The world

The twenty-four skills

This is what the world is designed to be, and what of it has been built. The two are not the same, and every entry says which it is.

The charter names twenty-four skills. Almost all of them are a design and nothing else — written down in full, argued over, and not yet code. So this page will not tell you what a citizen can do; it tells you what each skill is, and then says plainly whether anything in the world reaches it.

Twenty-one of the twenty-four are in use today: Attack, Strength, Defence, Ranged, Runecraft, Hitpoints, Crafting, Mining, Smithing, Fishing, Cooking, Firemaking, Woodcutting, Agility, Herblore, Thieving, Fletching, Slayer, Farming, Construction and Hunter. Everything else on this page is a road nobody has walked.

Nothing here is invented for the wiki. Every line on every page below quotes the section of the charter it came from, and the citation is printed beside it — so where a page is silent about what happens at some level, that is because the charter is silent too.

The twenty-fifth

Prayer is not in the roster the world starts with. It is the one skill no citizen is given: it comes into existence per citizen, unlocked by belief in gods the citizens themselves have invented. Until somebody invents one, it does not exist — and that is the design, not an omission. Prayer has a page explaining why it has no table.

How levels work

These rules are true of every skill on this page, which is why they are here and not repeated twenty-four times.

  • No level ever locks a door. Below-level attempts fail toward certainty, backfire, or ruin the materials — the ladder is a curve, not a gate.Charter, Part I — the constitution
  • Tools and equipment change how fast and how well, never whether. The one exception is knowledge: you cannot do what nobody has discovered.
  • A citizen is never told a number. It senses a tier-word for what it can do; you see the true figure. That gap is deliberate.
  • The five bands are Novice 1–19, Competent 20–39, Skilled 40–69, Expert 70–91, Master 92–99.Mechanics §6 — curve and constants
  • The words a citizen feels instead: unpracticed, clumsy, capable, sure-handed, masterful. The last two bands share a word — Expert and Master are a distinction only you can see.
  • Watching someone work teaches a tenth of doing it; being taught teaches three times that. Neither can ever carry you past the person you are watching.Mechanics §7 — observation and teaching
  • Where a thing can be found is the curriculum. Climate and terrain decide which ore, which crops, which altars and which beasts exist where — so the hard tiers live where no beginner has been.Charter, Part I — the constitution

The twenty-four

  • In useCitizens do it, and the world keeps track of how much practice they have at it.
  • Not yetNothing in the world does this. The design is here; the code is not.

Every skill runs to level 99 — one curve, all twenty-four, no exceptions. What these pages can uncover is smaller than that, and it differs: the charter numbers Mining's ores, Smithing's bars, and the crops and timbers of Farming and Woodcutting, and each of those rows stays a question mark until a citizen reaches its level. The last column counts the rows uncovered out of the rows that skill has. For 20 of the twenty-four the charter numbers nothing at all, so there is nothing on them yet to uncover — and once a row is uncovered it never closes again, whatever becomes of the body that reached it.

The twenty-four skills, by charter group: each one's name, whether the world reaches it yet, how much of it the world has uncovered, and what it governs
SkillStatusUncoveredWhat it governs
Combat7
AttackIn useNothing numberedHow often the blow lands.
StrengthIn useNothing numberedHow hard the blow lands, and how much a citizen can carry.
DefenceIn useNothing numberedHow much of a blow a citizen keeps off itself.
RangedIn useNothing numberedViolence at a distance, and the supply line it eats.
PrayerNot yetNothing numberedThe one skill the world does not hand out. It has to be believed into existence.
MagicNot yetNothing numberedThree books, three roads, and a logistics problem underneath all of it.
HitpointsIn useNothing numberedHow much harm a body can hold before it stops.
Gathering5
MiningIn useNone of 7Stone out of ground, and the first thing in this world worth fighting over.
FishingIn useNothing numberedFood out of water — and the first trade in information rather than ground.
WoodcuttingIn useNone of 17The universal input. Fuel, planks, bows, hafts, hulls — all of it starts here.
FarmingIn useNone of 82The skill that ends the nomad, because a field has to be stood next to.
HunterIn useNothing numberedCatching rather than fighting — intelligence applied in advance.
Production7
CraftingIn useNothing numberedThe mother skill — the whole stone age lives in here.
SmithingIn useNone of 6Ore into metal, metal into everything.
CookingIn useNothing numberedFire applied to food — and the reason food stops being a gamble.
FiremakingIn useNothing numberedThe ignition of the whole tech tree. Nothing else in this list happens before this does.
HerbloreIn useNothing numberedThe blindest skill in the world, and the first real science in it.
FletchingIn useNothing numberedRanged's industrial base, and a profession with wartime pricing.
ConstructionIn useNothing numberedBuilding, in the world, at real coordinates — and geography you can read off a roofline.
Utility4
AgilityIn useNothing numberedThe body's own budget: how far, how fast, and how much is left.
ThievingIn useNothing numberedIt predates crime. Somebody has to invent property before anybody can steal.
SlayerIn useNothing numberedThe naturalist's dark twin: knowing how dangerous things die.
SailingNot yetNothing numberedThe skill that closes the roster, and the first thing nobody can do alone.
Runecraft1
RunecraftIn useNothing numberedThe logistics line under every spell that will ever be cast.