This page describes today's playtest build. Values may change during playtests.
Lastshard has no classes and no character levels. What you can do depends on your skills, and your skills rise when you use them.
The skills in the build
| Skill | Group | Page |
|---|---|---|
| Lumberjacking | Gathering | Lumberjacking |
| Mining | Gathering | Mining |
| Skinning | Gathering | Skinning |
| Foraging | Gathering | Foraging |
| Swordsmanship | Combat | Swordsmanship |
| Mace Fighting | Combat | Mace Fighting |
| Fencing | Combat | Fencing |
| Archery | Combat | Archery |
| Wrestling | Combat | Wrestling |
| Parrying | Combat | Parrying |
| Tactics | Combat | Tactics |
| Anatomy | Combat and healing | Anatomy |
| Healing | Healing | Healing |
| Arms Lore | Lore | Listed in the skills window, but it doesn’t do anything yet |
Press K to open your skills window.
Caps
- Skills show with one decimal place, from 0.0 to 100.0.
- Each skill stops at 100.0.
- All your skills together stop at 700.0.
- Each gain is 0.1.
At the 700 cap, a new gain takes 0.1 from your highest other skill. If two are tied, the one higher in the list above loses it. There are no lock arrows yet, so you can’t choose which skill drops.
How gains work
You gain when you’re challenged. A task you always succeed at, or never could, teaches you nothing.
Gathering. Each material has a range of skill where your chance climbs from 0% to 100%. You can only gain while your chance is somewhere in between. The gain is rolled after every attempt, success or failure:
gain chance = ((100 − skill) ÷ 100 + (1 − success chance) × 0.5 if you succeeded, or × 0.2 if you failed) ÷ 2
The chance is never below 1% while you’re challenged, and it’s 0 at 100.0. Lower skills rise fastest.
Combat and healing. Each swing checks your weapon skill against your chance to hit. Each hit checks Tactics and Anatomy. Each finished bandage checks Healing and Anatomy. Parrying is checked on blows you take with a shield.
- Below 10.0 skill, every challenged check gains 0.1.
- From 10.0 up, combat checks use the gathering formula above.
There’s no stat gain. Strength is 60 and Dexterity 25 for everyone today.
Starting skills
A new character picks three skills and splits 100 points between them, in steps of 5, with no more than 50 in one. See Crossing over.
Trainers
Some townsfolk train skills up to 30 for 1 gold per 0.1. See Traders and trainers.
Coming later
More skills are planned, including crafting, magic, taming and thieving. See Blacksmithing, Magic and reagents and Taming.
Staff write this wiki for now. Player editing comes later.