Skill Levels

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Skill Levels are the five activity levels shown in the menu's Levels screen. Each activity has its own cumulative EXP, level and level-derived benefit. Activity EXP is separate from the character EXP used for Player Levels.

Activities and benefits

Activity Level benefit Maximum level
Farming Crop Quality +1 percentage point per level 10
Fishing Fish Quality +1 percentage point per level 10
Foraging Double Forage Chance +1 percentage point per level 10
Mining Double Ore Chance +1 percentage point per level 10
Husbandry Animal Product Quality +1 percentage point per level 10

The activity calculations use one percentage point at levels 0 and 1, then the level number from level 2 onward. At level 10, that contribution is ten percentage points. These level benefits are part of the relevant quality or extra-resource calculation; they are not a guarantee that every action produces a higher-quality item or an extra resource.

Farming and Fishing affect their respective product quality. Foraging and Mining contribute to their double-resource chances. Husbandry contributes to animal-product quality. Other activity modifiers are described on the linked activity pages.

EXP thresholds

Level Total activity EXP Additional EXP from previous level Level-derived benefit
0 0 — +0 percentage points
1 75 75 +1 percentage points
2 200 125 +2 percentage points
3 500 300 +3 percentage points
4 1,000 500 +4 percentage points
5 1,800 800 +5 percentage points
6 2,800 1,000 +6 percentage points
7 4,000 1,200 +7 percentage points
8 6,000 2,000 +8 percentage points
9 10,000 4,000 +9 percentage points
10 15,000 5,000 +10 percentage points

The same cumulative thresholds apply to all five activities. EXP is retained when a level is gained rather than being spent. The next threshold is compared with the running total. Level 10 is the maximum activity level.

Awarding EXP and levels

Fishing catches, farming harvests, foraged resources, mined resources and animal products use their corresponding activity EXP awards. The award is calculated by the relevant activity rather than by character combat EXP.

The game runs the activity level checks at midnight. Each activity's check advances at most one level at a time. If an EXP award crosses several thresholds, the displayed level can therefore catch up over later checks instead of immediately jumping through every eligible level.

The Levels screen reports activity progress and benefits. Raising an activity level does not automatically teach a combat skill or ritual.

See also