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Skills

Skills are one of the ways your character grows in Teldaria beyond levels and gear. You have eight skills — Sword, Great Axe, Dagger, Bow, Vitality, Gathering, Farming and Agility — and each one levels up independently just by being used. Swing a sword and Sword climbs; take hits and Vitality climbs; mine, farm and sprint and Gathering, Farming and Agility climb.

There are no skill points to spend and no talent trees to plan. Every level you earn immediately improves that skill's passives, and at skill level 5 each skill unlocks a signature active ability triggered with a click combo — no hotbar slot required. Everything is browsable in-game with /skills, which shows the live numbers for your character.

How Skills Work

XP Needed Per Level

Each row is the cost of that single level-up, plus the running total from level 1.

Level Up XP Required Total From Lv 1
1 → 2 200 200
2 → 3 100 300
3 → 4 200 500
4 → 5 500 1,000
5 → 6 1,000 2,000
10 → 11 6,500 21,500
20 → 21 32,500 213,000
50 → 51 230,500 3,807,500
75 → 76 533,000 13,242,500
99 → 100 941,000 30,904,500

TODO: real-world time-to-max estimates. The XP rates are known, but how fast you actually earn them depends on mob health, your gear's damage, ore density and spawn rates — someone should time an hour of each activity and post the numbers.

The Eight Skills

Skill How You Earn XP XP Rate Active Ability (Lv 5) Cooldown How You Cast It
Sword Damage dealt with a custom Sword 0.75 per damage Blade Dash — lunge forward, next hit empowered 20s Right-click to prime, left-click to cast
Great Axe Damage dealt with a custom Great Axe 0.75 per damage Cleave Slam — wide arc of damage and Slowness 25s Right-click to prime, left-click to cast
Dagger Damage dealt with a custom Dagger 0.75 per damage Shadow Step — blink behind a target, next hit empowered 30s Right-click to prime, left-click to cast
Bow Damage dealt by your arrows 0.75 per damage Power Shot — heavily empowered arrow 25s Left-click to activate, right-click to fire
Vitality Damage taken (threat-scaled) and HP healed 0.6 per damage taken; 1.2 per HP healed Second Wind — Resistance plus a heal for you and nearby allies 45s Double-crouch, then left-click
Gathering Breaking listed blocks Per-block table (0 if unlisted) Prospector's Focus — Haste II and doubled extra-drop chance 60s Hold a pickaxe, axe or shovel, right-click then left-click
Farming Harvesting mature crops, breeding, shearing 3.0 crop / 8.0 breed / 2.0 shear Replenish — harvested crops auto-replant for free 60s Hold a hoe, right-click then left-click
Agility Net distance sprinted 0.25 per block Evasive Roll — dash with a brief evade window 20s Double-crouch, then right-click

Earning XP

Weapon Skills

Sword, Great Axe, Dagger and Bow XP is damage-based: you earn 0.75 XP for every point of damage you actually land, in the skill matching the weapon you are using. Bigger hits are worth proportionally more, and there is no separate bonus for the killing blow — only damage counts.

The three melee skills track Teldaria's custom weapons only. Each custom melee weapon carries a type — Sword, Great Axe or Dagger — and that type is what decides which skill it trains and which passives apply to it. A plain vanilla iron sword earns no Sword XP and gets none of the Sword passives. Bow is the loose one: any arrow you land earns Bow XP and benefits from the Bow passives no matter what fired it — only activating Power Shot requires holding a custom Bow.

The weapon's class is all that matters: every custom sword trains Sword, every custom great axe trains Great Axe, and every custom dagger trains Dagger.

Vitality

Vitality trains two ways, and both are about surviving rather than dealing damage:

Agility

Agility earns 0.25 XP per block of net sprint distance, measured over rolling three-second windows. "Net" is the important word: it is your displacement from where the window started, not the ground you covered. Sprinting in circles or bouncing back and forth against a wall earns essentially nothing — long straight-line travel is what pays.

Gathering

Gathering XP is per block broken and works off a fixed table. If a block is not on the table it is worth exactly zero, which covers most decorative and placed blocks. Ancient Debris is far and away the single most valuable block in the game.

Block XP
Ancient Debris 50
Deepslate Diamond Ore 16
Diamond Ore 15
Deepslate Emerald Ore 13
Emerald Ore 12
Crying Obsidian 10
Obsidian 8
Raw Gold Block 8
Gilded Blackstone 6
Raw Iron Block / Raw Copper Block 6
Deepslate Gold Ore 5.5
Sculk Catalyst / Sculk Shrieker 5
Deepslate Iron Ore 4.5
Iron Ore 4
Nether Gold Ore / Nether Quartz Ore 4
Budding Amethyst / Sponge 4
Coal Ore / Copper Ore 3
Any log or stem 2
Stone 1
Dirt / Netherrack / Ice 0.3
Anything not listed 0 — no XP

The XP Sources page inside /skills lists every entry for the skill you are looking at, so use it in-game if you want to check a block that is not on this list.

Farming

Farming counts fully grown crops only. Planting a seed and instantly breaking it gives nothing, so there is no fast replant-and-smash loop. Livestock counts too.

Source XP
Breeding a pair of animals 8.0
Nether Wart 4.0
Any other fully grown crop 3.0
Pumpkin / Melon / Sweet Berries 2.0
Shearing a sheep 2.0

TODO: what happens when a block qualifies for both Gathering and Farming — the two systems watch the same break event, so oddball blocks may pay both or neither. Needs testing in-game.

TODO: tougher mobs are not worth bonus Combat XP by themselves — they simply have more health to chew through, so they pay more damage-based XP. Confirm whether a per-mob multiplier is planned.

Passive Abilities

Passives need no input — they are simply on once you hit their unlock level, and they keep improving every level after that until they hit a ceiling. Two of them, Sword's Lifesteal and Vitality's Defense, feed straight into your character sheet and stack on top of whatever your gear, gems and runes already provide.

Skill Passive Unlocks At Value at Lv 100 What It Does
Sword / Great Axe / Dagger Weapon Damage 1 +19.8% Flat damage increase with that weapon type, +0.2% per level
Sword / Great Axe / Dagger Bleed 15 25% chance, ~1.78 damage/sec for 4s Chance on hit to make the target bleed, ticking once a second
Sword Lifesteal (character stat) 1 10 Lifesteal Heals you from damage dealt; stacks with gear
Great Axe Critical Strike 40 17% chance for ×1.58 Chance to crit for bonus damage
Great Axe Execute (mobs only) 60 Below 24% HP → ×1.50 Finishes off wounded mobs; never fires on players
Great Axe Knockback 20 10.4% chance Chance to shove the target backward
Dagger Backstab 25 +60% damage Bonus damage when you strike from behind
Bow Range Bonus 20 +4.2% damage per block flown Long shots hit dramatically harder
Bow Sneak Damage 1 ×1.30 Bonus damage while firing sneaked
Bow On-hit Slow 35 10.2% chance, 2s Slowness I Chance to slow whatever you hit
Vitality Defense (character stat) 1 100 Defense Reduces incoming damage; stacks with gear
Vitality Last Stand 30 Below 27% HP → 34% less damage Emergency mitigation with a 90-second internal cooldown
Vitality Healing Bonus 15 +40%, capped from Lv 95 All healing you receive is stronger
Vitality Overheal → Absorption 45 46.5% of overheal, up to 8.75 shield HP Wasted healing becomes an absorption shield
Gathering Extra Drop Chance 1 34.65% Chance to double a gathered block's drops
Gathering Tool Save 20 28% Chance a break costs no durability
Gathering Mining Momentum 25 Up to Haste III Streak Haste: +1 tier per 8 breaks, resets after 3s idle
Gathering Prospector's Boon 50 15% chance for double XP Chance on break for a bonus XP payout
Farming Bountiful Harvest 1 34.7% Doubles crop drops; also bonus wool when shearing
Farming Seed Saver 15 35.5% Chance to auto-replant free, consuming no seed
Farming Animal Husbandry 25 20% Chance a breeding produces a second baby
Farming Rapid Growth 40 20% Chance on harvest to instantly mature a crop within 2 blocks
Agility Fall Reduction 1 59.5% less fall damage Take the edge off every drop
Agility Speed Proc 20 24% Chance each sprint window for 2s of Speed I
Agility Endurance 35 36% Chance to negate a hunger-drain tick
Agility Evade DR 50 25% Damage reduction during the Evasive Roll window

Passive Details Worth Knowing

TODO: how much damage 100 Defense actually blocks, and how much health 10 Lifesteal actually returns. Those conversions live in the server's combat stat system, not in the skill system.

TODO: whether Bleed, Cleave Slam and the other skill effects apply inside claims, cities and protected regions. Only Great Axe's Execute is confirmed to be mobs-only.

Active Abilities

Every skill has exactly one active ability, and all eight unlock at skill level 5. They cost nothing to use — no reagents, no mana, just a cooldown.

How to Cast

Priming is smart about it: if the ability is still locked or on cooldown, right-clicking won't prime it — you get the reason on your action bar instead, so you don't burn a click discovering the ability wasn't ready.

What Each Ability Does

Ability Skill Cooldown Effect at Level 100
Blade Dash Sword 20s Short forward lunge; next hit ×1.45 for 3s
Cleave Slam Great Axe 25s 9.0 damage to everything in a 3.99-block, ~120° arc, plus 3s Slowness I
Shadow Step Dagger 30s Teleport 1.2 blocks behind the target; next hit ×1.69 for about 6s
Power Shot Bow 25s Arrow damage ×1.70 and a further ×1.20 on impact (about ×2.04 total), ~7s to fire
Second Wind Vitality 45s Resistance II for ~11s, heals ~8.95 HP, 6.99-block ally radius
Prospector's Focus Gathering 60s Haste II for ~24.9s and extra-drop chance ×2.0
Replenish Farming 60s Harvested crops auto-replant free for ~24.9s
Evasive Roll Agility 20s Dash with a ~2.5s evade window

Ability Details Worth Knowing

TODO: whether Mining Momentum's Haste and Prospector's Focus's Haste II stack or overwrite one another. Both apply the same effect at different strengths.

The /skills Menu

/skills opens the hub: a five-row menu with the four weapon skills on the top row, the four utility skills (Vitality, Gathering, Farming, Agility) on the row below, your own head showing your total level across all eight skills, and a Nether Star button for the leaderboards. Every skill icon shows your level, a 20-segment XP bar and your percentage into the level; maxed skills glow.

Clicking a skill opens its detail page, which has sub-pages for its Passives, its Level Track, its XP Sources and its Leaderboard. The XP Sources page is the live version of the tables on this page — it is the fastest way to check what a specific block or action is worth.

The menu is drawn with Teldaria's custom interface graphics, so it looks nothing like a vanilla chest menu.

In-Game Feedback

Commands

Command What It Does
/skills Opens the Skills menu — all eight skills, your levels and XP, and the leaderboard button
/skills top Opens the leaderboard hub, where you pick a skill
/skills top <skill> Jumps straight to one skill's leaderboard

Skill names tab-complete: sword, great_axe, dagger, bow, vitality, gathering, farming, agility.

Respeccing

There is no respec, because there is nothing to respec. Skills have no points to allocate and no choices to undo — a level is earned by playing, and the only way to change your build is to go level a different skill. Nothing in the system charges money, items or XP for anything.

The only reset that exists is the staff command above, which wipes a skill back to level 1 with no XP. It is a deletion, not a refund.

TODO: server policy on skill resets — whether staff will wipe a skill on request, and under what circumstances.

Skills boosters multiply all the skill XP you earn for one hour, from 1.25x (Novice) up to 3x (Ultimate). They are sold in the Mission Shops; see Boosters for every tier and where to buy it.

TODO: whether anything besides Skills boosters, such as rank perks or events, boosts skill XP.

TODO: whether skill levels gate anything outside the skill system — quest requirements, job unlocks, region access or item requirements.

TODO: whether the leaderboards ever reset or run in seasons, and how many places they show.

TODO: whether your skill levels follow you between servers on the network.