Adventuring Skills
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Adventuring skills are the abilities an Avatar develops for combat, magic, survival, and other challenges beyond the crafting table. They use the adventuring experience pool and are arranged into combat, magic, and strategy schools. Individual schools contain active skills and innate skills.
The clickable sigil below is a navigation map rather than a guarantee that every icon has the same position in the current Skills window. Select a school to open its article.
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School groups
| Group | What it covers | Schools |
|---|---|---|
| Combat | Weapon techniques, armor use, and shield defenses | Shield, Polearms, Blades, Heavy Armor, Light Armor, Bludgeon, and Ranged |
| Magic | Spells, magical defenses, summons, healing, and attunement | Sun, Fire, Earth, Death, Chaos, Life, Air, Water, and Moon |
| Strategy | General combat techniques, stealth, pets, performance, and resource or deck support | Tactics, Subterfuge, Bard, Taming, and Focus |
Using adventuring skills
Active combat skills can be placed in a Deck as runes. Before Release 154, the interface called these combat cards glyphs; older pages and established page titles may still use that term.[1] Innate skills are passive and do not occupy a Combat Bar slot.
Learning and improving a skill spends experience from the appropriate pool according to its training setting. See Skills system for the broad progression model, Learning for training controls, and Deck for arranging active combat skills.
See also
References
- ↑ Catnip Games, “Combat cards are called runes everywhere”, September 27, 2026.
| Combat | |
|---|---|
| Magic | |
| Strategy |
