New Player Skill Guide (For Mortals)
Posted: Tue Aug 12, 2025 3:14 am
So I got bored, and decided to write this up, for new visitors!
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Primary Tier
All primary tier skills are already offered on character creation. These are generally the best skills to start with as they offer the easiest start and introductions to the game. It IS possible to "start" with a different skill (Either by resetting the skill for 50 XP or resetting a character entirely) but it's generally not advised as none of the skills will have the levelling/improvement potential of Primary skills.
Engineering: Boring But Effective. Levelling with Engineering is simple: get a Portable Toolkit (which you will start with), find a location capable of being powered, and toggle the switch. Immediate 2.67 xp/ap ratio. It also allows the repairing of doors, although levelling that way is harder and contingent on blowing AP on destroying or finding destroyed doors. Engineering also reduces the difficulty of managing MO, which can be difficult for evil characters. It leads into Structural Engineering which is good for factional support.
First Aid: THE faction support skill, and one of the best ways to get out of evil morality. Factions always need healers, especially any Sorcerer-heavy faction. Being a wandering healer is harder, but not unviable. That said, it also allows you to view the HP of other characters, which makes it a popular secondary skill for combat characters.
Hand to Hand Combat: Probably the simplest, and initially weakest of the combat trees, with a high payoff. H2H's inital benefit is that it requires no real materials in order to work: you're basically good to go. The damage, however, is VERY low. Fortunately, you can find (or start with) equipment that improves it's damage output, and the Boxing skill further reduces the tediousness of leveling with your fists. Once fully trained it becomes very good, and it is the tree used by the innate attacks of higher tier characters as well as touch attacks (like some spells).
Melee Combat: Melee stands at the midpoint between H2H and Ranged Combat in pretty much all aspects. Melee is equipment dependent unlike H2H but not to the degree of Ranged. The damage of melee weapons is usually somwhere between H2H and ranged weapons. Stronger start than H2H, but requires more support. Not as strong as Ranged, but doesn't need as much crafting. You get the idea. That said, like H2H it is the tree used by several later innates and touch attacks (which uses the better of H2H or Melee or a flat 70%). Melee also gets a lot of "improvised" weapons: weapons that are low damage but have no quality attribute (which lowers its accuracy but makes it MUCH more stable as it will not degrade).
Ranged Combat: The inital strongest and overall most expensive and labor intensive of the combat trees: Pistols and Shortbows are fast, high accuracy weapons. Rifles, SMGs and Composite bows in between, and Shotguns and Longbows being the high damage, low accuracy weapons. And then you have throwing weapons which is kind of the black sheep. That said, to be able to fully use a weapon tree requires specialization for that type of weapon (unlike H2H and Melee) and acquiring ammunition usually takes either diligent and repeated searching, factional support, and/or a 20 CP specialization in the Repair Item tree, whereas H2H and Melee are not required to take a specialization unless they want pristine quality equipment. Thrown Weapons is the odd one out in that it's more similar to H2H/Melee in several ways.
Repair Item: The OTHER faction support skill. It's basically a more complex/dependent engineering that starts off weak but has a great payoff. Most combat trees will take this to keep their equipment in good shape, but if you have this and you have factionmates who need stuff repaired... well you get XP in exchange for them not spending their CP. Repair Item also leads to the crafting trees, which allows you to craft and repair better than new, make ammunition, and basically be the quiet powerhouse behind factional logistics. That said, like First Aid, it's not as easy outside of a faction, but unlike First Aid, you can basically repair and craft anywhere that allows it.
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Secondary Tier
Secondary Tier skills are just that: they're usually picked up once a character has their Primary worked out. That said, they will be more initially useful than Tertiary Tier skills.
Athleticism: Athleticism has a powerful inital benefit, especially in Tempest Straits, but is usually best chosen as a second skill, or the 10 CP skill to fill out your Mortal CP requirements.
Lockpicking: Lockpicking is an odd and tedious way to gain experience, requiring several AP to set up or find locked doors to pick, and doesn't really provide much benefit to later characters.
Strength: Excellent inital benefit, so if one intends to level by searching (usually for books), it's not a bad choice. It also leads into Stamina, which is the only way a character can raise their HP as a Mortal. It's also a popular secondary skill for combat characters simply for expanding inventory and making certain weapons less inaccurate.
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Tertiary Tier
Tertiary Tier skills are skills that you basically absolutely should be knowing what you're doing if you pick them. They may offer excellent benefits, but nothing as strong or as useful as even Scondary skills. Even the best of these, as a starting skill, might as well be picked as "no skill".
Dodge: Dodge raises your defense. Against close range (H2H/Melee/Touch) only. By 5%. That's not even a survivability boost, especially with only 50 HP. Unless someone without boxing or H2H tries to punch you to death I suppose.
Hide: Better survivability than dodge, but requires AP. You're still better off knowing where to hide instead of having Hide. Also provides sort of quasi-charged attack, although this is usually pretty tedious unless you have ways to automatically hide and in general Mortals don't get access to auto-hides.
Sense Morality: Solely useful for combat characters who want to manage their MO so they don't just end up Evil, mostly Angels and those in Good factions. That said, test attacks are a thing, and it's really only useful for discerning neutral classes (as Angels and Demons are Good/Evil by default).
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Bottom Tier
No. Just no. Trying to "start" with these skills is actually worse than starting with no skill, as it costs even more CP for benefits Mortals will never see. (It's also not even Hard Mode, as you're just depriving yourself of CP that could much more immediately useful somewhere else.
Tap Font: Tap Font is super long term, and only of greatest benefits to particular classes and builds. Mortals do not have access to any of these benefits, and cannot even see Fonts besides. It's also the only skill in the Mortal tree that initally costs 20 CP.
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Primary Tier
All primary tier skills are already offered on character creation. These are generally the best skills to start with as they offer the easiest start and introductions to the game. It IS possible to "start" with a different skill (Either by resetting the skill for 50 XP or resetting a character entirely) but it's generally not advised as none of the skills will have the levelling/improvement potential of Primary skills.
Engineering: Boring But Effective. Levelling with Engineering is simple: get a Portable Toolkit (which you will start with), find a location capable of being powered, and toggle the switch. Immediate 2.67 xp/ap ratio. It also allows the repairing of doors, although levelling that way is harder and contingent on blowing AP on destroying or finding destroyed doors. Engineering also reduces the difficulty of managing MO, which can be difficult for evil characters. It leads into Structural Engineering which is good for factional support.
First Aid: THE faction support skill, and one of the best ways to get out of evil morality. Factions always need healers, especially any Sorcerer-heavy faction. Being a wandering healer is harder, but not unviable. That said, it also allows you to view the HP of other characters, which makes it a popular secondary skill for combat characters.
Hand to Hand Combat: Probably the simplest, and initially weakest of the combat trees, with a high payoff. H2H's inital benefit is that it requires no real materials in order to work: you're basically good to go. The damage, however, is VERY low. Fortunately, you can find (or start with) equipment that improves it's damage output, and the Boxing skill further reduces the tediousness of leveling with your fists. Once fully trained it becomes very good, and it is the tree used by the innate attacks of higher tier characters as well as touch attacks (like some spells).
Melee Combat: Melee stands at the midpoint between H2H and Ranged Combat in pretty much all aspects. Melee is equipment dependent unlike H2H but not to the degree of Ranged. The damage of melee weapons is usually somwhere between H2H and ranged weapons. Stronger start than H2H, but requires more support. Not as strong as Ranged, but doesn't need as much crafting. You get the idea. That said, like H2H it is the tree used by several later innates and touch attacks (which uses the better of H2H or Melee or a flat 70%). Melee also gets a lot of "improvised" weapons: weapons that are low damage but have no quality attribute (which lowers its accuracy but makes it MUCH more stable as it will not degrade).
Ranged Combat: The inital strongest and overall most expensive and labor intensive of the combat trees: Pistols and Shortbows are fast, high accuracy weapons. Rifles, SMGs and Composite bows in between, and Shotguns and Longbows being the high damage, low accuracy weapons. And then you have throwing weapons which is kind of the black sheep. That said, to be able to fully use a weapon tree requires specialization for that type of weapon (unlike H2H and Melee) and acquiring ammunition usually takes either diligent and repeated searching, factional support, and/or a 20 CP specialization in the Repair Item tree, whereas H2H and Melee are not required to take a specialization unless they want pristine quality equipment. Thrown Weapons is the odd one out in that it's more similar to H2H/Melee in several ways.
Repair Item: The OTHER faction support skill. It's basically a more complex/dependent engineering that starts off weak but has a great payoff. Most combat trees will take this to keep their equipment in good shape, but if you have this and you have factionmates who need stuff repaired... well you get XP in exchange for them not spending their CP. Repair Item also leads to the crafting trees, which allows you to craft and repair better than new, make ammunition, and basically be the quiet powerhouse behind factional logistics. That said, like First Aid, it's not as easy outside of a faction, but unlike First Aid, you can basically repair and craft anywhere that allows it.
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Secondary Tier
Secondary Tier skills are just that: they're usually picked up once a character has their Primary worked out. That said, they will be more initially useful than Tertiary Tier skills.
Athleticism: Athleticism has a powerful inital benefit, especially in Tempest Straits, but is usually best chosen as a second skill, or the 10 CP skill to fill out your Mortal CP requirements.
Lockpicking: Lockpicking is an odd and tedious way to gain experience, requiring several AP to set up or find locked doors to pick, and doesn't really provide much benefit to later characters.
Strength: Excellent inital benefit, so if one intends to level by searching (usually for books), it's not a bad choice. It also leads into Stamina, which is the only way a character can raise their HP as a Mortal. It's also a popular secondary skill for combat characters simply for expanding inventory and making certain weapons less inaccurate.
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Tertiary Tier
Tertiary Tier skills are skills that you basically absolutely should be knowing what you're doing if you pick them. They may offer excellent benefits, but nothing as strong or as useful as even Scondary skills. Even the best of these, as a starting skill, might as well be picked as "no skill".
Dodge: Dodge raises your defense. Against close range (H2H/Melee/Touch) only. By 5%. That's not even a survivability boost, especially with only 50 HP. Unless someone without boxing or H2H tries to punch you to death I suppose.
Hide: Better survivability than dodge, but requires AP. You're still better off knowing where to hide instead of having Hide. Also provides sort of quasi-charged attack, although this is usually pretty tedious unless you have ways to automatically hide and in general Mortals don't get access to auto-hides.
Sense Morality: Solely useful for combat characters who want to manage their MO so they don't just end up Evil, mostly Angels and those in Good factions. That said, test attacks are a thing, and it's really only useful for discerning neutral classes (as Angels and Demons are Good/Evil by default).
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Bottom Tier
No. Just no. Trying to "start" with these skills is actually worse than starting with no skill, as it costs even more CP for benefits Mortals will never see. (It's also not even Hard Mode, as you're just depriving yourself of CP that could much more immediately useful somewhere else.
Tap Font: Tap Font is super long term, and only of greatest benefits to particular classes and builds. Mortals do not have access to any of these benefits, and cannot even see Fonts besides. It's also the only skill in the Mortal tree that initally costs 20 CP.