level 3, a fan of three air blades at 10). Sister Elowen in Brightwater's square sells it. | Casting air spells. | Gust, Blink, Cyclone (3), Wind Blades (10), Hunting Gale (15), Downdraft (20), Recall (30) |
| Fire Magic |
Reading the Tome of Fire Magic (Ember now, Ignite at level 3, Fireball at 5, Scorch at 10). Sister Elowen, the tutor of magic in Brightwater's square, sells it. A Mage starts with it. | Casting fire spells. | Ember, Failed Knot, Unstable Core, Ignite (3), Fireball (5), Scorch (10), Cinder Brand (10), Hunting Embers (15), Searing Ground (20), Dark Pact (30) |
| Ice Magic |
Reading the Tome of Ice Magic (Frost Bolt now, Chill at level 3, Ice Lance at 10). Sister Elowen in Brightwater's square sells it. | Casting ice spells. | Frost Bolt, Chill (3), Ice Lance (10), Frost Seekers (15), Frost Nova (20), Hailfall (20) |
| Life Magic |
Reading the Tome of Life Magic (Minor Heal now, Group Heal at level 5, Greater Heal at 10). Sister Elowen in Brightwater's square sells it. A Mage starts with it. | Casting its healing spells. | Minor Heal, Kexoti's Mending, Dented Faith, Mending Touch, Group Heal (5), Greater Heal (10), Purify (10), Mending Motes (15), Sanctuary (20), Renewal (20), Resurrect (30) |
| Lightning Magic |
Reading the Tome of Lightning Magic (Shock Bolt now, Thunder Clap at level 3, Static Charge at 10). Sister Elowen in Brightwater's square sells it. | Casting lightning spells. | Shock Bolt, Arc Five, Thunder Clap (3), Static Charge (10), Arc Hounds (15), Chainbolt (20) |
| Shadow Magic |
Reading the Tome of Shadow Magic (Shadow Bolt now, Blind at level 3, Hush at 10). Sister Elowen in Brightwater's square sells it. | Casting shadow spells. | Shadow Bolt, Hex, Blind (3), Hush (10), Grave Wisps (15), Soul Siphon (20), Creeping Dark (20) |
| Stone Magic |
Reading the Tome of Stone Magic (Stone Shard now, Tremor at level 3, Boulder at 10). Sister Elowen in Brightwater's square sells it. | Casting stone spells. | Stone Shard, Collapsed Possibility, Earthen Grip, Tremor (3), Boulder (10), Stoneskin (10), Seeking Shards (15), Rockslide (20) |
| Stone Shaping |
Reading the Tome of Stone Shaping (Raise Wall now, Raise Pillar at level 3), which Sister Elowen in Brightwater's square sells. Deraku also shows you the Barricade at Thalorion's south gate during the siege. | Every wall, pillar or barricade you raise. | Raise Wall, Raise Barricade, Sentinel Stone, Raise Pillar (3), Mountain's Patience (30) |
| Water Magic |
Reading the Tome of Water Magic (Water Jet now, Frost Mist at level 3, Tide Mend at 10). Sister Elowen in Brightwater's square sells it. | Casting water spells. | Water Jet, Frost Mist (3), Tide Mend (10), Riptide (15), Drowning Grip (20) |
Hardening and resistance
| Skill | Discovered by | Trained by | Abilities |
|---|---|---|---|
| Fire Hardening |
The first time you take fire damage. | Taking fire damage. | |
| Frost Hardening |
The first time you take frost damage. | Taking frost damage. | |
| Lightning Grounding |
The first time you take lightning damage. | Taking lightning damage. | |
| Shadow Veil |
The first time you take shadow damage. | Taking shadow damage. | |
| Stun Resistance |
The first time you are stunned and come through it. | Being stunned again and recovering. Each stun that follows is shorter. | |
| Venom Tolerance |
The first time you are poisoned or bleed. | Taking poison and bleeding damage. |
Weapons and defence
| Skill | Discovered by | Trained by | Abilities |
|---|---|---|---|
| Archery |
The first time you hit with a bow. | Hit with a bow; cast a archery spell. | Quick Shot, Pack Mark, Snare Line, Track, Aimed Shot (5), Hobbling Arrow (10), Camouflage (10), Multishot (15), Disengage (20), Rain of Arrows (20), Hunter's Mark (30) |
| Axe Fighting |
The first time you land a blow with a axe. | Land a blow with a axe; land a blow with a hatchet. | Cleave, Hack, Notch (5), Hamstring Chop (10), Reaping Swing (20) |
| Block |
The first time you stop a blow with a shield. | Stop a blow with a shield; stop a blow with a shieldhit; cast a shield spell. | Shield Bash (10) |
| Bludgeoning |
The first time you land a blow with a mace or a club. | Landing blows with a mace or a club. A staff trains Staff Fighting, not this. | Stagger, Thump, Concussive Blow (5), Ground Pound (20) |
| Crossbow |
The first time you hit with a crossbow. | Hit with a crossbow. | Snap Shot, Bolt Shot (5), Suppressive Shot (10), Pinning Shot (20), Heavy Quarrel (25) |
| Dagger Fighting |
The first time you land a blow with a dagger. | Land a blow with a dagger; land a blow with a knife; cast a dagger spell. | Backstab, Stab, Open Vein, Never Home, Cheap Trick, Venom Edge (5), Kidney Shot (10), Shadowstep (20), Gouge (20), Garrote (30) |
| Defense |
The first time you take a blow. | Taking hits and living through them, casting a guard, and parrying. | Second Wind, Hold the Line, Hill-Shout, Rallying Shout, Intervene (10), Challenge (11), Last Stand (20), Brace (20), War Cry (31) |
| Parry |
The first time you stop a blow with a parry. | Stop a blow with a parry; stop a blow with a parryhit. | |
| Polearm Fighting |
The first time you land a blow with a halberd or polearm (the Stonebrook and Thalorion smiths sell the Halberd). | Fighting with long-reach polearms, halberds and sweeping strikes. | Sweep, Spike Thrust, Hook (5), Whirlwind (10), Halberd Chop (20) |
| Spear Fighting |
The first time you land a blow with a spear. | Land a blow with a spear; cast a spear spell. | Sweeping Strike, Thrust, Pin (5), Impale (10), Rootbound (20), Spear Wall (20) |
| Staff Fighting |
The first time you land a blow with a staff. | Land a blow with a staff. | Crushing Blow, Staff Jab, Rap (5), Sweep the Legs (10), Broad Swing (20) |
| Swordfighting |
The first time you land a blow with a sword. | Land a blow with a sword. | Power Strike, Quick Slash, Darkfire Edge, Feint (5), Rending Slash (10), Pommel Strike (20), Steel Storm (30) |
| Thrown Weapons |
The first time you hit with a thrown. | Hit with a thrown; cast a thrown spell. | Quick Throw, Precision Throw (5), Fan Throw (8), Smoke Bomb (10), Crippling Throw (12), Throat Shot (20) |
| Unarmed Combat |
The first time you land a blow with bare hands (a pickaxe or hammer counts a little). | Fighting with bare hands. Haymaker comes at once, Gut Punch at level 10. | Haymaker, Jab, Leg Sweep (5), Gut Punch (10), Palm Strike (20) |
Gathering
| Skill | Discovered by | Trained by | Abilities |
|---|---|---|---|
| Farming |
The first time you work a crop. | Work a crop; work a planting. | |
| Fishing |
Casting a line at a Pond or Lake Fishing Spot: stand by the water's reed marker and press E with a Fishing Rod. | Catching Pond Carp, Perch, Silver Trout and River Pike (from Fishing 5) at the fishing spots in the Vale, Thalorion, Wardenrest and the Eastern Road, and catfish, eels, tilapia and char in the new lands. | |
| Herbalism |
Picking a herb by hand: walk up to a plant with three small blossoms and press E. | Picking herbs. Brightleaf grows in the meadows, Silverroot by the water and Glowcap in the shade; a Glowcap patch needs Herbalism 3, and the herbs of the new lands ask for 10 or 12. | |
| Mining |
The first time you work a ore. | Work a ore. | |
| Pottery |
The first time you work a clay. | Work a clay; craft at a potter's wheel; craft at a kiln. | |
| Skinning |
Skinning a beast you killed: stand at its body and press E, with a Skinning Knife in your hand or your bags (the Stonebrook smith sells them). | Skinning wolves, cows, goats, rats, giant spiders, harpies, thorn-hounds and drakes, and in the new lands crocodiles, scorpions and the beasts of the Peaks. Some bodies ask for a level: spiders and harpies 3, thorn-hounds 5, crocodiles 10, scorpions 12, Peaks beasts 15, drakes 18. A body lies 30 seconds; its killer has it first for 10. | |
| Taming |
The first time you cast a tame spell. | Cast a tame spell; work a egg. | Tame, Call Pet |
| Woodcutting |
The first time you work a tree. | Work a tree. |
Crafting
| Skill | Discovered by | Trained by | Abilities |
|---|---|---|---|
| Alchemy |
Brewing a potion or draught at the Alchemy Table with gathered Brightleaf, Silverroot or Glowcap. | Brewing health, mana, stamina and antidote potions at an Alchemy Table. | |
| Carpentry |
Working timber at the Workbench in Brightwater or Stonebrook. | Shaping Oak Logs into staves, bows and shields at a Workbench. | |
| Cooking |
The first time you craft at a campfire. | Craft at a campfire. | |
| Jewelcrafting |
The first time you craft at a jeweler's bench. | Craft at a jeweler's bench. | |
| Leatherworking |
Working at the Tanning Rack in Stonebrook's square: curing a hide into leather, or making a leather piece. | Crafting at the Tanning Rack: curing hides into leather, then making caps, gloves, boots, leggings, tunics and satchels. | |
| Scribing |
The first time you craft at a scribe's desk. | Craft at a scribe's desk. | |
| Smithing |
The first time you craft at a anvil. | Craft at a anvil. | |
| Tailoring |
The first time you craft at a tailor's station. | Craft at a tailor's station. |
Other
| Skill | Discovered by | Trained by | Abilities |
|---|---|---|---|
| Dodge |
The first time you dodge. | Dodge. | |
| Meditation |
Sitting down (X) out of a fight while your mana or stamina is below full. | Sitting while you recover, every 5 seconds. Seated, mana and stamina come back 10% faster at first, up to 40%; sitting at full teaches nothing. | Mana Ward (10), Still Mind (20) |
| Summoning |
The first time you cast a summon spell. | Cast a summon spell. | Call Familiar, Stone Sentinel, Bone Thrall, Spirit Wolf, Ember Wisp, Rime Wisp (20) |
| Synthesis |
Trying any skill combination, whether it works or not. | Every try trains it. |
Evolving a skill
Every skill has three branches, and every ability a path of its own, each counting a particular way of using it: kills with a sword, blows landed on a target already below half health, casts while you yourself are hurt. Usually at 200, 500 and 1,000 of those (a few branches ask for less) the branch is ready, and you choose: evolve it (take the bonus and the tag), hold it (keep it primed for a combination, where a primed branch adds its tag and a little extra power), or sacrifice it. Evolve all three branches to the end and the skill transcends into something with a name of its own. Open the evolutions with V in the game. Each skill's page lists its branches.
Combining skills
New: the full guide to combining: what decides the result, every reaction, the tiers, the ritual, what each way of failing costs, the named recipes, and example results with their numbers.
Press the combine key (J; Esc → Keys & presets shows yours) and pick two to five skills, spells or abilities, each at level 5 or more. The game reads what each one is (a weapon, a school of magic, healing, a guard, shaping, a craft), which elements meet, and how much power they bring, and makes a new skill with its own ability: weapon skills make a weapon strike or shot, magic makes spells, Life and Water make mends, guards make wards, Stone Shaping makes zones and walls, crafts make knacks. Before you commit, the window says what it will be and how unstable the attempt is. Its tier follows the power that went in:
| Fizzle | Under 30: not strong enough together yet. Only the ritual's mana is spent. |
|---|---|
| Simple | 30 and up: one clean effect and a twist. Two skills at about level 15. |
| Compound | 120 and up: a third effect, and the reaction on top. |
| Prestige | 200 and up, three or more inputs: control on everyone hit, wards and mends for your allies. |
| Apex | 450 and up, with a Transcended skill among the inputs. You will know. |
Combining is a short ritual (3 to 6 seconds, never in a fight) that a blow or a step breaks. A big reach at a low Synthesis can lash back: you are hurt and your skills lose their progress toward the next level, but you keep them. Only Shadow with Life breaks, destroying what went in, and the window asks three times first. Skills you put in become the new one; spells and abilities are kept. Synthesis cannot be combined: it is how you read a combination before you try it. Combined skills level like any other, and can be combined again.
Element reactions
When two elements meet in a combination, this is what they make. What each reaction adds, and which pairs clash, is in the combining guide.
| Elements | Reaction | What it carries |
|---|---|---|
| Air + Blood | Bloodwind | Air · Blood · Bleed · Area |
| Air + Life | Pollen Storm | Air · Life · Buff · Area · Duration |
| Air + Shadow | Voidgale | Air · Shadow · Suppress · Area |
| Air + Soul | Soul Gale | Air · Soul · Move · Channel |
| Air + Stone | Dust Storm | Air · Stone · Blind · Area |
| Blood + Life | Vital Exchange | Blood · Life · Heal · Drain |
| Blood + Shadow | Darkblood | Blood · Shadow · Drain · Duration |
| Blood + Soul | Soul Bleed | Blood · Soul · Drain · Duration |
| Fire + Air | Wildfire | Fire · Area · Spread |
| Fire + Blood | Cauterize | Fire · Blood · Heal · Debuff |
| Fire + Ice | Steam | Obscure · Area · Burst |
| Fire + Life | Ash | Fire · Life · Area · Suppress |
| Fire + Lightning | Plasma | Fire · Lightning · Burst · Pierce |
| Fire + Shadow | Darkfire | Fire · Shadow · Damage |
| Fire + Soul | Hellfire | Fire · Soul · Damage · Duration |
| Fire + Stone | Lava | Fire · Stone · Placed · Duration |
| Fire + Water | Steam | Obscure · Area · Duration |
| Ice + Air | Blizzard | Ice · Air · Area · Duration |
| Ice + Blood | Bloodfreeze | Ice · Blood · Bind · DoT |
| Ice + Life | Frosted Growth | Ice · Life · Terrain · Duration |
| Ice + Lightning | Hailstorm | Ice · Lightning · Area · Burst |
| Ice + Shadow | Void Cold | Ice · Shadow · Silence · Duration |
| Ice + Soul | Soul Ice | Ice · Soul · Freeze · Drain |
| Ice + Stone | Permafrost | Ice · Stone · Terrain · Duration |
| Ice + Water | Slush | Ice · Water · Slow · Area |
| Life + Soul | Spirit Bloom | Life · Soul · Summon · Heal |
| Lightning + Air | Thunderstorm | Lightning · Air · Area · Duration |
| Lightning + Blood | Shock Pulse | Lightning · Blood · Stun · Chain |
| Lightning + Life | Galvanic Bloom | Lightning · Life · Heal · Burst |
| Lightning + Shadow | Darkstorm | Lightning · Shadow · Pierce · Drain |
| Lightning + Soul | Soul Arc | Lightning · Soul · Pierce · Chain |
| Lightning + Stone | Lodestone Pulse | Lightning · Stone · Stun · Area |
| Lightning + Water | Stormtide | Lightning · Water · Chain · Area |
| Shadow + Soul | Void Soul | Shadow · Soul · Drain · Suppress |
| Stone + Blood | Stone Blood | Stone · Blood · Armor · Debuff |
| Stone + Life | Living Stone | Stone · Life · Heal · Terrain |
| Stone + Shadow | Shadowstone | Stone · Shadow · Stealth · Placed |
| Stone + Soul | Burial Ground | Stone · Soul · Channel · Summon |
| Water + Air | Tempest | Water · Air · Area · Knockback |
| Water + Blood | Crimson Tide | Water · Blood · Area · Drain |
| Water + Life | Sacred Spring | Water · Life · Heal · Area · Duration |
| Water + Shadow | Dark Water | Water · Shadow · Blind · Area |
| Water + Soul | Spirit Tide | Water · Soul · Channel · Area |
| Water + Stone | Mud | Water · Stone · Slow · Terrain |
Classes
A class is where you start, not where you end: its skills come first, and its health, mana and stamina grow with its level. Any skill is open to any class; a class learns its own few skills a little faster. Everyone also starts with a Leather Tunic and a Backpack, a Hatchet and a Pickaxe on the tool belt, 3 Minor Health Potions, 5 loaves of Bread and 20 coins.
Races: Human, Elf and Half-Orc, each male or female. They differ only in their starting core stats, and only a little: a Human starts with 10 in each and grows them 5% faster, an Elf is quicker and sharper (more Agility, Intellect and Spirit), a Half-Orc stronger and tougher (more Might and Vitality). The difference matters most at the start and fades as your stats grow.
Warrior
Stands in the front and holds it: the most health and the most carrying. Starts with a Rusty Sword and a Wooden Buckler, and the Swordfighting and Defense skills.
Learns Swordfighting, Axe Fighting, Defense and Block 15% faster.
Mage
Fights from a distance with fire, and mends wounds: the most mana. Starts with a Wooden Staff and a Tome of the Ember Wisp, and the Staff Fighting, Life Magic and Fire Magic skills.
Learns Staff Fighting, Fire Magic and Life Magic 15% faster.
Ranger
Hunts at range and up close, with a bow and an axe. Starts with a Short Bow, a Hunting Axe and 40 Arrows, and the Archery and Axe Fighting skills.
Learns Archery, Crossbow, Axe Fighting and Woodcutting 15% faster.
Cleric
The healer who stands in the line: a mace in one hand and a shield in the other, mending the fighters beside it. Starts with a Worn Cudgel, a Wooden Buckler and a Tome of the Spirit Wolf, and the Bludgeoning, Life Magic and Defense skills.
Learns Bludgeoning, Defense and Life Magic 15% faster.
Cutthroat
Quick, close and dirty: a dagger whose Backstab bleeds, and knives thrown from a distance. Starts with a Chipped Dagger and 20 Throwing Knives, and the Dagger Fighting and Thrown Weapons skills.
Learns Dagger Fighting, Thrown Weapons and Unarmed Combat 15% faster.
Hexblade
A sword in one hand and unstable shadow-fire in the other. Fire and Shadow combine into Darkfire once both skills reach 5. Starts with a Rusty Sword and a Tome of the Bone Thrall, and the Swordfighting, Fire Magic and Shadow Magic skills.
Learns Swordfighting, Fire Magic and Shadow Magic 15% faster.
Earthwarden
A spear and the ground itself: stone thrown at a foe, the earth shaken under it, walls raised from the ground. Control rather than burst. Starts with an Old Spear and a Tome of the Stone Sentinel, and the Spear Fighting, Stone Magic and Stone Shaping skills.
Learns Spear Fighting, Stone Shaping and Stone Magic 15% faster.
Gear and crafting
Armour, jewelry and crafting, as the game has them now. The numbers are the game's own.
Armour
Head, body, legs, feet and hands each take a piece, and what you wear is drawn on your character, for everyone near you. There are four sets, each better and heavier than the one before. Armour turns aside a share of every blow, and 42% is the most anyone can have, however they dress. Past Steel, Plate adds mostly health. A Warrior's shield and the Defense skill already reach the 42% in Steel.
| Set | A full set turns aside | Health it adds | Weight | Where it comes from |
|---|---|---|---|---|
| Starting tunic | 9% | 10 | 70 oz | everyone starts in one |
| Leather | 23% | 31 | 187 oz | Greta sells the jerkin, cap and boots; a leatherworker makes the whole set at the Tanning Rack |
| Studded | 33% | 46 | 353 oz | Brannoc the smith in Stonebrook (his Copper Helm is its helm); goblins sometimes carry the gloves and boots |
| Steel | 38% | 56 | 565 oz | Brannoc; the Bone Dragon's hoard; root-thralls now and then drop the leg guards, boots and gauntlets |
| Plate | 42% | 76 | 780 oz | Wenna the Pedlar on the Eastern Road (cheaper after the council's armour vote); the Rootherd drops pieces |
You cannot put on or take off armour in a fight (the game says "Not in a fight."): wait about 6 seconds after the last blow.
Jewelry and gems
Your character sheet has a neck slot and two ring slots. At an anvil you make a plain copper ring (one copper ingot) or amulet (two), and Brannoc sells them too; then you set a gem into it. A ring adds 5 health and an amulet 8; a gem adds its ward on top. Two rings of a kind both count.
| Gem | Wards off | In a ring | In an amulet | Where it turns up |
|---|---|---|---|---|
| Ruby | Fire | 6% | 10% | copper veins; the Bone Dragon always carries one |
| Sapphire | Ice (frost) | 6% | 10% | copper veins; skeletons sometimes |
| Emerald | Blood (venoms and rending bites) | 6% | 10% | copper veins; druids and root-thralls sometimes |
| Amethyst | Shadow | 6% | 10% | copper veins; giant rats sometimes |
| Moonstone | gives mana instead | 15 mana | 25 mana | thorn-hounds sometimes; the Rootherd always carries one |
A copper vein gives a gem now and then: each of the four gems turns up in about 2 harvests in 100. Nobody sells gems. Jewelry is not drawn on your character yet.
Leatherworking: the Tanning Rack
The Tanning Rack stands in Stonebrook's square. Working at it trains Leatherworking.
| Make | Needs | Leatherworking |
|---|---|---|
| Cured Leather | a wolf pelt, or a Rough Hide (from cows and goats) | 1 |
| Cured Leather, twice as much | a wolf pelt and a Silverroot | 2 |
| Cured Leather | 3 Rat Hides (skinned from giant rats) | 1 |
| Cured Leather | 2 Thorn-hound Hides (skinned from thorn-hounds, which takes Skinning 5) | 5 |
| Leather Cap, Leather Gloves | 2 Cured Leather each | 1 |
| Leather Boots | 2 Cured Leather | 2 |
| Leather Leggings | 3 Cured Leather | 3 |
| Leather Tunic | 4 Cured Leather | 3 |
| Leather Satchel (10 slots) | 4 Cured Leather | 4 |
| Leather Jerkin | 6 Cured Leather | 10 |
Skinning has levels too: a body's skin asks for a level of Skinning, and the game says which ("You need Skinning 3 to skin a Giant Spider."). The pieces above need your skill to make and, for crafted armour and weapons beyond the starting tier, to wear.
Herbs
Walk up to a plant with three small blossoms and press E. There are 22 patches, across Brightwater Vale, outside Thalorion's west gate and on the Eastern Road. Most grow back within a minute or two; a Glowcap patch takes five.
- Brightleaf, in the meadows. Roast a raw meat with a Brightleaf and a log at a campfire for a meal that heals more than plain cooked meat.
- Silverroot, by the water. Now and then a Glowcap grows among it. Worked into a wolf pelt at the rack it gives twice the leather.
- Glowcap, in the shade. A patch of it needs Herbalism 3 (about ten picks of the others).
How much you can carry
Everything you carry and wear has a weight, in ounces, and so do bags (an empty Backpack is 55 oz and holds 20 items; a Leather Satchel 12 oz and 10). A new character can carry 1,400 oz, and gains more with each level: 35 oz a level as a Warrior, 28 as a Cleric or an Earthwarden, 21 as a Ranger, a Cutthroat or a Hexblade, 14 as a Mage. Mining, Woodcutting and Defense add a little more as they grow. The character sheet shows what you carry against what you can. At the limit you simply cannot pick up more: nothing slows you. Coins weigh nothing, and bags go inside bags. Worn armour counts: a full set of Plate is 780 oz of a new character's 1,400.
Keys
Every key can be changed: Esc, then Keys & presets (there is an "Arrow keys" preset there too).
| To do this | Press |
|---|---|
| Walk | W A S D (or the arrow keys) |
| Run | hold Shift (uses stamina) |
| Jump, crouch (sneak), sit down | Space, hold Ctrl, X |
| Turn the camera | hold the right mouse button and move the mouse |
| Zoom in and out | the mouse wheel |
| Pick a target | Tab (the next nearest), or left-click it |
| Attack | F (starts and stops attacking your target) |
| Block or parry | hold Q (with a shield or a weapon to parry) |
| Talk, open, pick up, chop, mine, pick herbs, cut a thread | E |
| Abilities and spells | 1 to 0 on the two bars; hold Alt and press 1 to 5 to switch between five sets |
| Choose which arrows or bolts to shoot (bow or crossbow) | R |
| Spellbook, backpack, tool belt, skills, character | P, I, B, K, C |
| Quest log | L |
| Combine two skills, evolutions | J, V |
| Map, combat focus, emotes (wave, dance...) | M, Z, Y |
| Chat | Enter |
| Hide everything on screen (for pictures) | F10 (again, or Esc, brings it back) |
| Menu: Options, keys, log out, quit | Esc |
Coming soon Not in the game yet
- A home of your ownBuy a deed and you get your own walled plot with a cottage, behind the Home Gate in Hearthmere. Furnish it, keep your things in its chests, and choose who may visit.
- A beast at your sideWear down a wolf, a boar or a bear, bait it with raw meat, and tame it. It fights beside you, gains levels, learns new moves and traits, and waits in the stable when it is not out.
- FarmingTill a plot, plant seeds, water them as they grow, and cut the crop when it is ripe.
- TailoringSpin flax into thread, weave cloth, and sew robes, hoods, gloves, slippers and bags.
- PotteryDig clay, throw it on a wheel and fire it in a kiln: bowls, pots, crucibles and glass vials.
- JewelcraftingCut gems, cast silver and gold, and set them into rings and amulets at a Jeweler's Bench.
- Furniture you makeBeds, tables, rugs and curtains made by hand, for a home of your own.
- Homing spellsA new spell in each school of magic that follows its target.