Skills

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Skills can either be passive or active actions that increase proficiency in various aspects of play, either in battle or increasing reputation with other factions. To use a skill, the skill tree must be purchased first.

Skill Points

Buying a skill tree or its individual skills requires skill points, which are attained by leveling up. The amount that is gained upon each level-up is dependent on the creature's Intelligence score, as well as the player's chosen genotype.

Before Intelligence is applied, True Kin gain 70 skill points per level, while Mutants gain 50. Each point of Intelligence above 10 increases the number of skill points gained by 4 per level, and is applied retroactively, meaning that if a level 10 character at 10 Intelligence gained one additional point of Intelligence, they would earn 40 skill points instantly. The opposite is also true for each point below 10.

Additional Requirements

Each skill, in addition to their skill point cost, requires one or more of the player's attributes to be at or above a certain value. For example, players cannot purchase the Trash Divining skill unless their Intelligence is 21 or greater, even if they have the 150 required skill points to purchase it. This is also true of the base skill for each skill tree, which cannot be purchased unless the player meets the attribute requirements for the first "free" skill in the tree. Temporary attribute bonuses, such as those granted by wearing certain pieces of equipment or effects such as Ego Projection, do not contribute to the attribute requirement.

Some skills require that the player learn other skills before they can be purchased. For example, the Decapitate skill cannot be purchased unless the player also has the Dismember skill.

Learning Skills with Reputation

In addition to purchasing skills with skill points, the player can learn them through the water ritual. This requires having positive reputation with the teacher's primary faction equal to the normal skill point cost, and spending that much reputation to learn it. Typically, the creature's faction determines which skill is taught (if any). Rarely, individuals can teach skills that their faction cannot.

Skills that are learned in this way ignore the usual requirements that must be met to purchase them, including attribute requirements and any skills that must already have been learned.

By Faction

Faction Skill Unique Faction Representatives Who Teach
apes Conk
arachnids Lunge  
Barathrumites Tinkering
cannibals Butchery  
cats Acrobatics  
Chavvah Tomorrowful
Consortium of Phyta Snake Oiler
crabs Calloused  
Cult of the Coiled Lamb Physic
Daughters of Exile Repair
denizens of the Yd Freehold Spicer
equines Longstrider  
Fellowship of Wardens Shield
fish Swimming  
flowers Persuasion  
frogs Jump  
goatfolk Butchery  
hermits Berate  
Issachari tribe Weathered  
Mechanimists Proselytize
mysterious strangers Akimbo  
pariahs Trash Divining  
robots Iron Mind  
roots Wilderness Lore: Jungles  
Seekers of the Sightless Way Self-discipline
succulents Fasting Way  
svardym Jump  
villagers of Ezra Customs and Folklore
villagers of Joppa Harvestry
villagers of Kyakukya Cooking and Gathering
vines Multiweapon Expertise  
water barons Snake Oiler  

By Individuals

Character Skill
Eskhind Multiweapon Fighting
Hindriarch Keh Berate
Warden Neelahind Shield
Wardens Esther Shield
Warden Indrix, Goatfolk Pariah Intimidate

Skills

Acrobatics

Cost: 75

You are skilled at acrobatics.

Skills in the Acrobatics skill tree

Skill Cost Stat Prerequisites Description
Swift Reflexes 0 17 Agility You gain a +5 bonus to your DV when flinching away from missile attacks.
Spry 100 17 Agility You gain a +2 bonus to your DV.
Jump 100 17 Strength You jump into an unoccupied square within range 2. You cannot jump over a square occupied by a creature.
Tumble 150 23 Agility Juke You gain a +1 bonus to your DV. Additionally, Juke's cooldown is reduced to 20.

Axe

Cost: 50

You are skilled with axes.

Skills in the Axe skill tree

Skill Cost Stat Prerequisites Description
Axe Proficiency 0 0 Strength You get +2 to hit with axes.
Charging Strike (Axe) 100 19 Strength Cleave Charge When you charge an opponent with an axe and hit, if you cleave their armor, they get an additional -1 penalty to their AV. If you have Dismember, your chance to dismember when charging with an axe is doubled.
Cleave 150 19 Strength Whenever you hit an opponent with an axe, there's a 75% chance you cleave their armor, giving them a -1 penalty to their AV. This penalty can stack a number of times up to half your strength modifier, rounded up, +1 on a critical hit.
Dismember 150 21 Strength Activated; cooldown 30. You make an attack with your axe at an adjacent opponent. If you hit and penetrate at least once, you dismember one of their limbs at random and they start bleeding (1-2 damage per turn. toughness save; difficulty 35). Additionally, your axe attacks that penetrate have a percentage chance to dismember: 3% for one-handed axes and 6% for two-handed axes.
Hook and Drag 150 23 Strength Activated; cooldown 50.

You grab an opponent's limb with the heel of your axe and pull them toward you. If successful, you pull your opponent with you as you move and make a free attack with your axe. Your opponent is forced to move with you but can attack you while moving. Your opponent gets a chance to resist the move (strength save; difficulty 20 + your strength modifier) and a chance to break free at the start of their turn (same save).

This effect lasts for 9 rounds or until you dismember the opponent.
Decapitate 150 25 Strength Dismember Heads are added to the list of possible limbs you can dismember. If you chop off the only head of an organic opponent, they're killed instantly. If they have multiple heads, they start bleeding profusely (2-3 damage per turn. toughness save; difficulty 35).
Berserk! 300 29 Strength Dismember Activated; cooldown 100. You work yourself into a blood frenzy, and for 5 rounds your chance to dismember with axe attacks is 100%. To use Berserk, Dismember must be off cooldown, and using Berserk puts Dismember on cooldown.

Bow and Rifle

Cost: 100

You are skilled with bows and rifles.

Skills in the Bow and Rifle skill tree

Skill Cost Stat Prerequisites Description
Steady Hands 0 19 Agility For the purpose of determining your accuracy with bows and rifles, your agility is treated as if it were 4 points higher.
Draw a Bead 0 19 Agility You spend a turn to draw a bead on a target and mark it. Whenever you fire at a marked target with a bow or rifle, your agility is treated as if it were 2 points higher for the purpose of determining your accuracy. You may only mark one target at a time. Targets get unmarked if you lose vision of them.
Suppressive Fire 150 19 Agility Draw a Bead You fire at a marked target. If your shot penetrates, your target is suppressed and can't move for 3-5 rounds. Then your target is unmarked.
Sure Fire 150 19 Agility Draw a Bead You fire at a marked target with no accuracy penalty (the accuracy of your weapon still matters). Then your target is unmarked.
Wounding Fire 150 19 Agility Draw a Bead You fire at a marked target. For each penetration on each shot that hits, your target bleeds 1 point of damage per round (save: 20 + max damage of the weapon). Then your target is unmarked.
Disorienting Fire 200 25 Agility Draw a Bead Wounding Fire As long as your target can't see or hear any faction allies, Wounding Fire is upgraded to Disorienting Fire. Disorienting Fire also reduces your target's DV and MA by 4.
Beacon Fire 200 25 Agility Draw a Bead Sure Fire As long as your target is flaming, luminous, or phosphorescent, Sure Fire is upgraded to Beacon Fire. Beacon Fire shots are also treated as critical hits.
Flattening Fire 200 25 Agility Draw a Bead Suppressive Fire As long as your target is surrounded by 6 or more solid obstacles, Suppressive Fire is upgraded to Flattening Fire. Flattening Fire also knocks your target prone and disarms them.
Ultra Fire 300 29 Agility Draw a Bead Cooldown 100. You fire at a marked target. Your shot combines the effects of all the other Fire powers you have.

Cooking and Gathering

Cost: 100

You are skilled at cooking and gathering meal ingredients.

Skills in the Cooking and Gathering skill tree

Skill Cost Stat Prerequisites Description
Meal Preparation 0 15 Intelligence While at a campfire, you can cook from recipes, choose up to two ingredients to cook with, and preserve fresh foods.

Meals cooked from recipes bestow special status effects. Meals cooked with selected ingredients bestow dynamically-generated status effects.

Preserved foods are used as meal ingredients.
Harvestry 50 15 Intelligence You can harvest fresh ingredients and other usable parts from plants.
Butchery 50 15 Intelligence You can butcher fresh ingredients and other usable parts from animal corpses.
Spicer 50 17 Intelligence When you choose ingredients to cook with, you can choose up to three instead of two. Meals cooked with three ingredients bestow more powerful status effects.
Carbide Chef 100 17 Intelligence Whenever you gain a level, and 5% of the time you explore a new map, you become inspired for two days. While inspired, the next time you cook a meal by choosing ingredients, you get a choice of three dynamically-generated effects to apply. You create a recipe for the chosen effect.

Cudgel

Cost: 50

You are skilled with crushing and bludgeoning weapons.

Skills in the Cudgel skill tree

Skill Cost Stat Prerequisites Description
Cudgel Proficiency 0 0 Strength You get +2 to hit with cudgels.
Bludgeon 150 17 Strength Whenever you hit with a cudgel, there's a 50% chance to daze your opponent (-4 int, -4 agi, -10 movespeed) for 3-4 rounds. If you daze a dazed opponent, they're stunned for 1 round instead (cannot take actions and 0 DV).
Charging Strike (Cudgel) 100 19 Strength Bludgeon Charge When you charge with a cudgel and hit, you automatically daze your opponent.
Conk 150 21 Strength Bludgeon Activated; cooldown 10. You make an attack with a cudgel at an adjacent opponent. If you hit, you automatically daze your opponent. If your opponent is already stunned, you instead knock them unconscious for 30-40 rounds (unconscious opponents wake up dazed when they take damage).
Backswing 100 23 Strength Whenever you make a cudgel attack with your primary hand, there's a 25% chance you make an additional free attack with the same hand.
Slam 150 25 Strength Activated; cooldown 50. Cudgel attack, +1 penetration roll. A hit knocks your opponent back up to 3 spaces, pushing creatures and breaking through walls if their AVs are under 5 times your Str modifier. Stuns for 1 round plus 1 round for each space pushed. Being pushed through or into a wall does extra weapon damage each time. Can also destroy a wall or door if its AV is under 5 times your Str modifier.
Demolish 300 29 Strength Slam Activated; cooldown 100. For the next 5 rounds, your chance to daze with cudgel attacks is 100% and Slam has no cooldown. To use Demolish, Slam must be off cooldown, and using Demolish puts Slam on cooldown.

Customs and Folklore

Cost: 150

You are familiar with the customs and folklore of Qud.

Skills in the Customs and Folklore skill tree

Skill Cost Stat Prerequisites Description
Tactful 0 19 Intelligence Whenever you begin the water ritual with a new creature, you gain 25 bonus reputation. If you purchase this power after you treat with a creature, you gain 25 bonus reputation the next time you treat with them.
Trash Divining 150 21 Intelligence Whenever you rifle through trash, there's a 5% chance you piece together clues and learn a random secret.

Endurance

Cost: 100

You are skilled at enduring harsh conditions and situations.

Skills in the Endurance skill tree

Skill Cost Stat Prerequisites Description
Shake It Off 0 0 Toughness Each round you are dazed or stunned, you have a (Toughness-10)% chance to shake off the effect. You also take 25% less initial damage from poison and the duration of poison is reduced by 25%.
Swimming 100 15 Toughness Reduces the movement speed penalty when swimming (normally 50 points) by 25 points.
Poison Tolerance 100 19 Toughness You take 25% less initial damage from poison and the duration of poison is reduced by 25%.
Weathered 200 21 Toughness You take 15% less damage from heating and cooling effects. Additionally, the severities of effects that change your temperature are reduced by 15%.
Juicer 150 23 Toughness You may ingest one additional tonic without it reacting adversely to the tonic you have already ingested.
Calloused 200 23 Toughness Your natural AV improves to 1.
Longstrider 250 25 Toughness You may sprint for an additional 10 turns.

Heavy Weapon

Cost: 100

You are skilled with heavy weapons.

Skills in the Heavy Weapon skill tree

Skill Cost Stat Prerequisites Description
Strapping Shoulders 0 19 Strength You shoulder your weapons more effectively. Heavy weapons count for half their weight toward your encumbrance.
Tank 150 23 Strength You suffer no movement penalty while wielding a heavy weapon.
Sweep 200 27 Strength You fire five shots with your heavy weapon sweeping over a ninety degree cone.

Long Blade

Cost: 100

You are skilled with long thrusting and slashing blades.

Skills in the Long Blade skill tree

Skill Cost Stat Prerequisites Description
Long Blade Proficiency 0 0 Strength You gain access to two stances.

Aggressive stance: With a long blade in your primary hand, your long blade and short blade attacks gain +1 to your penetration roll but -2 to hit.

Defensive stance: While wielding a long blade in your primary hand, you gain +2 DV.
Lunge 200 17 Agility Activated; cooldown 15.
Aggressive stance: Lunge through an empty space at an opponent and attack with +2 to your penetration roll. You must move through the empty space.
Defensive stance: You make an attack at an opponent then lunge backward 2 spaces.
Dueling stance: Attack an opponent with +1 to your penetration roll. The attack is guaranteed to hit and penetrate at least once.
Dueling Stance 200 17 Intelligence You gain access to dueling stance. While wielding a long blade in your primary hand, you get +2 to hit with long blades and short blades.
Swipe 200 17 Strength Activated; cooldown 15.

Aggressive stance: You make an attack against all adjacent opponents. Defensive stance: You push all adjacent creatures back 1 space and attempt to trip the ones that are opponents (strength save; difficulty 30).

Dueling stance: You make an attack at an opponent and attempt to disarm them (strength save; difficulty 25 + your Agi modifier). The attack is guaranteed to hit and penetrate at least once.
Improved Dueling Stance 100 21 Intelligence Your to-hit bonus in dueling stance is increased to +3.
Improved Defensive Stance 100 23 Agility Your DV bonus in defensive stance is increased to +3.
Improved Aggressive Stance 100 23 Strength Your penetration bonus in aggressive stance is increased to +2, but your to-hit penalty is increased to -3.
En Garde! 300 29 Strength 23 Agility 23 Strength 29 Agility Activated; cooldown 100. For the next 10 rounds, Lunge and Swipe have no cooldown.

Multiweapon Fighting

Cost: 150

You are skilled at multiweapon fighting. Your chance to attack with offhand weapons is increased.

Skills in the Multiweapon Fighting skill tree

Skill Cost Stat Prerequisites Description
Flurry 0 17 Agility 17 Strength Activated; cooldown 60. You make an attack with every hand, including extra hands granted by mutation or technology.
Multiweapon Proficiency 0 17 Agility 17 Strength Your chance to strike with each of your offhand weapons is increased by 20%.
Multiweapon Expertise 150 23 Agility 23 Strength Multiweapon Proficiency Your chance to strike with each of your offhand weapons is increased by 35%.
Multiweapon Mastery 200 27 Agility 27 Strength Multiweapon Expertise Your chance to strike with each of your offhand weapons is increased by 50%.

Persuasion

Cost: 100

You are skilled at convincing others.

Skills in the Persuasion skill tree

Skill Cost Stat Prerequisites Description
Rebuke Robot
Menacing Stare 0 17 Ego You stare down a nearby opponent and send him fleeing in terror.
Intimidate 200 17 Ego Cooldown 50. You try to terrify adjacent, hostile creatures (1d8 + [Ego modifier] penetration roll vs. MA). On success, a frightened creature flees from you for 4d4 rounds.
Berate 150 19 Ego Cooldown 50. You shame a nearby creature for 6d6 rounds, giving it a -4 penalty to DV, to-hit, Ego, Willpower and a -10 penalty to quickness.
Snake Oiler 150 19 Ego For purposes of bartering, your ego is treated as though it were 4 points higher.
Proselytize 300 23 Ego You persuade an intelligent creature to join you.
Inspiring Presence 250 25 Ego Your words embolden your companions.

Physic

Cost: 50

You are skilled at physicking.

Skills in the Physic skill tree

Skill Cost Stat Prerequisites Description
Staunch Wounds 0 0 Intelligence Bandages you apply are much more effective at stopping bleeding.
Nostrums 100 21 Intelligence You can treat bleeding, poison, illness, and disease onset for you and your companions at a campfire.
Amputate Limb 50 23 Intelligence You can voluntarily amputate your own limbs and the limbs of infected companions.
Apothecary 100 25 Intelligence Healing tonics you apply last an extra round.

Pistol

Cost: 100

You are skilled with pistols of various kinds.

Skills in the Pistol skill tree

Skill Cost Stat Prerequisites Description
Steady Hand 0 0 Agility For purposes of determining your accuracy with pistols, your agility is treated as if it were 4 points higher.
Akimbo 150 17 Agility Whenever you make a ranged attack while wielding multiple guns, you fire a shot with each of them.
Weak Spotter 150 19 Agility You are 5% more likely to score critical hits with pistols (standard chance is 5%).
Sling and Run 50 21 Agility You receive no accuracy penalties for firing pistols while running.
Disarming Shot 100 23 Agility You have an agility-based chance to disarm your opponent when you score a hit with a pistol.
Dead Shot 200 25 Agility Critical hits you score with pistols are more deadly.
Empty the Clips 300 27 Agility Cooldown 200. For 20 rounds, firing a pistol only takes half a round instead of a full round.
Fastest Gun in the Rust 400 29 Agility The action cost of firing pistols is reduced by 25%.

Self-discipline

Cost: 150

You are skilled at maintaining self-discipline.

Skills in the Self-discipline skill tree

Skill Cost Stat Prerequisites Description
Meditate 0 0 Willpower While meditating, you regenerate three times as fast, and negative status effects wear out three times as fast. The only action you can take while meditating is Wait. You stop meditating if you take damage in a single round exceeding (Willpower*3)-60. If you rest for 10 or more turns, you automatically begin meditating.
Fasting Way 50 17 Willpower You hunger and thirst at one-half the normal rate. Metabolic effects from meals last twice as long.
Lionheart 100 21 Willpower Each round you are terrified, you have a (Willpower-10)% chance to shake off the effect.
Iron Mind 100 21 Willpower Each round you are confused, you have a (Willpower-10)% chance to shake off the effect.
Conatus 150 23 Willpower You may sprint for an additional 10 turns.
Mind over Body 150 29 Willpower You hunger and thirst at one-sixth rate.

Metabolic effects from meals last six times as long.

You suffer no penalty for becoming famished.

Shield

Cost: 100

You are skilled at wielding shields.

Skills in the Shield skill tree

Skill Cost Stat Prerequisites Description
Block 0 0 Strength As long as you wield a shield, there is a 50% chance you block one melee attack per round. When you block an attack, you add the shield's AV bonus to your AV for that attack. If you equip multiple shields, the one block per round limit is per shield, and you only can attempt to block a given attack once, using your best usable shield.
Shield Slam 100 17 Strength Activated; cooldown 40. You attempt to knock an opponent down and deal (strength modifier)d4 + your shield's AV bonus in damage. Your opponent gets a chance to resist (strength save; difficulty 20 + your strength modifier). Whenever you charge an opponent with a shield equipped, you get a free Shield Slam attack against them.
Swift Blocking 200 19 Agility You may block an additional attack per round.
Deft Blocking 200 19 Agility Your chance to block with a shield improves to 75%.
Staggering Block 200 21 Strength Whenever you block an opponent's attack, there is a (Strength*2)-35% chance that your opponent is stunned for 1d2 rounds.
Shield Wall 200 25 Willpower For the next three rounds, you automatically block all incoming melee attacks (may not be used with bucklers).

Short Blade

Cost: 50

You are skilled with small one-handed knives and blades.

Skills in the Short Blade skill tree

Skill Cost Stat Prerequisites Description
Short Blade Expertise 0 0 Agility You get +1 to hit with short blades. Also, the action costs of attacking with a short blade in your primary hand is reduced by 25%.
Jab 100 17 Agility Whenever you make an offhand attack with a short blade, you immediately make another attack with that same weapon. Flurry attacks do not trigger this.
Bloodletter 150 17 Agility Your short blade attacks that penetrate have a 75% chance to cause your opponent to bleed (0-1 damage per turn. toughness save; difficulty 20 + your agility modifier). The opponent saves to stop bleeding each round, and the save difficulty decreases by 1 each round. This effect can stack a number of times equal to 1 plus your agility modifier.
Hobble 150 21 Agility You make an attack with a short blade in your primary hand, looking for a weak spot in your opponent's armor. If you hit, you penetrate exactly once and hobble them (-50% movespeed for 16-20 rounds).
Pointed Circle 100 23 Agility Juke Whenever you juke an opponent while wielding a short blade in your primary hand, you make a free attack. If you have Bloodletter, the attack's chance to cause bleeding is 100%.
Rejoinder 250 25 Agility Once per turn, when an opponent misses you with a melee attack, there's a 40% chance you make a free attack with a short blade you're wielding.
Shank 250 27 Agility Activated; cooldown 10 (primary) or 20 (offhand). You make a melee attack with a short blade in your primary hand (preferred) or offhand. If you hit, the attack gets +2 to penetration rolls for each negative status effect your opponent suffers from.

Single Weapon Fighting

Cost: 100

You may choose not to make offhand attacks in exchange for mastery with a single weapon.

Skills in the Single Weapon Fighting skill tree

Skill Cost Stat Prerequisites Description
Opportune Attacks 0 17 Agility 17 Strength Whenever you score a critical hit with a melee weapon while single-weapon fighting, the cooldowns of up to two random weapon or shield skills are immediately refreshed.
Weapon Expertise 150 21 Agility 21 Strength Whenever you make a melee attack while single-weapon fighting, there's a 50% chance you immediately make a second attack for free.
Penetrating Strikes 200 23 Agility 23 Strength Your attacks always penetrate one extra time.
Weapon Mastery 300 29 Agility 29 Strength Weapon Expertise Whenever you make a melee attack while single-weapon fighting, immediately make a second attack for free.

Tactics

Cost: 100

You are aware of basic combat tactics.

Skills in the Tactics skill tree

Skill Cost Stat Prerequisites Description
Hurdle 0 0 Agility You receive no penalty to your DV when you sprint.
Deft Throwing 50 10 Agility Your throw range is increased by 3 and your throw variance is halved when throwing at a target inside your throw range.
Charge 150 17 Strength You charge forward two or three squares and perform a melee attack with +1 to your penetration roll.
Kickback 50 19 Strength Whenever you fire a missile weapon at a target in melee range, you attempt to kick the target backwards.
Juke 200 21 Agility Activated; cooldown 40. You move one square at no action cost. You may swap squares with a hostile opponent.

Tinkering

Cost: 100

You are skilled at examining, building, repairing and modding artifacts.

Skills in the Tinkering skill tree

Skill Cost Stat Prerequisites Description
Gadget Inspector 0 15 Intelligence You are much more successful at examining artifacts, and you can deploy wiring.
Scavenger 100 15 Intelligence Whenever you step over garbage, you astutely rifle through it and occasionally discover scrap. Additionally, you harvest extra scrap from robots you destroy.
Disassemble 100 15 Intelligence You can disassemble scrap and artifacts for bits. You get the most significant bit from the item schematic plus a 50% chance to receive each remaining bit.
Lay Mine / Set Bomb 50 17 Intelligence You may lay down grenades as mines or set them as bombs.
Deploy Turret 100 17 Intelligence You may deploy missile weapons as static turrets.
Repair 100 17 Intelligence You may repair broken items with Bits.
Tinker I 100 19 Intelligence You may build items from low-tier schematics and you get 1 free schematic. You can also recharge energy cells and capacitors.
Tinker II 200 23 Intelligence Tinker I You may build items from medium-tier schematics and you get 1 free schematic.
Reverse Engineer 100 25 Intelligence Disassemble Whenever you disassemble an item, you have a 25% chance to learn how to build the item.
Tinker III 300 29 Intelligence Tinker II You may build items from high-tier schematics and you get 1 free schematic.

Wayfaring

Cost: 100

You are skilled at wilderness survival.

Skills in the Wayfaring skill tree

Skill Cost Stat Prerequisites Description
Mind's Compass 0 15 Intelligence Doubles the chance of regaining your bearings when you are lost.

Reduces chance of getting lost by about 15%.

You travel on the overland map twice as quickly.
Make Camp 0 15 Intelligence Start a campfire for cooking meals and preserving foods.
Wilderness Lore: Flower Fields 25 15 Intelligence Doubles the chance of interesting encounters while traveling in the flower fields.

Reduces the chance of getting lost in the flower fields from base 12% to 1%.

On the overland map, you travel through the flower fields twice as quickly.
Wilderness Lore: Marshes 50 15 Intelligence Doubles the chance of interesting encounters while traveling in the salt marshes and watervine fields.

Reduces the chance of getting lost in the salt marshes and watervine fields from base 12% to 1%.

On the overland map, you travel through the salt marshes and watervine fields twice as quickly.
Wilderness Lore: Hills and Mountains 50 17 Intelligence Doubles the chance of interesting encounters while traveling in the hills and mountains.

Reduces the chance of getting lost in the hills and mountains from base 12% to 1%.

On the overland map, you travel through the hills and mountains twice as quickly.
Wilderness Lore: Canyons 50 17 Intelligence Doubles the chance of interesting encounters while traveling in the desert canyons.

Reduces the chance of getting lost in the desert canyons from base 12% to 1%.

On the overland map, you travel through the desert canyons twice as quickly.
Wilderness Lore: Rivers and Lakes 50 19 Intelligence Doubles the chance of interesting encounters while traveling across rivers and lakes.

Reduces the chance of getting lost in rivers and lakes from base 12% to 1%.

On the overland map, you travel through rivers and lakes twice as quickly.
Wilderness Lore: Salt Dunes 50 19 Intelligence Doubles the chance of interesting encounters while traveling in the salt dunes.

Reduces the chance of getting lost in the salt dunes from base 10% to 1%.

On the overland map, you travel through the salt dunes twice as quickly.
Wilderness Lore: Jungles 50 19 Intelligence Doubles the chance of interesting encounters while traveling in the jungles.

Reduces the chance of getting lost in the jungles from base 12% to 1%.

On the overland map, you travel through the jungles twice as quickly.
Wilderness Lore: Ruins 50 21 Intelligence Doubles the chance of interesting encounters while traveling through chrome ruins.

Reduces the chance of getting lost in ruins from base 12% to 1%.

On the overland map, you travel through ruins twice as quickly.

Nonlinearity

Cost: No results

No results

Skills in the Nonlinearity skill tree

Skill Cost Stat Prerequisites Description
Tomorrowful Your precognitive visions last twice as long.